skill.c 632 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. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  56. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  57. /**
  58. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  59. **/
  60. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  61. struct skill_usave {
  62. uint16 skill_id, skill_lv;
  63. };
  64. struct s_skill_db skill_db[MAX_SKILL_DB];
  65. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  66. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  67. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  68. struct s_skill_improvise_db {
  69. uint16 skill_id;
  70. short per;//1-10000
  71. };
  72. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  73. struct s_skill_changematerial_db {
  74. int itemid;
  75. short rate;
  76. int qty[5];
  77. short qty_rate[5];
  78. };
  79. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  80. //Warlock
  81. struct s_skill_spellbook_db {
  82. int nameid;
  83. uint16 skill_id;
  84. int point;
  85. };
  86. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  87. //Guillotine Cross
  88. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  89. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  90. int firewall_unit_pos;
  91. int icewall_unit_pos;
  92. int earthstrain_unit_pos;
  93. //early declaration
  94. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  95. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  96. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  97. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  98. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  99. //Since only mob-casted splash skills can hit ice-walls
  100. static inline int splash_target(struct block_list* bl) {
  101. #ifndef RENEWAL
  102. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  103. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  104. return BL_SKILL|BL_CHAR;
  105. #endif
  106. }
  107. /// Returns the id of the skill, or 0 if not found.
  108. int skill_name2id(const char* name) {
  109. if( name == NULL )
  110. return 0;
  111. return strdb_iget(skilldb_name2id, name);
  112. }
  113. /// Maps skill ids to skill db offsets.
  114. /// Returns the skill's array index, or 0 (Unknown Skill).
  115. int skill_get_index( uint16 skill_id ) {
  116. // avoid ranges reserved for mapping guild/homun/mercenary skills
  117. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  118. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  119. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  120. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  121. return 0;
  122. // map skill id to skill db index
  123. if( skill_id >= GD_SKILLBASE )
  124. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  125. else if( skill_id >= EL_SKILLBASE )
  126. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  127. else if( skill_id >= MC_SKILLBASE )
  128. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  129. else if( skill_id >= HM_SKILLBASE )
  130. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  131. // validate result
  132. if( !skill_id || skill_id >= MAX_SKILL_DB )
  133. return 0;
  134. return skill_id;
  135. }
  136. const char* skill_get_name( uint16 skill_id ) {
  137. return skill_db[skill_get_index(skill_id)].name;
  138. }
  139. const char* skill_get_desc( uint16 skill_id ) {
  140. return skill_db[skill_get_index(skill_id)].desc;
  141. }
  142. /// out of bounds error checking [celest]
  143. static void skill_chk(int16 *skill_id) {
  144. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  145. }
  146. // checks/adjusts level
  147. static void skill_chk2(int16 *skill_lv) {
  148. *skill_lv = (*skill_lv < 1) ? 1 : (*skill_lv > MAX_SKILL_LEVEL) ? MAX_SKILL_LEVEL : *skill_lv;
  149. }
  150. // checks/adjusts index. make sure we don't use negative index
  151. static void skill_chk3(int *idx) {
  152. if (*idx < 0) *idx = 0;
  153. }
  154. #define skill_get(var,id) { skill_chk(&id); if(!id) return 0; return var; }
  155. #define skill_get2(var,id,lv) { skill_chk(&id); if (!id) return 0; skill_chk2(&lv); return var; }
  156. #define skill_get3(var,id,x) { skill_chk(&id); if (!id) return 0; skill_chk3(&x); return var; }
  157. // Skill DB
  158. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
  159. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
  160. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  161. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
  162. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
  163. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  164. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  165. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  166. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  167. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  168. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  169. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  170. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  171. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
  172. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
  173. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_db[skill_id].inf3, skill_id); }
  174. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
  175. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  176. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  177. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  178. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  179. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id); }
  180. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
  181. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get3 (skill_db[skill_id].unit_id[flag], skill_id, flag); }
  182. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
  183. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  184. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
  185. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
  186. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
  187. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  188. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  189. #ifdef RENEWAL_CAST
  190. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  191. #endif
  192. // Skill requirements
  193. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp[skill_lv-1], skill_id, skill_lv); }
  194. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.mhp[skill_lv-1], skill_id, skill_lv); }
  195. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp[skill_lv-1], skill_id, skill_lv); }
  196. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp_rate[skill_lv-1], skill_id, skill_lv); }
  197. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp_rate[skill_lv-1], skill_id, skill_lv); }
  198. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.zeny[skill_lv-1], skill_id, skill_lv); }
  199. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.weapon, skill_id); }
  200. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.ammo, skill_id); }
  201. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.ammo_qty[skill_lv-1], skill_id, skill_lv); }
  202. int skill_get_state( uint16 skill_id ) { skill_get (skill_db[skill_id].require.state, skill_id); }
  203. //int skill_get_status( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.status[idx], skill_id, idx); }
  204. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_db[skill_id].require.status_count, skill_id); }
  205. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].require.spiritball[skill_lv-1], skill_id, skill_lv); }
  206. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.itemid[idx], skill_id, idx); }
  207. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.amount[idx], skill_id, idx); }
  208. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.eqItem[idx], skill_id, idx); }
  209. int skill_tree_get_max(uint16 skill_id, int b_class)
  210. {
  211. int i;
  212. b_class = pc_class2idx(b_class);
  213. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  214. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  215. return skill_tree[b_class][i].max;
  216. else
  217. return skill_get_max(skill_id);
  218. }
  219. int skill_get_cooldown_(struct map_session_data *sd, int id, int lv) {
  220. int i, cooldown;
  221. int idx = skill_get_index (id);
  222. if (!idx) return 0;
  223. cooldown = 0;
  224. if (skill_db[idx].cooldown[lv - 1])
  225. cooldown = skill_db[idx].cooldown[lv - 1];
  226. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) {
  227. if (sd->skillcooldown[i].id == id) {
  228. cooldown += sd->skillcooldown[i].val;
  229. if (cooldown < 0)
  230. cooldown = 0;
  231. break;
  232. }
  233. }
  234. return cooldown;
  235. }
  236. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  237. int skill_check_target_c_marker(struct block_list *bl,va_list ap);
  238. int skill_attack_area(struct block_list *bl,va_list ap);
  239. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  240. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  241. int skill_greed(struct block_list *bl, va_list ap);
  242. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  243. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  244. static int skill_trap_splash(struct block_list *bl, va_list ap);
  245. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  246. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  247. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  248. static int skill_unit_effect(struct block_list *bl,va_list ap);
  249. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  250. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  251. int skill_get_casttype (uint16 skill_id) {
  252. int inf = skill_get_inf(skill_id);
  253. if (inf&(INF_GROUND_SKILL))
  254. return CAST_GROUND;
  255. if (inf&INF_SUPPORT_SKILL)
  256. return CAST_NODAMAGE;
  257. if (inf&INF_SELF_SKILL) {
  258. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  259. return CAST_DAMAGE; //Combo skill.
  260. return CAST_NODAMAGE;
  261. }
  262. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  263. return CAST_NODAMAGE;
  264. return CAST_DAMAGE;
  265. }
  266. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  267. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  268. int range, inf3=0;
  269. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  270. return 9; //Mobs have a range of 9 regardless of skill used.
  271. range = skill_get_range(skill_id, skill_lv);
  272. if( range < 0 ) {
  273. if( battle_config.use_weapon_skill_range&bl->type )
  274. return status_get_range(bl);
  275. range *=-1;
  276. }
  277. inf3 = skill_get_inf3(skill_id);
  278. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  279. if( bl->type == BL_PC ) {
  280. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  281. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  282. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  283. } else
  284. range += 10; //Assume level 10?
  285. }
  286. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  287. if( bl->type == BL_PC ) {
  288. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  289. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  290. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  291. }
  292. }
  293. if( !range && bl->type != BL_PC )
  294. return 9; // Enable non players to use self skills on others. [Skotlex]
  295. return range;
  296. }
  297. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  298. int skill, hp;
  299. struct map_session_data *sd = BL_CAST(BL_PC, src);
  300. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  301. struct status_change *sc, *tsc;
  302. sc = status_get_sc(src);
  303. tsc = status_get_sc(target);
  304. switch( skill_id ) {
  305. case BA_APPLEIDUN:
  306. #ifdef RENEWAL
  307. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  308. #else
  309. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  310. #endif
  311. if( sd )
  312. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  313. break;
  314. case PR_SANCTUARY:
  315. hp = (skill_lv>6)?777:skill_lv*100;
  316. break;
  317. case NPC_EVILLAND:
  318. hp = (skill_lv>6)?666:skill_lv*100;
  319. break;
  320. default:
  321. if (skill_lv >= battle_config.max_heal_lv)
  322. return battle_config.max_heal;
  323. #ifdef RENEWAL
  324. /**
  325. * Renewal Heal Formula
  326. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  327. **/
  328. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) / 10;
  329. #else
  330. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) * 8));
  331. #endif
  332. if (skill_id == AB_HIGHNESSHEAL)
  333. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  334. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  335. hp += hp * skill * 2 / 100;
  336. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  337. hp += hp * skill * 2 / 100;
  338. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  339. hp *= 2;
  340. break;
  341. }
  342. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  343. hp >>= 1;
  344. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  345. hp += hp*skill/100;
  346. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  347. hp += hp*skill/100;
  348. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  349. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  350. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  351. if( tsc && tsc->count ) {
  352. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  353. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  354. if( heal && tsc->data[SC_DEATHHURT] )
  355. hp -= hp * 20/100;
  356. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  357. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  358. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  359. hp += hp / 10;
  360. }
  361. #ifdef RENEWAL
  362. // MATK part of the RE heal formula [malufett]
  363. // Note: in this part matk bonuses from items or skills are not applied
  364. switch( skill_id ) {
  365. case BA_APPLEIDUN: case PR_SANCTUARY:
  366. case NPC_EVILLAND: break;
  367. default:
  368. {
  369. struct status_data *status = status_get_status_data(src);
  370. int min, max;
  371. min = max = status_base_matk(status, status_get_lv(src));
  372. if( status->rhw.matk > 0 ){
  373. int wMatk, variance;
  374. wMatk = status->rhw.matk;
  375. variance = wMatk * status->rhw.wlv / 10;
  376. min += wMatk - variance;
  377. max += wMatk + variance;
  378. }
  379. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  380. min = max;
  381. if( sd && sd->right_weapon.overrefine > 0 ){
  382. min++;
  383. max += sd->right_weapon.overrefine - 1;
  384. }
  385. if(max > min)
  386. hp += min+rnd()%(max-min);
  387. else
  388. hp += min;
  389. }
  390. }
  391. #endif
  392. return hp;
  393. }
  394. /** Making Plagiarism and Reproduce check their own function
  395. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  396. * @param sd: Player who will copy the skill
  397. * @param skill_id: Target skill
  398. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  399. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  400. */
  401. static char skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  402. int idx = skill_get_index(skill_id);
  403. // Only copy skill that player doesn't have or the skill is old clone
  404. if (sd->status.skill[idx].id != 0 && sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED)
  405. return 0;
  406. // Check if the skill is copyable by class
  407. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  408. uint16 job_allowed = skill_db[idx].copyable.joballowed;
  409. while (1) {
  410. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  411. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  412. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  413. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  414. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  415. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  416. return 0;
  417. }
  418. }
  419. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  420. if (skill_db[idx].copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  421. return 1;
  422. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  423. if (skill_db[idx].copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  424. return 2;
  425. return 0;
  426. }
  427. /** Check if the skill is ok to cast and when.
  428. * Done before check_condition_begin, requirement
  429. * @param skill_id: Skill ID that casted
  430. * @param sd: Player who casted
  431. * @return true: Skill cannot be used, false: otherwise
  432. * @author [MouseJstr]
  433. */
  434. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  435. {
  436. int16 idx,m;
  437. nullpo_retr(1,sd);
  438. m = sd->bl.m;
  439. idx = skill_get_index(skill_id);
  440. if (idx == 0)
  441. return true; // invalid skill id
  442. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  443. return false; // can do any damn thing they want
  444. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  445. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  446. if (map[m].flag.noskill)
  447. return true;
  448. // Epoque:
  449. // This code will compare the player's attack motion value which is influenced by ASPD before
  450. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  451. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  452. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  453. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  454. {// attempted to cast a skill before the attack motion has finished
  455. return true;
  456. }
  457. if (skill_blockpc_get(sd, skill_id) != -1){
  458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  459. return true;
  460. }
  461. /**
  462. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  463. * 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
  464. **/
  465. if( sd->skillitem == skill_id )
  466. return false;
  467. // Check skill restrictions [Celest]
  468. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  469. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  470. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  471. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  472. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  473. clif_msg(sd, 0x536); // This skill cannot be used within this area
  474. return true;
  475. }
  476. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  477. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  478. switch (skill_id) {
  479. case AL_WARP:
  480. case RETURN_TO_ELDICASTES:
  481. case ALL_GUARDIAN_RECALL:
  482. case ECLAGE_RECALL:
  483. if(map[m].flag.nowarp) {
  484. clif_skill_teleportmessage(sd,0);
  485. return true;
  486. }
  487. return false;
  488. case AL_TELEPORT:
  489. case SC_FATALMENACE:
  490. case SC_DIMENSIONDOOR:
  491. case ALL_ODINS_RECALL:
  492. if(map[m].flag.noteleport) {
  493. clif_skill_teleportmessage(sd,0);
  494. return true;
  495. }
  496. return false; // gonna be checked in 'skill_castend_nodamage_id'
  497. case WE_CALLPARTNER:
  498. case WE_CALLPARENT:
  499. case WE_CALLBABY:
  500. if (map[m].flag.nomemo) {
  501. clif_skill_teleportmessage(sd,1);
  502. return true;
  503. }
  504. break;
  505. case MC_VENDING:
  506. case ALL_BUYING_STORE:
  507. if( map[sd->bl.m].flag.novending ) {
  508. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  509. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  510. return true;
  511. }
  512. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  513. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  515. return true;
  516. }
  517. if( npc_isnear(&sd->bl) ) {
  518. // uncomment to send msg_txt.
  519. //char output[150];
  520. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  521. //clif_displaymessage(sd->fd, output);
  522. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  523. return true;
  524. }
  525. case MC_IDENTIFY:
  526. return false; // always allowed
  527. case WZ_ICEWALL:
  528. // noicewall flag [Valaris]
  529. if (map[m].flag.noicewall) {
  530. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  531. return true;
  532. }
  533. break;
  534. case GC_DARKILLUSION:
  535. if( map_flag_gvg(m) ) {
  536. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  537. return true;
  538. }
  539. break;
  540. case GD_EMERGENCYCALL:
  541. case GD_ITEMEMERGENCYCALL:
  542. if (
  543. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  544. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  545. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  546. ) {
  547. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  548. return true;
  549. }
  550. break;
  551. case WS_CARTBOOST:
  552. case BS_HAMMERFALL:
  553. case BS_ADRENALINE:
  554. case MC_CARTREVOLUTION:
  555. case MC_MAMMONITE:
  556. case WS_MELTDOWN:
  557. case MG_SIGHT:
  558. case TF_HIDING:
  559. /**
  560. * These skills cannot be used while in mado gear (credits to Xantara)
  561. **/
  562. if( pc_ismadogear(sd) ) {
  563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  564. return true;
  565. }
  566. break;
  567. case WM_SIRCLEOFNATURE:
  568. case WM_SOUND_OF_DESTRUCTION:
  569. case SC_MANHOLE:
  570. case WM_LULLABY_DEEPSLEEP:
  571. case WM_SATURDAY_NIGHT_FEVER:
  572. if( !map_flag_vs(m) ) {
  573. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  574. return true;
  575. }
  576. break;
  577. }
  578. return false;
  579. }
  580. /** Check if the homunculus skill is ok to be processed
  581. * After checking from Homunculus side, also check the master condition
  582. * @param skill_id: Skill ID that casted
  583. * @param hd: Homunculus who casted
  584. * @return true: Skill cannot be used, false: otherwise
  585. */
  586. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  587. {
  588. uint16 idx = skill_get_index(skill_id);
  589. nullpo_retr(1,hd);
  590. if (idx == 0)
  591. return true; // invalid skill id
  592. if (hd->blockskill[idx] > 0)
  593. return true;
  594. switch(skill_id) {
  595. case MH_LIGHT_OF_REGENE: //must be cordial
  596. if(hd->homunculus.intimacy <= 750) return true;
  597. break;
  598. case MH_OVERED_BOOST: //if we starving
  599. if(hd->homunculus.hunger <= 1) return true;
  600. break;
  601. case MH_GOLDENE_FERSE: //cant be used with angriff
  602. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  603. break;
  604. case MH_ANGRIFFS_MODUS:
  605. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  606. break;
  607. case MH_TINDER_BREAKER: //must be in grappling mode
  608. if(!&hd->sc
  609. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  610. || !hd->homunculus.spiritball) return true;
  611. break;
  612. case MH_SONIC_CRAW: //must be in fighting mode
  613. if(!&hd->sc
  614. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  615. || !hd->homunculus.spiritball) return true;
  616. break;
  617. case MH_SILVERVEIN_RUSH:
  618. if(!&hd->sc
  619. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  620. || hd->homunculus.spiritball < 2) return true;
  621. break;
  622. case MH_MIDNIGHT_FRENZY:
  623. if(!&hd->sc
  624. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  625. || !hd->homunculus.spiritball) return true;
  626. break;
  627. case MH_CBC:
  628. if(!&hd->sc
  629. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  630. || hd->homunculus.spiritball < 2) return true;
  631. break;
  632. case MH_EQC:
  633. if(!&hd->sc
  634. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  635. || hd->homunculus.spiritball < 3) return true;
  636. break;
  637. }
  638. //Use master's criteria.
  639. return skill_isNotOk(skill_id, hd->master);
  640. }
  641. /** Check if the mercenary skill is ok to be processed
  642. * After checking from Homunculus side, also check the master condition
  643. * @param skill_id: Skill ID that casted
  644. * @param md: Mercenary who casted
  645. * @return true: Skill cannot be used, false: otherwise
  646. */
  647. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  648. {
  649. uint16 idx = skill_get_index(skill_id);
  650. nullpo_retr(1,md);
  651. if( idx == 0 )
  652. return true; // Invalid Skill ID
  653. if( md->blockskill[idx] > 0 )
  654. return true;
  655. return skill_isNotOk(skill_id, md->master);
  656. }
  657. /** Check if the skill can be casted near NPC or not
  658. * @param src Object who casted
  659. * @param skill_id Skill ID that casted
  660. * @param skill_lv Skill Lv
  661. * @param pos_x Position x of the target
  662. * @param pos_y Position y of the target
  663. * @return true: Skill cannot be used, false: otherwise
  664. * @author [Cydh]
  665. */
  666. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  667. int inf;
  668. if (!src || skill_get_index(skill_id) < 0)
  669. return false;
  670. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  671. return false;
  672. inf = skill_get_inf(skill_id);
  673. //if self skill
  674. if (inf&INF_SELF_SKILL) {
  675. pos_x = src->x;
  676. pos_y = src->y;
  677. }
  678. if (pos_x <= 0) pos_x = src->x;
  679. if (pos_y <= 0) pos_y = src->y;
  680. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  681. }
  682. struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
  683. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  684. uint8 dir;
  685. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  686. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  687. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  688. }
  689. if (pos != -1) // simple single-definition layout
  690. return &skill_unit_layout[pos];
  691. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  692. if (skill_id == MG_FIREWALL)
  693. return &skill_unit_layout [firewall_unit_pos + dir];
  694. else if (skill_id == WZ_ICEWALL)
  695. return &skill_unit_layout [icewall_unit_pos + dir];
  696. else if( skill_id == WL_EARTHSTRAIN ) //Warlock
  697. return &skill_unit_layout [earthstrain_unit_pos + dir];
  698. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  699. return &skill_unit_layout[0]; // default 1x1 layout
  700. }
  701. /*==========================================
  702. * Add effect to skill when hit succesfully target
  703. *------------------------------------------*/
  704. int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  705. {
  706. struct map_session_data *sd, *dstsd;
  707. struct mob_data *md, *dstmd;
  708. struct status_data *sstatus, *tstatus;
  709. struct status_change *sc, *tsc;
  710. enum sc_type status;
  711. int skill;
  712. int rate;
  713. int chorusbonus = 0;
  714. nullpo_ret(src);
  715. nullpo_ret(bl);
  716. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  717. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  718. return 0;
  719. sd = BL_CAST(BL_PC, src);
  720. md = BL_CAST(BL_MOB, src);
  721. dstsd = BL_CAST(BL_PC, bl);
  722. dstmd = BL_CAST(BL_MOB, bl);
  723. sc = status_get_sc(src);
  724. tsc = status_get_sc(bl);
  725. sstatus = status_get_status_data(src);
  726. tstatus = status_get_status_data(bl);
  727. if (!tsc) //skill additional effect is about adding effects to the target...
  728. //So if the target can't be inflicted with statuses, this is pointless.
  729. return 0;
  730. // Minstrel/Wanderer number check for chorus skills.
  731. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  732. if( sd && sd->status.party_id ) {
  733. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  734. if( chorusbonus > 7 )
  735. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  736. else if( chorusbonus > 2 )
  737. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  738. }
  739. if( sd )
  740. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  741. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  742. // Trigger status effects
  743. enum sc_type type;
  744. int i;
  745. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  746. rate = sd->addeff[i].rate;
  747. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  748. rate += sd->addeff[i].arrow_rate;
  749. if( !rate ) continue;
  750. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  751. // Trigger has attack type consideration.
  752. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  753. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  754. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  755. else
  756. continue;
  757. }
  758. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  759. // Trigger has range consideration.
  760. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  761. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  762. continue; //Range Failed.
  763. }
  764. type = sd->addeff[i].id;
  765. skill = skill_get_time2(status_sc2skill(type),7);
  766. if (sd->addeff[i].flag&ATF_TARGET)
  767. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  768. if (sd->addeff[i].flag&ATF_SELF)
  769. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  770. }
  771. }
  772. if( skill_id ) {
  773. // Trigger status effects on skills
  774. enum sc_type type;
  775. int i;
  776. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  777. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  778. continue;
  779. type = sd->addeff3[i].id;
  780. skill = skill_get_time2(status_sc2skill(type),7);
  781. if( sd->addeff3[i].target&ATF_TARGET )
  782. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  783. if( sd->addeff3[i].target&ATF_SELF )
  784. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  785. }
  786. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  787. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  788. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  789. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  790. clif_emotion(bl,E_OMG);
  791. }
  792. }
  793. }
  794. if( dmg_lv < ATK_DEF ) // no damage, return;
  795. return 0;
  796. switch(skill_id) {
  797. case 0:
  798. { // Normal attacks (no skill used)
  799. if( attack_type&BF_SKILL )
  800. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  801. if(sd) {
  802. // Automatic trigger of Blitz Beat
  803. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  804. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  805. rate=(sd->status.job_level+9)/10;
  806. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  807. }
  808. // Automatic trigger of Warg Strike [Jobbie]
  809. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  810. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  811. // Gank
  812. if(dstmd && sd->status.weapon != W_BOW &&
  813. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  814. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  815. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  816. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  817. else
  818. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  819. }
  820. // Chance to trigger Taekwon kicks [Dralnu]
  821. if(sc && !sc->data[SC_COMBO]) {
  822. if(sc->data[SC_READYSTORM] &&
  823. sc_start(src,src,SC_COMBO, 15, TK_STORMKICK,
  824. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  825. else if(sc->data[SC_READYDOWN] &&
  826. sc_start(src,src,SC_COMBO, 15, TK_DOWNKICK,
  827. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  828. else if(sc->data[SC_READYTURN] &&
  829. sc_start(src,src,SC_COMBO, 15, TK_TURNKICK,
  830. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  831. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  832. rate = 20;
  833. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  834. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  835. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  836. }
  837. sc_start2(src,src, SC_COMBO, rate, TK_COUNTER, bl->id,
  838. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  839. }
  840. }
  841. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  842. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  843. }
  844. if (sc) {
  845. struct status_change_entry *sce;
  846. // Enchant Poison gives a chance to poison attacked enemies
  847. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  848. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  849. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  850. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  851. if((sce=sc->data[SC_EDP]))
  852. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  853. skill_get_time2(ASC_EDP,sce->val1));
  854. }
  855. }
  856. break;
  857. case SM_BASH:
  858. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  859. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  860. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  861. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),0);
  862. }
  863. break;
  864. case MER_CRASH:
  865. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  866. break;
  867. case AS_VENOMKNIFE:
  868. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  869. skill_lv = pc_checkskill(sd, TF_POISON);
  870. case TF_POISON:
  871. case AS_SPLASHER:
  872. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  873. && sd && skill_id==TF_POISON
  874. )
  875. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  876. break;
  877. case AS_SONICBLOW:
  878. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  879. break;
  880. case WZ_FIREPILLAR:
  881. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  882. break;
  883. case MG_FROSTDIVER:
  884. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  885. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  886. break;
  887. case WZ_FROSTNOVA:
  888. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  889. break;
  890. case WZ_STORMGUST:
  891. /**
  892. * Storm Gust counter was dropped in renewal
  893. **/
  894. #ifdef RENEWAL
  895. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  896. #else
  897. //On third hit, there is a 150% to freeze the target
  898. if(tsc->sg_counter >= 3 &&
  899. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  900. tsc->sg_counter = 0;
  901. /**
  902. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  903. **/
  904. else if( tsc->sg_counter > 250 )
  905. tsc->sg_counter = 0;
  906. #endif
  907. break;
  908. case WZ_METEOR:
  909. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  910. break;
  911. case WZ_VERMILION:
  912. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  913. break;
  914. case HT_FREEZINGTRAP:
  915. case MA_FREEZINGTRAP:
  916. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  917. break;
  918. case HT_FLASHER:
  919. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  920. break;
  921. case HT_LANDMINE:
  922. case MA_LANDMINE:
  923. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  924. break;
  925. case HT_SHOCKWAVE:
  926. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  927. break;
  928. case HT_SANDMAN:
  929. case MA_SANDMAN:
  930. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  931. break;
  932. case TF_SPRINKLESAND:
  933. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  934. break;
  935. case TF_THROWSTONE:
  936. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  937. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  938. break;
  939. case NPC_DARKCROSS:
  940. case CR_HOLYCROSS:
  941. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  942. break;
  943. case CR_GRANDCROSS:
  944. case NPC_GRANDDARKNESS:
  945. //Chance to cause blind status vs demon and undead element, but not against players
  946. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  947. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  948. attack_type |= BF_WEAPON;
  949. break;
  950. case AM_ACIDTERROR:
  951. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  952. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  953. clif_emotion(bl,E_OMG);
  954. break;
  955. case AM_DEMONSTRATION:
  956. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  957. break;
  958. case CR_SHIELDCHARGE:
  959. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  960. break;
  961. case PA_PRESSURE:
  962. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  963. break;
  964. case RG_RAID:
  965. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  966. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  967. #ifdef RENEWAL
  968. sc_start(src,bl,SC_RAID,100,7,5000);
  969. break;
  970. case RG_BACKSTAP:
  971. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  972. #endif
  973. break;
  974. case BA_FROSTJOKER:
  975. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  976. break;
  977. case DC_SCREAM:
  978. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  979. break;
  980. case BD_LULLABY:
  981. 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
  982. break;
  983. case DC_UGLYDANCE:
  984. rate = 5+5*skill_lv;
  985. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  986. rate += 5+skill;
  987. status_zap(bl, 0, rate);
  988. break;
  989. case SL_STUN:
  990. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  991. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  992. break;
  993. case NPC_PETRIFYATTACK:
  994. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  995. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  996. skill_get_time2(skill_id,skill_lv));
  997. break;
  998. case NPC_CURSEATTACK:
  999. case NPC_SLEEPATTACK:
  1000. case NPC_BLINDATTACK:
  1001. case NPC_POISON:
  1002. case NPC_SILENCEATTACK:
  1003. case NPC_STUNATTACK:
  1004. case NPC_HELLPOWER:
  1005. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1006. break;
  1007. case NPC_ACIDBREATH:
  1008. case NPC_ICEBREATH:
  1009. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1010. break;
  1011. case NPC_BLEEDING:
  1012. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1013. break;
  1014. case NPC_MENTALBREAKER:
  1015. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1016. //equal to Matk*skLevel.
  1017. rate = sstatus->matk_min;
  1018. if (rate < sstatus->matk_max)
  1019. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1020. rate*=skill_lv;
  1021. status_zap(bl, 0, rate);
  1022. break;
  1023. }
  1024. // Equipment breaking monster skills [Celest]
  1025. case NPC_WEAPONBRAKER:
  1026. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1027. break;
  1028. case NPC_ARMORBRAKE:
  1029. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1030. break;
  1031. case NPC_HELMBRAKE:
  1032. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1033. break;
  1034. case NPC_SHIELDBRAKE:
  1035. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1036. break;
  1037. case CH_TIGERFIST:
  1038. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1039. break;
  1040. case LK_SPIRALPIERCE:
  1041. case ML_SPIRALPIERCE:
  1042. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1043. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1044. break;
  1045. case ST_REJECTSWORD:
  1046. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1047. break;
  1048. case PF_FOGWALL:
  1049. if (src != bl && !tsc->data[SC_DELUGE])
  1050. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1051. break;
  1052. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1053. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1054. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1055. break;
  1056. case LK_JOINTBEAT:
  1057. status = status_skill2sc(skill_id);
  1058. if (tsc->jb_flag) {
  1059. 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));
  1060. tsc->jb_flag = 0;
  1061. }
  1062. break;
  1063. case ASC_METEORASSAULT:
  1064. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1065. switch(rnd()%3) {
  1066. case 0:
  1067. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1068. break;
  1069. case 1:
  1070. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1071. break;
  1072. default:
  1073. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1074. }
  1075. break;
  1076. case HW_NAPALMVULCAN:
  1077. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1078. break;
  1079. case WS_CARTTERMINATION: // Cart termination
  1080. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1081. break;
  1082. case CR_ACIDDEMONSTRATION:
  1083. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1084. break;
  1085. case TK_DOWNKICK:
  1086. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1087. break;
  1088. case TK_JUMPKICK:
  1089. // debuff the following statuses
  1090. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1091. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1092. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1093. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1094. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1095. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1096. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1097. }
  1098. break;
  1099. case TK_TURNKICK:
  1100. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1101. if(attack_type&BF_MISC) //70% base stun chance...
  1102. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1103. break;
  1104. case GS_BULLSEYE: //0.1% coma rate.
  1105. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1106. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  1107. break;
  1108. case GS_PIERCINGSHOT:
  1109. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1110. break;
  1111. case NJ_HYOUSYOURAKU:
  1112. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1113. break;
  1114. case GS_FLING:
  1115. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1116. break;
  1117. case GS_DISARM:
  1118. rate = 3*skill_lv;
  1119. if (sstatus->dex > tstatus->dex)
  1120. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1121. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1122. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1123. break;
  1124. case NPC_EVILLAND:
  1125. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1126. break;
  1127. case NPC_HELLJUDGEMENT:
  1128. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1129. break;
  1130. case NPC_CRITICALWOUND:
  1131. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1132. break;
  1133. case RK_WINDCUTTER:
  1134. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1135. break;
  1136. case RK_DRAGONBREATH:
  1137. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1138. break;
  1139. case RK_DRAGONBREATH_WATER:
  1140. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1141. break;
  1142. case AB_ADORAMUS:
  1143. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1144. 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));
  1145. break;
  1146. case WL_CRIMSONROCK:
  1147. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1148. break;
  1149. case WL_COMET:
  1150. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1151. break;
  1152. case WL_EARTHSTRAIN:
  1153. {
  1154. int i;
  1155. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1156. for( i = 0; i < skill_lv; i++ )
  1157. skill_strip_equip(src,bl,pos[i],(5 + skill_lv) * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1158. }
  1159. break;
  1160. case WL_JACKFROST:
  1161. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1162. break;
  1163. case RA_WUGBITE: {
  1164. int rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1165. if (rate < 50)
  1166. rate = 50;
  1167. sc_start(src,bl, SC_BITE, rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1168. }
  1169. break;
  1170. case RA_SENSITIVEKEEN:
  1171. if( rnd()%100 < 8 * skill_lv )
  1172. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1173. break;
  1174. case RA_FIRINGTRAP:
  1175. case RA_ICEBOUNDTRAP:
  1176. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1177. break;
  1178. case NC_PILEBUNKER:
  1179. if( rnd()%100 < 25 + 15*skill_lv ) {
  1180. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1181. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1182. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1183. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1184. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1185. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1186. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1187. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1188. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1189. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1190. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1191. }
  1192. break;
  1193. case NC_FLAMELAUNCHER:
  1194. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1195. break;
  1196. case NC_COLDSLOWER:
  1197. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1198. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1199. break;
  1200. case NC_POWERSWING:
  1201. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1202. if( rnd()%100 < 5*skill_lv )
  1203. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1204. break;
  1205. case GC_WEAPONCRUSH:
  1206. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1207. break;
  1208. case LG_SHIELDPRESS:
  1209. 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));
  1210. break;
  1211. case LG_PINPOINTATTACK:
  1212. rate = 30 + (((5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv)) + (status_get_agi(src) + status_get_lv(src))) / 10);
  1213. switch( skill_lv ) {
  1214. case 1:
  1215. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1216. break;
  1217. case 2:
  1218. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1219. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1220. break;
  1221. default:
  1222. skill_break_equip(src,bl,(skill_lv == 3) ? EQP_SHIELD : (skill_lv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1223. break;
  1224. }
  1225. break;
  1226. case LG_MOONSLASHER:
  1227. rate = 32 + 8 * skill_lv;
  1228. 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.
  1229. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1230. else if( dstmd && !is_boss(bl) )
  1231. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1232. break;
  1233. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1234. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1235. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1236. break;
  1237. case LG_EARTHDRIVE:
  1238. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1239. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1240. break;
  1241. case LG_HESPERUSLIT:
  1242. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1243. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), 2);
  1244. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1245. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1246. break;
  1247. case SR_DRAGONCOMBO:
  1248. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1249. break;
  1250. case SR_FALLENEMPIRE:
  1251. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1252. break;
  1253. case SR_WINDMILL:
  1254. if( dstsd )
  1255. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1256. else if( dstmd && !is_boss(bl) )
  1257. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1258. break;
  1259. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1260. 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));
  1261. break;
  1262. case SR_EARTHSHAKER:
  1263. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1264. break;
  1265. case SR_HOWLINGOFLION:
  1266. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1267. break;
  1268. case WM_SOUND_OF_DESTRUCTION:
  1269. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1270. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1271. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1272. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1273. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1274. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1275. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1276. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1277. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1278. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1279. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1280. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1281. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1282. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1283. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1284. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1285. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1286. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1287. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1288. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1289. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1290. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1291. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1292. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1293. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1294. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1295. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1296. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1297. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1298. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1299. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1300. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1301. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1302. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1303. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1304. }
  1305. break;
  1306. case SO_EARTHGRAVE:
  1307. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1308. break;
  1309. case SO_DIAMONDDUST:
  1310. rate = 5 + 5 * skill_lv;
  1311. if( sc && sc->data[SC_COOLER_OPTION] )
  1312. rate += sd ? sd->status.job_level / 5 : 0;
  1313. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1314. break;
  1315. case SO_VARETYR_SPEAR:
  1316. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1317. break;
  1318. case GN_SLINGITEM_RANGEMELEEATK:
  1319. if( sd ) {
  1320. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1321. case ITEMID_COCONUT_BOMB:
  1322. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(GN_SLINGITEM, skill_lv));
  1323. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, skill_get_time2(GN_SLINGITEM, skill_lv));
  1324. break;
  1325. case ITEMID_MELON_BOMB:
  1326. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv));
  1327. break;
  1328. case ITEMID_BANANA_BOMB:
  1329. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, skill_get_time(GN_SLINGITEM, skill_lv));
  1330. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, 75, skill_lv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skill_lv));
  1331. break;
  1332. }
  1333. sd->itemid = -1;
  1334. }
  1335. break;
  1336. case GN_HELLS_PLANT_ATK:
  1337. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1338. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1339. break;
  1340. case EL_WIND_SLASH: // Non confirmed rate.
  1341. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1342. break;
  1343. case EL_STONE_HAMMER:
  1344. rate = 10 * skill_lv;
  1345. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1346. break;
  1347. case EL_ROCK_CRUSHER:
  1348. case EL_ROCK_CRUSHER_ATK:
  1349. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1350. break;
  1351. case EL_TYPOON_MIS:
  1352. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1353. break;
  1354. case KO_JYUMONJIKIRI: // needs more info
  1355. sc_start(src,bl,SC_JYUMONJIKIRI,25,skill_lv,skill_get_time(skill_id,skill_lv));
  1356. break;
  1357. case KO_MAKIBISHI:
  1358. sc_start(src,bl, SC_STUN, 100, skill_lv, skill_get_time2(skill_id,skill_lv));
  1359. break;
  1360. case MH_LAVA_SLIDE:
  1361. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1362. break;
  1363. case MH_STAHL_HORN:
  1364. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1365. break;
  1366. case MH_NEEDLE_OF_PARALYZE:
  1367. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1368. break;
  1369. case MH_SILVERVEIN_RUSH:
  1370. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1371. break;
  1372. case MH_MIDNIGHT_FRENZY:
  1373. {
  1374. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1375. int spiritball = (hd?hd->homunculus.spiritball:1);
  1376. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1377. }
  1378. break;
  1379. case MH_XENO_SLASHER:
  1380. sc_start4(src,bl,SC_BLEEDING,skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1381. break;
  1382. case WL_HELLINFERNO:
  1383. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1384. break;
  1385. case NC_MAGMA_ERUPTION:
  1386. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1387. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1388. break;
  1389. case GC_DARKCROW:
  1390. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1391. break;
  1392. case GN_ILLUSIONDOPING:
  1393. if( sc_start(src,bl,SC_ILLUSIONDOPING,10 * skill_lv,skill_lv,skill_get_time(skill_id, skill_lv)) ) //Custom rate
  1394. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id, skill_lv));
  1395. break;
  1396. case RL_MASS_SPIRAL:
  1397. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1398. break;
  1399. case RL_SLUGSHOT:
  1400. if (bl->type != BL_PC)
  1401. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1402. else if (dstsd) {
  1403. pc_setsit(dstsd);
  1404. clif_sitting(bl);
  1405. }
  1406. break;
  1407. case RL_BANISHING_BUSTER:
  1408. if (dstsd && tsc) {
  1409. uint16 i = 0;
  1410. uint8 n = skill_lv * 2 + 2; //4, 6, 8, 10, 12
  1411. for (i = 0; i < SC_MAX && n > 0; i++) {
  1412. if (tsc->data[i] && rnd()%400 < status_get_dex(src)) { //(custom)
  1413. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1414. n--;
  1415. }
  1416. }
  1417. }
  1418. break;
  1419. case RL_S_STORM:
  1420. if (dstsd) {
  1421. uint8 i = 0, n, rand_pos[EQI_MAX];
  1422. 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 };
  1423. n = cap_value(skill_lv,2,ARRAYLENGTH(pos));
  1424. while (i < n) {
  1425. uint8 res = rnd()%ARRAYLENGTH(pos);
  1426. if (i && res == rand_pos[i-1]) //Make sure the value is not same with previous!
  1427. continue;
  1428. rand_pos[i] = res;
  1429. skill_break_equip(src,bl,pos[res],(status_get_dex(src)*skill_lv*10)-(status_get_agi(bl)*20),BCT_ENEMY); //(custom)
  1430. i++;
  1431. }
  1432. }
  1433. break;
  1434. case RL_AM_BLAST:
  1435. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1436. break;
  1437. case RL_B_TRAP:
  1438. if (sd && sd->skill_id_old == RL_FLICKER && tsc && tsc->data[SC_B_TRAP])
  1439. status_change_end(bl,SC_B_TRAP,INVALID_TIMER);
  1440. break;
  1441. case RL_HAMMER_OF_GOD:
  1442. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1443. case RL_D_TAIL:
  1444. case RL_QD_SHOT:
  1445. status_change_end(bl,SC_C_MARKER,INVALID_TIMER);
  1446. if (sc->data[SC_QD_SHOT_READY])
  1447. status_change_end(bl,SC_QD_SHOT_READY,INVALID_TIMER);
  1448. break;
  1449. } //end switch skill_id
  1450. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1451. { //Pass heritage to Master for status causing effects. [Skotlex]
  1452. sd = map_id2sd(md->master_id);
  1453. src = sd?&sd->bl:src;
  1454. }
  1455. if( attack_type&BF_WEAPON )
  1456. { // Coma, Breaking Equipment
  1457. if( sd && sd->special_state.bonus_coma )
  1458. {
  1459. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1460. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1461. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1462. if (rate)
  1463. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1464. }
  1465. if( sd && battle_config.equip_self_break_rate )
  1466. { // Self weapon breaking
  1467. rate = battle_config.equip_natural_break_rate;
  1468. if( sc )
  1469. {
  1470. if(sc->data[SC_GIANTGROWTH])
  1471. rate += 10;
  1472. if(sc->data[SC_OVERTHRUST])
  1473. rate += 10;
  1474. if(sc->data[SC_MAXOVERTHRUST])
  1475. rate += 10;
  1476. }
  1477. if( rate )
  1478. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1479. }
  1480. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1481. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1482. // Target weapon breaking
  1483. rate = 0;
  1484. if( sd )
  1485. rate += sd->bonus.break_weapon_rate;
  1486. if( sc && sc->data[SC_MELTDOWN] )
  1487. rate += sc->data[SC_MELTDOWN]->val2;
  1488. if( rate )
  1489. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1490. // Target armor breaking
  1491. rate = 0;
  1492. if( sd )
  1493. rate += sd->bonus.break_armor_rate;
  1494. if( sc && sc->data[SC_MELTDOWN] )
  1495. rate += sc->data[SC_MELTDOWN]->val3;
  1496. if( rate )
  1497. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1498. }
  1499. if( sd && sd->def_set_race[tstatus->race].rate )
  1500. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1501. 0, 0, 0, sd->def_set_race[tstatus->race].tick, 2);
  1502. if( sd && sd->def_set_race[tstatus->race].rate )
  1503. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1504. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, 2);
  1505. }
  1506. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
  1507. struct unit_data *ud = unit_bl2ud(src);
  1508. if( sc->data[SC_WILD_STORM_OPTION] )
  1509. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1510. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1511. skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
  1512. else if( sc->data[SC_TROPIC_OPTION] )
  1513. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1514. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1515. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1516. else
  1517. skill = 0;
  1518. if ( rnd()%100 < 25 && skill ){
  1519. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1520. if (ud) {
  1521. rate = skill_delayfix(src, skill, skill_lv);
  1522. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1523. ud->canact_tick = tick+rate;
  1524. if ( battle_config.display_status_timers )
  1525. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1526. }
  1527. }
  1528. }
  1529. }
  1530. // Autospell when attacking
  1531. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1532. {
  1533. struct block_list *tbl;
  1534. struct unit_data *ud;
  1535. int i, skill_lv, type;
  1536. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1537. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1538. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1539. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1540. continue; // one or more trigger conditions were not fulfilled
  1541. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1542. sd->state.autocast = 1;
  1543. if ( skill_isNotOk(skill, sd) )
  1544. continue;
  1545. sd->state.autocast = 0;
  1546. skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1547. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1548. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1549. if (rnd()%1000 >= rate)
  1550. continue;
  1551. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1552. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1553. int maxcount = 0;
  1554. if( !(BL_PC&battle_config.skill_reiteration) &&
  1555. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1556. skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
  1557. )
  1558. continue;
  1559. if( BL_PC&battle_config.skill_nofootset &&
  1560. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1561. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv,false)
  1562. )
  1563. continue;
  1564. if( BL_PC&battle_config.land_skill_limit &&
  1565. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1566. ) {
  1567. int v;
  1568. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1569. if(sd->ud.skillunit[v]->skill_id == skill)
  1570. maxcount--;
  1571. }
  1572. if( maxcount == 0 )
  1573. continue;
  1574. }
  1575. }
  1576. if( battle_config.autospell_check_range &&
  1577. !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1578. continue;
  1579. if (skill == AS_SONICBLOW)
  1580. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1581. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1582. type = CAST_GROUND;
  1583. sd->state.autocast = 1;
  1584. skill_consume_requirement(sd,skill,skill_lv,1);
  1585. skill_toggle_magicpower(src, skill);
  1586. switch (type) {
  1587. case CAST_GROUND:
  1588. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  1589. break;
  1590. case CAST_NODAMAGE:
  1591. skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
  1592. break;
  1593. case CAST_DAMAGE:
  1594. skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
  1595. break;
  1596. }
  1597. sd->state.autocast = 0;
  1598. //Set canact delay. [Skotlex]
  1599. ud = unit_bl2ud(src);
  1600. if (ud) {
  1601. rate = skill_delayfix(src, skill, skill_lv);
  1602. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1603. ud->canact_tick = tick+rate;
  1604. if ( battle_config.display_status_timers && sd )
  1605. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1606. }
  1607. }
  1608. }
  1609. }
  1610. //Autobonus when attacking
  1611. if( sd && sd->autobonus[0].rate )
  1612. {
  1613. int i;
  1614. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1615. {
  1616. if( rnd()%1000 >= sd->autobonus[i].rate )
  1617. continue;
  1618. if( sd->autobonus[i].active != INVALID_TIMER )
  1619. continue;
  1620. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1621. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1622. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1623. continue; // one or more trigger conditions were not fulfilled
  1624. pc_exeautobonus(sd,&sd->autobonus[i]);
  1625. }
  1626. }
  1627. //Polymorph
  1628. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1629. dstmd && !(tstatus->mode&MD_BOSS) &&
  1630. (rnd()%10000 < sd->bonus.classchange))
  1631. {
  1632. struct mob_db *mob;
  1633. int class_;
  1634. skill = 0;
  1635. do {
  1636. do {
  1637. class_ = rnd() % MAX_MOB_DB;
  1638. } while (!mobdb_checkid(class_));
  1639. rate = rnd() % 1000000;
  1640. mob = mob_db(class_);
  1641. } while (
  1642. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1643. (skill++) < 2000);
  1644. if (skill < 2000)
  1645. mob_class_change(dstmd,class_);
  1646. }
  1647. return 0;
  1648. }
  1649. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1650. uint8 i;
  1651. struct block_list *tbl;
  1652. if( sd == NULL || !skill_id )
  1653. return 0;
  1654. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1655. int skill, skill_lv, type;
  1656. if( sd->autospell3[i].flag != skill_id )
  1657. continue;
  1658. if( sd->autospell3[i].lock )
  1659. continue; // autospell already being executed
  1660. skill = sd->autospell3[i].id;
  1661. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1662. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1663. continue;
  1664. sd->state.autocast = 0;
  1665. if( skill >= 0 && bl == NULL )
  1666. continue; // No target
  1667. if( rnd()%1000 >= sd->autospell3[i].rate )
  1668. continue;
  1669. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1670. if( skill < 0 ) {
  1671. tbl = &sd->bl;
  1672. skill *= -1;
  1673. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1674. }
  1675. else
  1676. tbl = bl;
  1677. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1678. int maxcount = 0;
  1679. if( !(BL_PC&battle_config.skill_reiteration) &&
  1680. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1681. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1682. continue;
  1683. if( BL_PC&battle_config.skill_nofootset &&
  1684. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1685. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1686. continue;
  1687. if( BL_PC&battle_config.land_skill_limit &&
  1688. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1689. {
  1690. int v;
  1691. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1692. if(sd->ud.skillunit[v]->skill_id == skill)
  1693. maxcount--;
  1694. }
  1695. if( maxcount == 0 )
  1696. continue;
  1697. }
  1698. }
  1699. if( battle_config.autospell_check_range &&
  1700. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1701. continue;
  1702. sd->state.autocast = 1;
  1703. sd->autospell3[i].lock = true;
  1704. skill_consume_requirement(sd,skill,skill_lv,1);
  1705. switch( type ) {
  1706. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1707. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1708. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1709. }
  1710. sd->autospell3[i].lock = false;
  1711. sd->state.autocast = 0;
  1712. }
  1713. if( sd && sd->autobonus3[0].rate ) {
  1714. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1715. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1716. continue;
  1717. if( sd->autobonus3[i].active != INVALID_TIMER )
  1718. continue;
  1719. if( sd->autobonus3[i].atk_type != skill_id )
  1720. continue;
  1721. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1722. }
  1723. }
  1724. return 1;
  1725. }
  1726. /* Splitted off from skill_additional_effect, which is never called when the
  1727. * attack skill kills the enemy. Place in this function counter status effects
  1728. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1729. * from cards) that will take effect on the source, not the target. [Skotlex]
  1730. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1731. * type of skills, so not every instance of skill_additional_effect needs a call
  1732. * to this one.
  1733. */
  1734. 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)
  1735. {
  1736. int rate;
  1737. struct map_session_data *sd=NULL;
  1738. struct map_session_data *dstsd=NULL;
  1739. nullpo_ret(src);
  1740. nullpo_ret(bl);
  1741. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1742. sd = BL_CAST(BL_PC, src);
  1743. dstsd = BL_CAST(BL_PC, bl);
  1744. if(dstsd && attack_type&BF_WEAPON)
  1745. { //Counter effects.
  1746. enum sc_type type;
  1747. int i, time;
  1748. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1749. {
  1750. rate = dstsd->addeff2[i].rate;
  1751. if (attack_type&BF_LONG)
  1752. rate+=dstsd->addeff2[i].arrow_rate;
  1753. if (!rate) continue;
  1754. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1755. { //Trigger has range consideration.
  1756. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1757. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1758. continue; //Range Failed.
  1759. }
  1760. type = dstsd->addeff2[i].id;
  1761. time = skill_get_time2(status_sc2skill(type),7);
  1762. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1763. status_change_start(src,src,type,rate,7,0,0,0,time,0);
  1764. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1765. status_change_start(src,bl,type,rate,7,0,0,0,time,0);
  1766. }
  1767. }
  1768. switch(skill_id){
  1769. case MO_EXTREMITYFIST:
  1770. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1771. break;
  1772. case GS_FULLBUSTER:
  1773. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1774. break;
  1775. case HFLI_SBR44: //[orn]
  1776. case HVAN_EXPLOSION:
  1777. if(src->type == BL_HOM){
  1778. TBL_HOM *hd = (TBL_HOM*)src;
  1779. hd->homunculus.intimacy = 200;
  1780. if (hd->master)
  1781. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1782. }
  1783. break;
  1784. case CR_GRANDCROSS:
  1785. case NPC_GRANDDARKNESS:
  1786. attack_type |= BF_WEAPON;
  1787. break;
  1788. case LG_HESPERUSLIT:
  1789. {
  1790. struct status_change *sc = status_get_sc(src);
  1791. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1792. char i;
  1793. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  1794. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  1795. }
  1796. }
  1797. break;
  1798. }
  1799. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1800. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1801. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,0);
  1802. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1803. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1804. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1805. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1806. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1807. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1808. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1809. }
  1810. if( sd && status_isdead(bl) ) {
  1811. int sp = 0, hp = 0;
  1812. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1813. sp += sd->bonus.sp_gain_value;
  1814. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1815. hp += sd->bonus.hp_gain_value;
  1816. }
  1817. if( attack_type&BF_MAGIC ) {
  1818. sp += sd->bonus.magic_sp_gain_value;
  1819. hp += sd->bonus.magic_hp_gain_value;
  1820. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1821. struct status_change *sc = NULL;
  1822. if( ( sc = status_get_sc(src) ) ) {
  1823. if(sc->data[SC_SPIRIT] &&
  1824. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1825. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1826. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1827. }
  1828. }
  1829. }
  1830. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1831. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1832. }
  1833. }
  1834. // Trigger counter-spells to retaliate against damage causing skills.
  1835. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1836. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1837. {
  1838. struct block_list *tbl;
  1839. struct unit_data *ud;
  1840. int i, skill_id, skill_lv, rate, type;
  1841. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1842. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1843. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1844. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1845. continue; // one or more trigger conditions were not fulfilled
  1846. skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1847. skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1848. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1849. rate = dstsd->autospell2[i].rate;
  1850. if (attack_type&BF_LONG)
  1851. rate>>=1;
  1852. dstsd->state.autocast = 1;
  1853. if ( skill_isNotOk(skill_id, dstsd) )
  1854. continue;
  1855. dstsd->state.autocast = 0;
  1856. if (rnd()%1000 >= rate)
  1857. continue;
  1858. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1859. if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
  1860. int maxcount = 0;
  1861. if( !(BL_PC&battle_config.skill_reiteration) &&
  1862. skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
  1863. skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1864. )
  1865. continue;
  1866. if( BL_PC&battle_config.skill_nofootset &&
  1867. skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
  1868. skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv,false)
  1869. )
  1870. continue;
  1871. if( BL_PC&battle_config.land_skill_limit &&
  1872. (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
  1873. ) {
  1874. int v;
  1875. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1876. if(dstsd->ud.skillunit[v]->skill_id == skill_id)
  1877. maxcount--;
  1878. }
  1879. if( maxcount == 0 ) {
  1880. continue;
  1881. }
  1882. }
  1883. }
  1884. if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1885. continue;
  1886. dstsd->state.autocast = 1;
  1887. skill_consume_requirement(dstsd,skill_id,skill_lv,1);
  1888. switch (type) {
  1889. case CAST_GROUND:
  1890. skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
  1891. break;
  1892. case CAST_NODAMAGE:
  1893. skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1894. break;
  1895. case CAST_DAMAGE:
  1896. skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1897. break;
  1898. }
  1899. dstsd->state.autocast = 0;
  1900. //Set canact delay. [Skotlex]
  1901. ud = unit_bl2ud(bl);
  1902. if (ud) {
  1903. rate = skill_delayfix(bl, skill_id, skill_lv);
  1904. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1905. ud->canact_tick = tick+rate;
  1906. if ( battle_config.display_status_timers && dstsd )
  1907. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1908. }
  1909. }
  1910. }
  1911. }
  1912. //Autobonus when attacked
  1913. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  1914. int i;
  1915. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  1916. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1917. continue;
  1918. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1919. continue;
  1920. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1921. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1922. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  1923. continue; // one or more trigger conditions were not fulfilled
  1924. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1925. }
  1926. }
  1927. return 0;
  1928. }
  1929. /*=========================================================================
  1930. Breaks equipment. On-non players causes the corresponding strip effect.
  1931. - rate goes from 0 to 10000 (100.00%)
  1932. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1933. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1934. --------------------------------------------------------------------------*/
  1935. int skill_break_equip (struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag)
  1936. {
  1937. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1938. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1939. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1940. struct status_change *sc = status_get_sc(bl);
  1941. int i;
  1942. TBL_PC *sd;
  1943. sd = BL_CAST(BL_PC, bl);
  1944. if (sc && !sc->count)
  1945. sc = NULL;
  1946. if (sd) {
  1947. if (sd->bonus.unbreakable_equip)
  1948. where &= ~sd->bonus.unbreakable_equip;
  1949. if (sd->bonus.unbreakable)
  1950. rate -= rate*sd->bonus.unbreakable/100;
  1951. if (where&EQP_WEAPON) {
  1952. switch (sd->status.weapon) {
  1953. case W_FIST: //Bare fists should not break :P
  1954. case W_1HAXE:
  1955. case W_2HAXE:
  1956. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1957. case W_2HMACE:
  1958. case W_STAFF:
  1959. case W_2HSTAFF:
  1960. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1961. case W_HUUMA:
  1962. where &= ~EQP_WEAPON;
  1963. }
  1964. }
  1965. }
  1966. if (flag&BCT_ENEMY) {
  1967. if (battle_config.equip_skill_break_rate != 100)
  1968. rate = rate*battle_config.equip_skill_break_rate/100;
  1969. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1970. if (battle_config.equip_self_break_rate != 100)
  1971. rate = rate*battle_config.equip_self_break_rate/100;
  1972. }
  1973. for (i = 0; i < 4; i++) {
  1974. if (where&where_list[i]) {
  1975. if (sc && sc->count && sc->data[scdef[i]])
  1976. where&=~where_list[i];
  1977. else if (rnd()%10000 >= rate)
  1978. where&=~where_list[i];
  1979. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1980. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1981. }
  1982. }
  1983. if (!where) //Nothing to break.
  1984. return 0;
  1985. if (sd) {
  1986. for (i = 0; i < EQI_MAX; i++) {
  1987. int j = sd->equip_index[i];
  1988. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1989. continue;
  1990. switch(i) {
  1991. case EQI_HEAD_TOP: //Upper Head
  1992. flag = (where&EQP_HELM);
  1993. break;
  1994. case EQI_ARMOR: //Body
  1995. flag = (where&EQP_ARMOR);
  1996. break;
  1997. case EQI_HAND_R: //Left/Right hands
  1998. case EQI_HAND_L:
  1999. flag = (
  2000. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2001. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2002. break;
  2003. case EQI_SHOES:
  2004. flag = (where&EQP_SHOES);
  2005. break;
  2006. case EQI_GARMENT:
  2007. flag = (where&EQP_GARMENT);
  2008. break;
  2009. default:
  2010. continue;
  2011. }
  2012. if (flag) {
  2013. sd->status.inventory[j].attribute = 1;
  2014. pc_unequipitem(sd, j, 3);
  2015. }
  2016. }
  2017. clif_equiplist(sd);
  2018. }
  2019. return where; //Return list of pieces broken.
  2020. }
  2021. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2022. {
  2023. struct status_change *sc;
  2024. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2025. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2026. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2027. int i;
  2028. if (rnd()%100 >= rate)
  2029. return 0;
  2030. sc = status_get_sc(bl);
  2031. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2032. return 0;
  2033. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2034. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2035. where&=~pos[i];
  2036. }
  2037. if (!where) return 0;
  2038. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2039. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2040. where&=~pos[i];
  2041. }
  2042. return where?1:0;
  2043. }
  2044. //Early declaration
  2045. static int skill_area_temp[8];
  2046. /*=========================================================================
  2047. Used to knock back players, monsters, traps, etc
  2048. - 'count' is the number of squares to knock back
  2049. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2050. - if 'flag&0x1', position update packets must not be sent.
  2051. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  2052. -------------------------------------------------------------------------*/
  2053. int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
  2054. int dx = 0, dy = 0;
  2055. struct skill_unit* su = NULL;
  2056. nullpo_ret(src);
  2057. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  2058. return 0; //No knocking back in WoE
  2059. if (count == 0)
  2060. return 0; //Actual knockback distance is 0.
  2061. switch (target->type) {
  2062. case BL_MOB: {
  2063. struct mob_data* md = BL_CAST(BL_MOB, target);
  2064. if( md->mob_id == MOBID_EMPERIUM )
  2065. return 0;
  2066. //Bosses or imune can't be knocked-back
  2067. if(src != target && status_get_mode(target)&(MD_KNOCKBACK_IMMUNE|MD_BOSS))
  2068. return 0;
  2069. }
  2070. break;
  2071. case BL_PC: {
  2072. struct map_session_data *sd = BL_CAST(BL_PC, target);
  2073. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  2074. return 0; // Basilica caster can't be knocked-back by normal monsters.
  2075. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  2076. return 0;
  2077. }
  2078. break;
  2079. case BL_SKILL:
  2080. su = (struct skill_unit *)target;
  2081. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  2082. return 0; // ankle snare cannot be knocked back
  2083. break;
  2084. }
  2085. if (dir == -1) // <optimized>: do the computation here instead of outside
  2086. dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  2087. if (dir >= 0 && dir < 8)
  2088. { // take the reversed 'direction' and reverse it
  2089. dx = -dirx[dir];
  2090. dy = -diry[dir];
  2091. }
  2092. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  2093. }
  2094. //Checks if 'bl' should reflect back a spell cast by 'src'.
  2095. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2096. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2097. {
  2098. struct status_change *sc = status_get_sc(bl);
  2099. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2100. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2101. return 0;
  2102. // item-based reflection
  2103. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2104. return 1;
  2105. if( is_boss(src) )
  2106. return 0;
  2107. // status-based reflection
  2108. if( !sc || sc->count == 0 )
  2109. return 0;
  2110. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2111. return 1;
  2112. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2113. {// Kaite only works against non-players if they are low-level.
  2114. clif_specialeffect(bl, 438, AREA);
  2115. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2116. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2117. return 2;
  2118. }
  2119. return 0;
  2120. }
  2121. /*
  2122. * Combo handler, start stop combo status
  2123. */
  2124. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2125. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2126. switch (skill_id) {
  2127. case MH_MIDNIGHT_FRENZY:
  2128. case MH_EQC:{
  2129. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2130. int idx = skill_id2 - HM_SKILLBASE;
  2131. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2132. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2133. sd = hd->master;
  2134. hd->homunculus.hskill[idx].flag= flag;
  2135. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2136. }
  2137. break;
  2138. case MO_COMBOFINISH:
  2139. case CH_TIGERFIST:
  2140. case CH_CHAINCRUSH:
  2141. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2142. break;
  2143. case TK_JUMPKICK:
  2144. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2145. break;
  2146. case MO_TRIPLEATTACK:
  2147. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2148. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2149. break;
  2150. case SR_FALLENEMPIRE:
  2151. if (sd){
  2152. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2153. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2154. }
  2155. break;
  2156. }
  2157. }
  2158. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2159. int duration = 0, delay=0; //Used to signal if this skill can be combo'ed later on.
  2160. struct status_change_entry *sce;
  2161. TBL_PC *sd = BL_CAST(BL_PC,src);
  2162. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2163. struct status_change *sc = status_get_sc(src);
  2164. if(sc == NULL) return;
  2165. //End previous combo state after skill is invoked
  2166. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2167. switch (skill_id) {
  2168. case TK_TURNKICK:
  2169. case TK_STORMKICK:
  2170. case TK_DOWNKICK:
  2171. case TK_COUNTER:
  2172. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2173. sce->val1 = skill_id; //Update combo-skill
  2174. sce->val3 = skill_id;
  2175. if( sce->timer != INVALID_TIMER )
  2176. delete_timer(sce->timer, status_change_timer);
  2177. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2178. break;
  2179. }
  2180. unit_cancel_combo(src); // Cancel combo wait
  2181. break;
  2182. default:
  2183. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2184. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2185. }
  2186. }
  2187. //start new combo
  2188. if(sd){ //player only
  2189. switch(skill_id) {
  2190. case MO_TRIPLEATTACK:
  2191. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2192. duration=1;
  2193. break;
  2194. case MO_CHAINCOMBO:
  2195. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2196. duration=1;
  2197. break;
  2198. case MO_COMBOFINISH:
  2199. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2200. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2201. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2202. duration=1;
  2203. case CH_TIGERFIST:
  2204. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2205. duration=1;
  2206. case CH_CHAINCRUSH:
  2207. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2208. duration=1;
  2209. break;
  2210. case AC_DOUBLE: {
  2211. unsigned char race = status_get_race(bl);
  2212. if( (race == RC_BRUTE || race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2213. duration = 2000;
  2214. break;
  2215. }
  2216. case SR_DRAGONCOMBO:
  2217. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2218. duration = 1;
  2219. break;
  2220. case SR_FALLENEMPIRE:
  2221. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2222. duration = 1;
  2223. break;
  2224. }
  2225. }
  2226. else { //other
  2227. switch(skill_id) {
  2228. case MH_TINDER_BREAKER:
  2229. case MH_CBC:
  2230. case MH_SONIC_CRAW:
  2231. case MH_SILVERVEIN_RUSH:
  2232. if(hd->homunculus.spiritball > 0) duration = 2000;
  2233. delay=1;
  2234. break;
  2235. case MH_EQC:
  2236. case MH_MIDNIGHT_FRENZY:
  2237. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2238. delay=1;
  2239. break;
  2240. }
  2241. }
  2242. if (duration) { //Possible to chain
  2243. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //auto calc duration
  2244. duration = max(1,duration);
  2245. sc_start4(src,src,SC_COMBO,100,skill_id,bl->id,delay,0,duration);
  2246. clif_combo_delay(src, duration);
  2247. }
  2248. }
  2249. /** Copy skill by Plagiarism or Reproduce
  2250. * @param src: The caster
  2251. * @param bl: The target
  2252. * @param skill_id: Skill that casted
  2253. * @param skill_lv: Skill level of the casted skill
  2254. */
  2255. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv){
  2256. TBL_PC *tsd = BL_CAST(BL_PC,bl);
  2257. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2258. return;
  2259. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2260. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2261. return;
  2262. else {
  2263. short idx;
  2264. unsigned char lv;
  2265. // Copy Referal: dummy skills should point to their source upon copying
  2266. switch (skill_id) {
  2267. case AB_DUPLELIGHT_MELEE:
  2268. case AB_DUPLELIGHT_MAGIC:
  2269. skill_id = AB_DUPLELIGHT;
  2270. break;
  2271. case WL_CHAINLIGHTNING_ATK:
  2272. skill_id = WL_CHAINLIGHTNING;
  2273. break;
  2274. case WM_REVERBERATION_MELEE:
  2275. case WM_REVERBERATION_MAGIC:
  2276. skill_id = WM_REVERBERATION;
  2277. break;
  2278. case WM_SEVERE_RAINSTORM_MELEE:
  2279. skill_id = WM_SEVERE_RAINSTORM;
  2280. break;
  2281. case GN_CRAZYWEED_ATK:
  2282. skill_id = GN_CRAZYWEED;
  2283. break;
  2284. case GN_HELLS_PLANT_ATK:
  2285. skill_id = GN_HELLS_PLANT;
  2286. break;
  2287. case LG_OVERBRAND_BRANDISH:
  2288. case LG_OVERBRAND_PLUSATK:
  2289. skill_id = LG_OVERBRAND;
  2290. break;
  2291. }
  2292. //Use skill index, avoiding out-of-bound array [Cydh]
  2293. if ((idx = skill_get_index(skill_id)) < 0)
  2294. return;
  2295. switch (skill_isCopyable(tsd,skill_id)) {
  2296. case 1: //Copied by Plagiarism
  2297. {
  2298. if (tsd->cloneskill_idx >= 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2299. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2300. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2301. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2302. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2303. }
  2304. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2305. tsd->cloneskill_idx = idx;
  2306. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2307. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2308. }
  2309. break;
  2310. case 2: //Copied by Reproduce
  2311. {
  2312. struct status_change *tsc = status_get_sc(bl);
  2313. //Already did SC check
  2314. //Skill level copied depends on Reproduce skill that used
  2315. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2316. if( tsd->reproduceskill_idx >= 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2317. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2318. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2319. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2320. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2321. }
  2322. //Level dependent and limitation.
  2323. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2324. lv = min(lv,skill_get_max(skill_id));
  2325. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2326. lv = min(lv,skill_lv);
  2327. tsd->reproduceskill_idx = idx;
  2328. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2329. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2330. }
  2331. break;
  2332. default: return;
  2333. }
  2334. tsd->status.skill[idx].id = skill_id;
  2335. tsd->status.skill[idx].lv = lv;
  2336. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2337. clif_addskill(tsd,skill_id);
  2338. }
  2339. }
  2340. /*
  2341. * =========================================================================
  2342. * Does a skill attack with the given properties.
  2343. * src is the master behind the attack (player/mob/pet)
  2344. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2345. * bl is the target to be attacked.
  2346. * flag can hold a bunch of information:
  2347. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2348. * (usually holds number of targets, or just 1 for simple splash attacks)
  2349. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  2350. * packet shouldn't display a skill animation)
  2351. * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
  2352. * client (causes player characters to not scream skill name)
  2353. *-------------------------------------------------------------------------*/
  2354. 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)
  2355. {
  2356. struct Damage dmg;
  2357. struct status_data *sstatus, *tstatus;
  2358. struct status_change *tsc;
  2359. struct map_session_data *sd, *tsd;
  2360. int64 damage;
  2361. int8 rmdamage=0;//magic reflected
  2362. int type;
  2363. bool shadow_flag = false;
  2364. bool additional_effects = true;
  2365. if(skill_id > 0 && !skill_lv) return 0;
  2366. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2367. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2368. nullpo_ret(bl); //Target to be attacked.
  2369. if (src != dsrc) {
  2370. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2371. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2372. return 0;
  2373. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2374. //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]
  2375. if (!status_check_skilluse(src, bl, skill_id, 2))
  2376. return 0;
  2377. }
  2378. sd = BL_CAST(BL_PC, src);
  2379. tsd = BL_CAST(BL_PC, bl);
  2380. sstatus = status_get_status_data(src);
  2381. tstatus = status_get_status_data(bl);
  2382. tsc= status_get_sc(bl);
  2383. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2384. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2385. if (tsc && tsc->data[SC_TRICKDEAD])
  2386. return 0;
  2387. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2388. //Skotlex: Adjusted to the new system
  2389. if( src->type == BL_PET ) { // [Valaris]
  2390. struct pet_data *pd = (TBL_PET*)src;
  2391. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2392. int element = skill_get_ele(skill_id, skill_lv);
  2393. /*if (skill_id == -1) Does it ever worked?
  2394. element = sstatus->rhw.ele;*/
  2395. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2396. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2397. else
  2398. dmg.damage= skill_lv;
  2399. dmg.damage2=0;
  2400. dmg.div_= pd->a_skill->div_;
  2401. }
  2402. }
  2403. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2404. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2405. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2406. { //Magic reflection, switch caster/target
  2407. struct block_list *tbl = bl;
  2408. rmdamage = 1;
  2409. bl = src;
  2410. src = tbl;
  2411. dsrc = tbl;
  2412. sd = BL_CAST(BL_PC, src);
  2413. tsd = BL_CAST(BL_PC, bl);
  2414. tsc = status_get_sc(bl);
  2415. if (tsc && !tsc->count)
  2416. tsc = NULL; //Don't need it.
  2417. /* bugreport:2564 flag&2 disables double casting trigger */
  2418. flag |= 2;
  2419. //Spirit of Wizard blocks Kaite's reflection
  2420. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2421. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2422. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2423. if (type >= 0) {
  2424. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2425. dmg.damage = dmg.damage2 = 0;
  2426. dmg.dmg_lv = ATK_MISS;
  2427. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2428. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2429. }
  2430. } else if( type != 2 ) /* Kaite bypasses */
  2431. additional_effects = false;
  2432. /**
  2433. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2434. **/
  2435. #if MAGIC_REFLECTION_TYPE
  2436. if( dmg.dmg_lv != ATK_MISS ){//Wiz SL cancelled and consumed fragment
  2437. short s_ele = skill_get_ele(skill_id, skill_lv);
  2438. if (s_ele == -1) // the skill takes the weapon's element
  2439. s_ele = sstatus->rhw.ele;
  2440. else if (s_ele == -2) //Use status element
  2441. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2442. else if( s_ele == -3 ) //Use random element
  2443. s_ele = rnd()%ELE_ALL;
  2444. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2445. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2446. struct status_data *status = status_get_status_data(bl);
  2447. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2448. per /=20; //Uses 20% SP intervals.
  2449. //SP Cost: 1% + 0.5% per every 20% SP
  2450. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2451. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2452. //Reduction: 6% + 6% every 20%
  2453. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2454. }
  2455. }
  2456. #endif
  2457. }
  2458. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2459. int sp = skill_get_sp(skill_id,skill_lv);
  2460. dmg.damage = dmg.damage2 = 0;
  2461. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2462. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2463. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2464. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2465. status_heal(bl, 0, sp, 2);
  2466. }
  2467. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rand()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2468. dmg.damage = dmg.damage2 = 0;
  2469. dmg.dmg_lv = ATK_MISS;
  2470. }
  2471. }
  2472. damage = dmg.damage + dmg.damage2;
  2473. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2474. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2475. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2476. damage = 1;
  2477. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2478. struct block_list *nbl;
  2479. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2480. if( nbl ){ // Only one target is chosen.
  2481. damage = damage / 2; // Deflect half of the damage to a target nearby
  2482. 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);
  2483. }
  2484. }
  2485. //Skill hit type
  2486. type=(skill_id==0)?5:skill_get_hit(skill_id);
  2487. switch(skill_id){
  2488. case SC_TRIANGLESHOT:
  2489. if(rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0;
  2490. break;
  2491. default:
  2492. if(damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2493. dmg.blewcount = 0; //only pushback when it hit for other
  2494. break;
  2495. }
  2496. switch(skill_id){
  2497. case CR_GRANDCROSS:
  2498. case NPC_GRANDDARKNESS:
  2499. if(battle_config.gx_disptype) dsrc = src;
  2500. if(src == bl) type = 4;
  2501. else flag|=SD_ANIMATION;
  2502. break;
  2503. case NJ_TATAMIGAESHI: //For correct knockback.
  2504. dsrc = src;
  2505. flag|=SD_ANIMATION;
  2506. break;
  2507. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2508. int level;
  2509. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2510. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2511. }
  2512. break;
  2513. case SL_STIN:
  2514. case SL_STUN:
  2515. if (skill_lv >= 7){
  2516. struct status_change *sc = status_get_sc(src);
  2517. if(sc && !sc->data[SC_SMA])
  2518. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2519. }
  2520. break;
  2521. case GS_FULLBUSTER:
  2522. if(sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2523. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2524. break;
  2525. }
  2526. //combo handling
  2527. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2528. //Display damage.
  2529. switch( skill_id ) {
  2530. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2531. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2532. break;
  2533. //Skills that need be passed as a normal attack for the client to display correctly.
  2534. case HVAN_EXPLOSION:
  2535. case NPC_SELFDESTRUCTION:
  2536. if(src->type==BL_PC)
  2537. dmg.blewcount = 10;
  2538. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2539. // fall through
  2540. case KN_AUTOCOUNTER:
  2541. case NPC_CRITICALSLASH:
  2542. case TF_DOUBLE:
  2543. case GS_CHAINACTION:
  2544. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2545. break;
  2546. case AS_SPLASHER:
  2547. if( flag&SD_ANIMATION ) // the surrounding targets
  2548. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2549. else // the central target doesn't display an animation
  2550. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2551. break;
  2552. case WL_HELLINFERNO:
  2553. case SR_EARTHSHAKER:
  2554. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2555. break;
  2556. case WL_SOULEXPANSION:
  2557. case WL_COMET:
  2558. case KO_MUCHANAGE:
  2559. case NJ_HUUMA:
  2560. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2561. break;
  2562. case WL_CHAINLIGHTNING_ATK:
  2563. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2564. break;
  2565. case LG_OVERBRAND:
  2566. case LG_OVERBRAND_BRANDISH:
  2567. dmg.amotion = status_get_amotion(src) * 2;
  2568. case LG_OVERBRAND_PLUSATK:
  2569. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2570. break;
  2571. case EL_FIRE_BOMB:
  2572. case EL_FIRE_BOMB_ATK:
  2573. case EL_FIRE_WAVE:
  2574. case EL_FIRE_WAVE_ATK:
  2575. case EL_FIRE_MANTLE:
  2576. case EL_CIRCLE_OF_FIRE:
  2577. case EL_FIRE_ARROW:
  2578. case EL_ICE_NEEDLE:
  2579. case EL_WATER_SCREW:
  2580. case EL_WATER_SCREW_ATK:
  2581. case EL_WIND_SLASH:
  2582. case EL_TIDAL_WEAPON:
  2583. case EL_ROCK_CRUSHER:
  2584. case EL_ROCK_CRUSHER_ATK:
  2585. case EL_HURRICANE:
  2586. case EL_HURRICANE_ATK:
  2587. case KO_BAKURETSU:
  2588. case GN_CRAZYWEED_ATK:
  2589. case NC_MAGMA_ERUPTION:
  2590. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2591. break;
  2592. case GN_SLINGITEM_RANGEMELEEATK:
  2593. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2594. break;
  2595. case EL_STONE_RAIN:
  2596. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2597. break;
  2598. case WM_SEVERE_RAINSTORM_MELEE:
  2599. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6);
  2600. break;
  2601. case WM_REVERBERATION_MELEE:
  2602. case WM_REVERBERATION_MAGIC:
  2603. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2604. break;
  2605. case HT_CLAYMORETRAP:
  2606. case HT_BLASTMINE:
  2607. case HT_FLASHER:
  2608. case HT_FREEZINGTRAP:
  2609. case RA_CLUSTERBOMB:
  2610. case RA_FIRINGTRAP:
  2611. case RA_ICEBOUNDTRAP:
  2612. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2613. if( dsrc != src ) // avoid damage display redundancy
  2614. break;
  2615. case HT_LANDMINE:
  2616. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2617. break;
  2618. case WZ_SIGHTBLASTER:
  2619. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2620. break;
  2621. case AB_DUPLELIGHT_MELEE:
  2622. case AB_DUPLELIGHT_MAGIC:
  2623. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2624. default:
  2625. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2626. type = 5;
  2627. if( bl->type == BL_SKILL ){
  2628. TBL_SKILL *su = (TBL_SKILL*)bl;
  2629. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2630. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2631. }
  2632. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2633. break;
  2634. }
  2635. map_freeblock_lock();
  2636. 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]
  2637. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2638. skill_do_copy(src,bl,skill_id,skill_lv);
  2639. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2640. { //Skills with can't walk delay also stop normal attacking for that
  2641. //duration when the attack connects. [Skotlex]
  2642. struct unit_data *ud = unit_bl2ud(src);
  2643. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2644. ud->attackabletime = tick + type;
  2645. }
  2646. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  2647. if( !dmg.amotion ) {
  2648. //Instant damage
  2649. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag )
  2650. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2651. if( !status_isdead(bl) && additional_effects )
  2652. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2653. if( damage > 0 ) //Counter status effects [Skotlex]
  2654. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2655. }
  2656. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2657. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2658. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2659. int8 dir = -1; // default
  2660. switch(skill_id) {//direction
  2661. case MG_FIREWALL:
  2662. case PR_SANCTUARY:
  2663. case SC_TRIANGLESHOT:
  2664. case SR_KNUCKLEARROW:
  2665. case GN_WALLOFTHORN:
  2666. case EL_FIRE_MANTLE:
  2667. dir = unit_getdir(bl);// backwards
  2668. break;
  2669. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2670. case WZ_STORMGUST:
  2671. dir = rand()%8;
  2672. break;
  2673. case WL_CRIMSONROCK:
  2674. dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2675. break;
  2676. }
  2677. //blown-specific handling
  2678. switch( skill_id ) {
  2679. case LG_OVERBRAND_BRANDISH:
  2680. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) < dmg.blewcount )
  2681. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2682. break;
  2683. case SR_KNUCKLEARROW:
  2684. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
  2685. short dir_x, dir_y;
  2686. dir_x = dirx[(dir+4)%8];
  2687. dir_y = diry[(dir+4)%8];
  2688. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2689. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2690. }
  2691. break;
  2692. case GN_WALLOFTHORN:
  2693. unit_stop_walking(bl,1);
  2694. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
  2695. clif_fixpos(bl);
  2696. break;
  2697. default:
  2698. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
  2699. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2700. TBL_SKILL *su = (TBL_SKILL*)bl;
  2701. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2702. skill_blown(src, bl, 3, -1, 0);
  2703. }
  2704. break;
  2705. }
  2706. }
  2707. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2708. if (dmg.amotion) {
  2709. if( shadow_flag ) {
  2710. if( !status_isdead(bl) && additional_effects )
  2711. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  2712. if( dmg.flag > ATK_BLOCK )
  2713. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  2714. } else
  2715. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2716. }
  2717. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
  2718. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2719. struct block_list *d_bl = map_id2bl(sce->val1);
  2720. if( d_bl && (
  2721. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2722. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2723. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2724. {
  2725. if(!rmdamage){
  2726. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2727. status_fix_damage(NULL,d_bl, damage, 0);
  2728. } else {//Reflected magics are done directly on the target not on paladin
  2729. //This check is only for magical skill.
  2730. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2731. clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
  2732. status_fix_damage(bl,bl, damage, 0);
  2733. }
  2734. }
  2735. else {
  2736. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2737. if( !dmg.amotion )
  2738. status_fix_damage(src,bl,damage,dmg.dmotion);
  2739. }
  2740. }
  2741. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2742. if( skill_id == RG_INTIMIDATE ) {
  2743. int rate = 50 + skill_lv * 5;
  2744. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2745. if(rnd()%100 < rate)
  2746. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2747. } else if( skill_id == SC_FATALMENACE )
  2748. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2749. }
  2750. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2751. dmg.flag |= BF_WEAPON;
  2752. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2753. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
  2754. {
  2755. if (battle_config.left_cardfix_to_right)
  2756. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  2757. else
  2758. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  2759. }
  2760. if( damage > 0 ) {
  2761. /**
  2762. * Post-damage effects
  2763. **/
  2764. switch( skill_id ) {
  2765. case RK_CRUSHSTRIKE:
  2766. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2767. break;
  2768. case GC_VENOMPRESSURE: {
  2769. struct status_change *ssc = status_get_sc(src);
  2770. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2771. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2772. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2773. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2774. }
  2775. }
  2776. break;
  2777. case WM_METALICSOUND:
  2778. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  2779. break;
  2780. }
  2781. if( sd )
  2782. skill_onskillusage(sd, bl, skill_id, tick);
  2783. }
  2784. if (!(flag&2) &&
  2785. (
  2786. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2787. ) &&
  2788. (tsc = status_get_sc(src)) &&
  2789. tsc->data[SC_DOUBLECAST] &&
  2790. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  2791. {
  2792. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2793. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2794. }
  2795. map_freeblock_unlock();
  2796. return damage;
  2797. }
  2798. /*==========================================
  2799. * sub fonction for recursive skill call.
  2800. * Checking bl battle flag and display dammage
  2801. * then call func with source,target,skill_id,skill_lv,tick,flag
  2802. *------------------------------------------*/
  2803. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2804. int skill_area_sub (struct block_list *bl, va_list ap) {
  2805. struct block_list *src;
  2806. uint16 skill_id,skill_lv;
  2807. int flag;
  2808. unsigned int tick;
  2809. SkillFunc func;
  2810. nullpo_ret(bl);
  2811. src=va_arg(ap,struct block_list *);
  2812. skill_id=va_arg(ap,int);
  2813. skill_lv=va_arg(ap,int);
  2814. tick=va_arg(ap,unsigned int);
  2815. flag=va_arg(ap,int);
  2816. func=va_arg(ap,SkillFunc);
  2817. if(battle_check_target(src,bl,flag) > 0)
  2818. {
  2819. // several splash skills need this initial dummy packet to display correctly
  2820. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2821. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2822. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2823. skill_area_temp[2]++;
  2824. return func(src,bl,skill_id,skill_lv,tick,flag);
  2825. }
  2826. return 0;
  2827. }
  2828. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2829. {
  2830. struct skill_unit *unit;
  2831. uint16 skill_id,g_skill_id;
  2832. unit = (struct skill_unit *)bl;
  2833. if(bl->prev == NULL || bl->type != BL_SKILL)
  2834. return 0;
  2835. if(!unit->alive)
  2836. return 0;
  2837. skill_id = va_arg(ap,int);
  2838. g_skill_id = unit->group->skill_id;
  2839. switch (skill_id) {
  2840. case MH_STEINWAND:
  2841. case MG_SAFETYWALL:
  2842. case AL_PNEUMA:
  2843. case SC_MAELSTROM:
  2844. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  2845. return 0;
  2846. break;
  2847. case AL_WARP:
  2848. case HT_SKIDTRAP:
  2849. case MA_SKIDTRAP:
  2850. case HT_LANDMINE:
  2851. case MA_LANDMINE:
  2852. case HT_ANKLESNARE:
  2853. case HT_SHOCKWAVE:
  2854. case HT_SANDMAN:
  2855. case MA_SANDMAN:
  2856. case HT_FLASHER:
  2857. case HT_FREEZINGTRAP:
  2858. case MA_FREEZINGTRAP:
  2859. case HT_BLASTMINE:
  2860. case HT_CLAYMORETRAP:
  2861. case HT_TALKIEBOX:
  2862. case HP_BASILICA:
  2863. case RA_ELECTRICSHOCKER:
  2864. case RA_CLUSTERBOMB:
  2865. case RA_MAGENTATRAP:
  2866. case RA_COBALTTRAP:
  2867. case RA_MAIZETRAP:
  2868. case RA_VERDURETRAP:
  2869. case RA_FIRINGTRAP:
  2870. case RA_ICEBOUNDTRAP:
  2871. case SC_DIMENSIONDOOR:
  2872. case SC_BLOODYLUST:
  2873. case GN_THORNS_TRAP:
  2874. case GN_HELLS_PLANT:
  2875. case RL_B_TRAP:
  2876. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2877. 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)
  2878. return 0;
  2879. break;
  2880. default: //Avoid stacking with same kind of trap. [Skotlex]
  2881. if (g_skill_id != skill_id)
  2882. return 0;
  2883. break;
  2884. }
  2885. return 1;
  2886. }
  2887. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2888. {
  2889. //Non players do not check for the skill's splash-trigger area.
  2890. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  2891. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2892. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2893. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2894. return 0;
  2895. }
  2896. range += layout_type;
  2897. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  2898. }
  2899. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2900. {
  2901. uint16 skill_id;
  2902. if(bl->prev == NULL)
  2903. return 0;
  2904. skill_id = va_arg(ap,int);
  2905. if( status_isdead(bl) && skill_id != AL_WARP )
  2906. return 0;
  2907. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  2908. return 0;
  2909. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  2910. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2911. return 1;
  2912. }
  2913. /** Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  2914. * @param bl Object that casted skill
  2915. * @param x Position x of the target
  2916. * @param y Position y of the target
  2917. * @param skill_id The casted skill
  2918. * @param skill_lv The skill Lv
  2919. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  2920. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  2921. */
  2922. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  2923. {
  2924. int range = 0, type;
  2925. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  2926. if (isNearNPC)
  2927. range = skill_get_splash(skill_id,skill_lv);
  2928. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  2929. if (!isNearNPC || !range) {
  2930. switch (skill_id) { // to be expanded later
  2931. case WZ_ICEWALL:
  2932. range = 2;
  2933. break;
  2934. default:
  2935. {
  2936. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2937. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  2938. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2939. return 0;
  2940. }
  2941. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  2942. }
  2943. break;
  2944. }
  2945. }
  2946. //Check the additional range [Cydh]
  2947. if (isNearNPC && skill_db[skill_get_index(skill_id)].unit_nonearnpc_range)
  2948. range += skill_db[skill_get_index(skill_id)].unit_nonearnpc_range;
  2949. if (!isNearNPC) { //Doesn't check the NPC range
  2950. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  2951. if (bl->type == BL_PC)
  2952. type = BL_CHAR;
  2953. else
  2954. type = BL_PC;
  2955. }
  2956. else
  2957. type = BL_NPC;
  2958. return (!isNearNPC) ?
  2959. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  2960. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  2961. //isNearNPC is used to check range from NPC
  2962. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  2963. }
  2964. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2965. {
  2966. if(id == sd->bl.id && battle_config.guild_aura&16)
  2967. return 0; // Do not affect guild leader
  2968. if (sd->sc.data[SC_GUILDAURA]) {
  2969. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2970. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2971. sce->val3 = strvit;
  2972. sce->val4 = agidex;
  2973. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2974. }
  2975. return 0;
  2976. }
  2977. sc_start4(&sd->bl,&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2978. return 1;
  2979. }
  2980. /*==========================================
  2981. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2982. * Flag:
  2983. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2984. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2985. *------------------------------------------*/
  2986. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2987. {
  2988. struct status_data *status;
  2989. struct map_session_data *sd = NULL;
  2990. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  2991. uint16 idx;
  2992. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2993. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2994. return 0;
  2995. nullpo_ret(bl);
  2996. switch( bl->type )
  2997. {
  2998. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2999. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3000. }
  3001. status = status_get_status_data(bl);
  3002. if( (idx = skill_get_index(skill)) == 0 )
  3003. return 0;
  3004. // Requeriments
  3005. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3006. {
  3007. itemid[i] = skill_db[idx].require.itemid[i];
  3008. amount[i] = skill_db[idx].require.amount[i];
  3009. }
  3010. hp = skill_db[idx].require.hp[lv-1];
  3011. sp = skill_db[idx].require.sp[lv-1];
  3012. hp_rate = skill_db[idx].require.hp_rate[lv-1];
  3013. sp_rate = skill_db[idx].require.sp_rate[lv-1];
  3014. state = skill_db[idx].require.state;
  3015. if( (mhp = skill_db[idx].require.mhp[lv-1]) > 0 )
  3016. hp += (status->max_hp * mhp) / 100;
  3017. if( hp_rate > 0 )
  3018. hp += (status->hp * hp_rate) / 100;
  3019. else
  3020. hp += (status->max_hp * (-hp_rate)) / 100;
  3021. if( sp_rate > 0 )
  3022. sp += (status->sp * sp_rate) / 100;
  3023. else
  3024. sp += (status->max_sp * (-sp_rate)) / 100;
  3025. if( bl->type == BL_HOM )
  3026. { // Intimacy Requeriments
  3027. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3028. switch( skill )
  3029. {
  3030. case HFLI_SBR44:
  3031. if( hd->homunculus.intimacy <= 200 )
  3032. return 0;
  3033. break;
  3034. case HVAN_EXPLOSION:
  3035. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3036. return 0;
  3037. break;
  3038. }
  3039. }
  3040. if( !(type&2) )
  3041. {
  3042. if( hp > 0 && status->hp <= (unsigned int)hp )
  3043. {
  3044. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3045. return 0;
  3046. }
  3047. if( sp > 0 && status->sp <= (unsigned int)sp )
  3048. {
  3049. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3050. return 0;
  3051. }
  3052. }
  3053. if( !type )
  3054. switch( state )
  3055. {
  3056. case ST_MOVE_ENABLE:
  3057. if( !unit_can_move(bl) )
  3058. {
  3059. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3060. return 0;
  3061. }
  3062. break;
  3063. }
  3064. if( !(type&1) )
  3065. return 1;
  3066. // Check item existences
  3067. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3068. {
  3069. index[i] = -1;
  3070. if( itemid[i] < 1 ) continue; // No item
  3071. index[i] = pc_search_inventory(sd, itemid[i]);
  3072. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3073. {
  3074. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3075. return 0;
  3076. }
  3077. }
  3078. // Consume items
  3079. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3080. {
  3081. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3082. }
  3083. if( type&2 )
  3084. return 1;
  3085. if( sp || hp )
  3086. status_zap(bl, hp, sp);
  3087. return 1;
  3088. }
  3089. /*==========================================
  3090. *
  3091. *------------------------------------------*/
  3092. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3093. {
  3094. return 1;
  3095. }
  3096. /*==========================================
  3097. *
  3098. *------------------------------------------*/
  3099. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3100. {
  3101. struct block_list *src = map_id2bl(id),*target;
  3102. struct unit_data *ud = unit_bl2ud(src);
  3103. struct skill_timerskill *skl;
  3104. int range;
  3105. nullpo_ret(src);
  3106. nullpo_ret(ud);
  3107. skl = ud->skilltimerskill[data];
  3108. nullpo_ret(skl);
  3109. ud->skilltimerskill[data] = NULL;
  3110. do {
  3111. if(src->prev == NULL)
  3112. break; // Source not on Map
  3113. if(skl->target_id) {
  3114. target = map_id2bl(skl->target_id);
  3115. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3116. target = src; //Required since it has to warp.
  3117. if(target == NULL)
  3118. break; // Target offline?
  3119. if(target->prev == NULL)
  3120. break; // Target not on Map
  3121. if(src->m != target->m)
  3122. break; // Different Maps
  3123. if(status_isdead(src)) {
  3124. switch(skl->skill_id) {
  3125. case WL_CHAINLIGHTNING_ATK:
  3126. case WL_TETRAVORTEX_FIRE:
  3127. case WL_TETRAVORTEX_WATER:
  3128. case WL_TETRAVORTEX_WIND:
  3129. case WL_TETRAVORTEX_GROUND:
  3130. case SR_FLASHCOMBO_ATK_STEP1:
  3131. case SR_FLASHCOMBO_ATK_STEP2:
  3132. case SR_FLASHCOMBO_ATK_STEP3:
  3133. case SR_FLASHCOMBO_ATK_STEP4:
  3134. break; // Exceptions
  3135. default:
  3136. continue; // Caster is Dead
  3137. }
  3138. }
  3139. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3140. break;
  3141. switch(skl->skill_id) {
  3142. case RG_INTIMIDATE:
  3143. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3144. short x,y;
  3145. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3146. if (target != src && !status_isdead(target))
  3147. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3148. }
  3149. break;
  3150. case BA_FROSTJOKER:
  3151. case DC_SCREAM:
  3152. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3153. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3154. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3155. break;
  3156. case NPC_EARTHQUAKE:
  3157. if( skl->type > 1 )
  3158. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3159. 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);
  3160. skill_area_temp[1] = src->id;
  3161. skill_area_temp[2] = 0;
  3162. 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);
  3163. break;
  3164. case WZ_WATERBALL:
  3165. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3166. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3167. range = path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH);
  3168. if (!status_isdead(target) && range)
  3169. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3170. if (skl->type>1 && !status_isdead(target) && !status_isdead(src) && range) {
  3171. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3172. } else {
  3173. struct status_change *sc = status_get_sc(src);
  3174. if(sc) {
  3175. if(sc->data[SC_SPIRIT] &&
  3176. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3177. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3178. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3179. }
  3180. }
  3181. break;
  3182. /**
  3183. * Warlock
  3184. **/
  3185. case WL_CHAINLIGHTNING_ATK: {
  3186. struct block_list *nbl = NULL; // Next Target of Chain
  3187. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3188. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3189. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3190. { // Remaining Chains Hit
  3191. 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.
  3192. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3193. if( nbl == NULL )
  3194. skl->x++;
  3195. else
  3196. skl->x = 0;
  3197. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3198. }
  3199. }
  3200. break;
  3201. case WL_TETRAVORTEX_FIRE:
  3202. case WL_TETRAVORTEX_WATER:
  3203. case WL_TETRAVORTEX_WIND:
  3204. case WL_TETRAVORTEX_GROUND:
  3205. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3206. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3207. if( skl->type >= 3 )
  3208. { // Final Hit
  3209. if( !status_isdead(target) )
  3210. { // Final Status Effect
  3211. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3212. applyeffects[4] = { 0, 0, 0, 0 },
  3213. i, j = 0, k = 0;
  3214. for( i = 1; i <= 8; i = i + i )
  3215. {
  3216. if( skl->x&i )
  3217. {
  3218. applyeffects[j] = effects[k];
  3219. j++;
  3220. }
  3221. k++;
  3222. }
  3223. if( j )
  3224. {
  3225. i = applyeffects[rnd()%j];
  3226. status_change_start(src,target, i, 10000, skl->skill_lv,
  3227. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3228. (i == SC_BURNING ? src->id : 0),
  3229. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, 0);
  3230. }
  3231. }
  3232. }
  3233. break;
  3234. case WM_REVERBERATION_MELEE:
  3235. case WM_REVERBERATION_MAGIC:
  3236. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3237. break;
  3238. case SC_FATALMENACE:
  3239. if( src == target ) // Casters Part
  3240. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3241. else { // Target's Part
  3242. short x = skl->x, y = skl->y;
  3243. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3244. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3245. }
  3246. break;
  3247. case LG_MOONSLASHER:
  3248. case SR_WINDMILL:
  3249. if( target->type == BL_PC ) {
  3250. struct map_session_data *tsd = NULL;
  3251. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3252. pc_setsit(tsd);
  3253. skill_sit(tsd,1);
  3254. clif_sitting(&tsd->bl);
  3255. }
  3256. }
  3257. break;
  3258. case SR_KNUCKLEARROW:
  3259. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3260. break;
  3261. case GN_SPORE_EXPLOSION:
  3262. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3263. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3264. break;
  3265. case CH_PALMSTRIKE:
  3266. {
  3267. struct status_change* tsc = status_get_sc(target);
  3268. struct status_change* sc = status_get_sc(src);
  3269. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3270. ( sc && sc->option&OPTION_HIDE ) ){
  3271. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  3272. break;
  3273. }
  3274. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3275. break;
  3276. }
  3277. case SR_FLASHCOMBO_ATK_STEP1:
  3278. case SR_FLASHCOMBO_ATK_STEP2:
  3279. case SR_FLASHCOMBO_ATK_STEP3:
  3280. case SR_FLASHCOMBO_ATK_STEP4:
  3281. if( src->type == BL_PC ) {
  3282. TBL_PC *sd = NULL;
  3283. const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
  3284. if( (sd = BL_CAST(BL_PC,src)) ) {
  3285. uint16 cid = combos[skl->skill_id - SR_FLASHCOMBO_ATK_STEP1];
  3286. skill_castend_damage_id(src, target, cid, pc_checkskill(sd, cid), tick, 0);
  3287. }
  3288. }
  3289. break;
  3290. case SC_ESCAPE:
  3291. if( skl->type < 4 + skl->skill_lv ) {
  3292. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3293. skill_blown(src, src, 1, unit_getdir(src), 0);
  3294. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3295. }
  3296. break;
  3297. default:
  3298. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3299. break;
  3300. }
  3301. }
  3302. else {
  3303. if(src->m != skl->map)
  3304. break;
  3305. switch( skl->skill_id )
  3306. {
  3307. case WZ_METEOR:
  3308. if( skl->type >= 0 )
  3309. {
  3310. int x = skl->type>>16, y = skl->type&0xFFFF;
  3311. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3312. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3313. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3314. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3315. }
  3316. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3317. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3318. break;
  3319. case GN_CRAZYWEED_ATK:
  3320. {
  3321. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3322. 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);
  3323. }
  3324. case WL_EARTHSTRAIN:
  3325. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3326. break;
  3327. case LG_OVERBRAND_BRANDISH: {
  3328. short x2 = src->x, y2 = src->y, x = x2, y = y2;
  3329. switch(skl->type) {
  3330. case 0: case 1: case 7: x2 += 4; x -= 4; y2 += 4; break;
  3331. case 3: case 4: case 5: x2 += 4; x -= 4; y -= 4; break;
  3332. case 2: y2 += 4; y -= 4; x -= 4; break;
  3333. case 6: y2 += 4; y -= 4; x2 += 4; break;
  3334. }
  3335. map_foreachinarea(skill_area_sub, src->m, x, y, x2, y2, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  3336. }
  3337. break;
  3338. }
  3339. }
  3340. } while (0);
  3341. //Free skl now that it is no longer needed.
  3342. ers_free(skill_timer_ers, skl);
  3343. return 0;
  3344. }
  3345. /*==========================================
  3346. *
  3347. *------------------------------------------*/
  3348. 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)
  3349. {
  3350. int i;
  3351. struct unit_data *ud;
  3352. nullpo_retr(1, src);
  3353. if (src->prev == NULL)
  3354. return 0;
  3355. ud = unit_bl2ud(src);
  3356. nullpo_retr(1, ud);
  3357. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3358. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3359. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3360. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3361. ud->skilltimerskill[i]->src_id = src->id;
  3362. ud->skilltimerskill[i]->target_id = target;
  3363. ud->skilltimerskill[i]->skill_id = skill_id;
  3364. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3365. ud->skilltimerskill[i]->map = src->m;
  3366. ud->skilltimerskill[i]->x = x;
  3367. ud->skilltimerskill[i]->y = y;
  3368. ud->skilltimerskill[i]->type = type;
  3369. ud->skilltimerskill[i]->flag = flag;
  3370. return 0;
  3371. }
  3372. /*==========================================
  3373. *
  3374. *------------------------------------------*/
  3375. int skill_cleartimerskill (struct block_list *src)
  3376. {
  3377. int i;
  3378. struct unit_data *ud;
  3379. nullpo_ret(src);
  3380. ud = unit_bl2ud(src);
  3381. nullpo_ret(ud);
  3382. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3383. if(ud->skilltimerskill[i]) {
  3384. switch(ud->skilltimerskill[i]->skill_id) {
  3385. case WL_TETRAVORTEX_FIRE:
  3386. case WL_TETRAVORTEX_WATER:
  3387. case WL_TETRAVORTEX_WIND:
  3388. case WL_TETRAVORTEX_GROUND:
  3389. case SR_FLASHCOMBO_ATK_STEP1:
  3390. case SR_FLASHCOMBO_ATK_STEP2:
  3391. case SR_FLASHCOMBO_ATK_STEP3:
  3392. case SR_FLASHCOMBO_ATK_STEP4:
  3393. continue;
  3394. }
  3395. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3396. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3397. ud->skilltimerskill[i]=NULL;
  3398. }
  3399. }
  3400. return 1;
  3401. }
  3402. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3403. struct skill_unit *su = (TBL_SKILL*)bl;
  3404. struct skill_unit_group *sg;
  3405. if( bl->type != BL_SKILL )
  3406. return 0;
  3407. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3408. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3409. su->limit=DIFF_TICK(gettick(),sg->tick);
  3410. sg->unit_id = UNT_USED_TRAPS;
  3411. }
  3412. return 0;
  3413. }
  3414. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3415. {
  3416. TBL_SKILL *su = (TBL_SKILL*)bl;
  3417. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3418. { //Reveal trap.
  3419. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3420. //clif_changetraplook(bl, su->group->unit_id);
  3421. clif_skill_setunit(su);
  3422. return 1;
  3423. }
  3424. return 0;
  3425. }
  3426. /*==========================================
  3427. *
  3428. *
  3429. *------------------------------------------*/
  3430. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3431. {
  3432. struct map_session_data *sd = NULL;
  3433. struct status_data *tstatus;
  3434. struct status_change *sc, *tsc;
  3435. if (skill_id > 0 && !skill_lv) return 0;
  3436. nullpo_retr(1, src);
  3437. nullpo_retr(1, bl);
  3438. if (src->m != bl->m)
  3439. return 1;
  3440. if (bl->prev == NULL)
  3441. return 1;
  3442. sd = BL_CAST(BL_PC, src);
  3443. if (status_isdead(bl))
  3444. return 1;
  3445. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3446. { //GTB makes all targetted magic display miss with a single bolt.
  3447. sc_type sct = status_skill2sc(skill_id);
  3448. if(sct != SC_NONE)
  3449. status_change_end(bl, sct, INVALID_TIMER);
  3450. 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));
  3451. return 1;
  3452. }
  3453. sc = status_get_sc(src);
  3454. tsc = status_get_sc(bl);
  3455. if (sc && !sc->count)
  3456. sc = NULL; //Unneeded
  3457. if (tsc && !tsc->count)
  3458. tsc = NULL;
  3459. tstatus = status_get_status_data(bl);
  3460. //Hits the target if marked with SC_C_MARKER only
  3461. switch (skill_id) {
  3462. case RL_QD_SHOT:
  3463. if (sd && bl->id == sd->ud.target)
  3464. return 1;
  3465. case RL_D_TAIL:
  3466. case RL_HAMMER_OF_GOD:
  3467. {
  3468. tsc = status_get_sc(bl);
  3469. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3470. return 1;
  3471. }
  3472. break;
  3473. case RL_FLICKER:
  3474. {
  3475. tsc = status_get_sc(bl);
  3476. if (!tsc)
  3477. return 1;
  3478. if ((!tsc->data[SC_H_MINE] || tsc->data[SC_H_MINE]->val2 != src->id) &&
  3479. (!tsc->data[SC_B_TRAP] || tsc->data[SC_B_TRAP]->val2 != src->id))
  3480. return 1;
  3481. }
  3482. break;
  3483. }
  3484. map_freeblock_lock();
  3485. switch(skill_id)
  3486. {
  3487. case MER_CRASH:
  3488. case SM_BASH:
  3489. case MS_BASH:
  3490. case MC_MAMMONITE:
  3491. case TF_DOUBLE:
  3492. case AC_DOUBLE:
  3493. case MA_DOUBLE:
  3494. case AS_SONICBLOW:
  3495. case KN_PIERCE:
  3496. case ML_PIERCE:
  3497. case KN_SPEARBOOMERANG:
  3498. case TF_POISON:
  3499. case TF_SPRINKLESAND:
  3500. case AC_CHARGEARROW:
  3501. case MA_CHARGEARROW:
  3502. case RG_INTIMIDATE:
  3503. case AM_ACIDTERROR:
  3504. case BA_MUSICALSTRIKE:
  3505. case DC_THROWARROW:
  3506. case BA_DISSONANCE:
  3507. case CR_HOLYCROSS:
  3508. case NPC_DARKCROSS:
  3509. case CR_SHIELDCHARGE:
  3510. case CR_SHIELDBOOMERANG:
  3511. case NPC_PIERCINGATT:
  3512. case NPC_MENTALBREAKER:
  3513. case NPC_RANGEATTACK:
  3514. case NPC_CRITICALSLASH:
  3515. case NPC_COMBOATTACK:
  3516. case NPC_GUIDEDATTACK:
  3517. case NPC_POISON:
  3518. case NPC_RANDOMATTACK:
  3519. case NPC_WATERATTACK:
  3520. case NPC_GROUNDATTACK:
  3521. case NPC_FIREATTACK:
  3522. case NPC_WINDATTACK:
  3523. case NPC_POISONATTACK:
  3524. case NPC_HOLYATTACK:
  3525. case NPC_DARKNESSATTACK:
  3526. case NPC_TELEKINESISATTACK:
  3527. case NPC_UNDEADATTACK:
  3528. case NPC_ARMORBRAKE:
  3529. case NPC_WEAPONBRAKER:
  3530. case NPC_HELMBRAKE:
  3531. case NPC_SHIELDBRAKE:
  3532. case NPC_BLINDATTACK:
  3533. case NPC_SILENCEATTACK:
  3534. case NPC_STUNATTACK:
  3535. case NPC_PETRIFYATTACK:
  3536. case NPC_CURSEATTACK:
  3537. case NPC_SLEEPATTACK:
  3538. case LK_AURABLADE:
  3539. case LK_SPIRALPIERCE:
  3540. case ML_SPIRALPIERCE:
  3541. case LK_HEADCRUSH:
  3542. case CG_ARROWVULCAN:
  3543. case HW_MAGICCRASHER:
  3544. case ITM_TOMAHAWK:
  3545. case CH_CHAINCRUSH:
  3546. case CH_TIGERFIST:
  3547. case PA_SHIELDCHAIN: // Shield Chain
  3548. case PA_SACRIFICE:
  3549. case WS_CARTTERMINATION: // Cart Termination
  3550. case AS_VENOMKNIFE:
  3551. case HT_PHANTASMIC:
  3552. case HT_POWER:
  3553. case TK_DOWNKICK:
  3554. case TK_COUNTER:
  3555. case GS_CHAINACTION:
  3556. case GS_TRIPLEACTION:
  3557. case GS_MAGICALBULLET:
  3558. case GS_TRACKING:
  3559. case GS_PIERCINGSHOT:
  3560. case GS_RAPIDSHOWER:
  3561. case GS_DUST:
  3562. case GS_DISARM: // Added disarm. [Reddozen]
  3563. case GS_FULLBUSTER:
  3564. case NJ_SYURIKEN:
  3565. case NJ_KUNAI:
  3566. #ifndef RENEWAL
  3567. case ASC_BREAKER:
  3568. #endif
  3569. case HFLI_MOON: //[orn]
  3570. case HFLI_SBR44: //[orn]
  3571. case NPC_BLEEDING:
  3572. case NPC_CRITICALWOUND:
  3573. case NPC_HELLPOWER:
  3574. case RK_SONICWAVE:
  3575. case AB_DUPLELIGHT_MELEE:
  3576. case RA_AIMEDBOLT:
  3577. case NC_AXEBOOMERANG:
  3578. case NC_POWERSWING:
  3579. case GC_CROSSIMPACT:
  3580. case GC_VENOMPRESSURE:
  3581. case SC_TRIANGLESHOT:
  3582. case SC_FEINTBOMB:
  3583. case LG_BANISHINGPOINT:
  3584. case LG_SHIELDPRESS:
  3585. case LG_RAGEBURST:
  3586. case LG_RAYOFGENESIS:
  3587. case LG_HESPERUSLIT:
  3588. case LG_OVERBRAND:
  3589. case LG_OVERBRAND_BRANDISH:
  3590. case SR_FALLENEMPIRE:
  3591. case SR_CRESCENTELBOW_AUTOSPELL:
  3592. case SR_GATEOFHELL:
  3593. case SR_GENTLETOUCH_QUIET:
  3594. case WM_SEVERE_RAINSTORM_MELEE:
  3595. case WM_GREAT_ECHO:
  3596. case GN_SLINGITEM_RANGEMELEEATK:
  3597. case KO_JYUMONJIKIRI:
  3598. case KO_SETSUDAN:
  3599. case KO_KAIHOU:
  3600. case GC_DARKCROW:
  3601. case RL_MASS_SPIRAL:
  3602. case RL_SLUGSHOT:
  3603. case RL_AM_BLAST:
  3604. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3605. break;
  3606. /**
  3607. * Mechanic (MADO GEAR)
  3608. **/
  3609. case NC_BOOSTKNUCKLE:
  3610. case NC_PILEBUNKER:
  3611. case NC_COLDSLOWER:
  3612. case NC_ARMSCANNON:
  3613. if (sd) pc_overheat(sd, 1);
  3614. case MO_TRIPLEATTACK:
  3615. case RK_WINDCUTTER:
  3616. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3617. break;
  3618. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3619. switch( rnd()%6 ){
  3620. case 0: flag |= BREAK_ANKLE; break;
  3621. case 1: flag |= BREAK_WRIST; break;
  3622. case 2: flag |= BREAK_KNEE; break;
  3623. case 3: flag |= BREAK_SHOULDER; break;
  3624. case 4: flag |= BREAK_WAIST; break;
  3625. case 5: flag |= BREAK_NECK; break;
  3626. }
  3627. //TODO: is there really no cleaner way to do this?
  3628. sc = status_get_sc(bl);
  3629. if (sc) sc->jb_flag = flag;
  3630. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3631. break;
  3632. case MO_COMBOFINISH:
  3633. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3634. { //Becomes a splash attack when Soul Linked.
  3635. map_foreachinrange(skill_area_sub, bl,
  3636. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3637. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3638. skill_castend_damage_id);
  3639. } else
  3640. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3641. break;
  3642. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3643. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3644. skill_area_temp[1] = 0;
  3645. map_foreachinrange(skill_attack_area, src,
  3646. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3647. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3648. break;
  3649. case KN_CHARGEATK:
  3650. {
  3651. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3652. unsigned int dist = distance_bl(src, bl);
  3653. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3654. // teleport to target (if not on WoE grounds)
  3655. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3656. clif_slide(src, bl->x, bl->y);
  3657. // cause damage and knockback if the path to target was a straight one
  3658. if( path )
  3659. {
  3660. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3661. skill_blown(src, bl, dist, dir, 0);
  3662. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3663. // make the caster look in the direction of the target
  3664. unit_setdir(src, (dir+4)%8);
  3665. }
  3666. }
  3667. break;
  3668. case NC_FLAMELAUNCHER:
  3669. if (sd) pc_overheat(sd,1);
  3670. case SN_SHARPSHOOTING:
  3671. case MA_SHARPSHOOTING:
  3672. case NJ_KAMAITACHI:
  3673. case LG_CANNONSPEAR:
  3674. //It won't shoot through walls since on castend there has to be a direct
  3675. //line of sight between caster and target.
  3676. skill_area_temp[1] = bl->id;
  3677. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3678. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3679. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3680. break;
  3681. case NPC_ACIDBREATH:
  3682. case NPC_DARKNESSBREATH:
  3683. case NPC_FIREBREATH:
  3684. case NPC_ICEBREATH:
  3685. case NPC_THUNDERBREATH:
  3686. skill_area_temp[1] = bl->id;
  3687. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3688. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3689. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3690. break;
  3691. case MO_INVESTIGATE:
  3692. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3693. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3694. break;
  3695. case RG_BACKSTAP:
  3696. {
  3697. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3698. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3699. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3700. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3701. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3702. unit_setdir(bl,dir);
  3703. }
  3704. else if (sd)
  3705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3706. }
  3707. break;
  3708. case MO_FINGEROFFENSIVE:
  3709. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3710. if (battle_config.finger_offensive_type && sd) {
  3711. int i;
  3712. for (i = 1; i < sd->spiritball_old; i++)
  3713. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3714. }
  3715. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3716. break;
  3717. case MO_CHAINCOMBO:
  3718. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3719. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3720. break;
  3721. #ifndef RENEWAL
  3722. case NJ_ISSEN:
  3723. status_change_end(src, SC_NEN, INVALID_TIMER);
  3724. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3725. #endif
  3726. // fall through
  3727. case MO_EXTREMITYFIST:
  3728. {
  3729. short x, y, i = 2; // Move 2 cells for Issen(from target)
  3730. struct block_list *mbl = bl;
  3731. short dir = 0;
  3732. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3733. if( skill_id == MO_EXTREMITYFIST )
  3734. {
  3735. mbl = src;
  3736. i = 3; // for Asura(from caster)
  3737. status_set_sp(src, 0, 0);
  3738. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3739. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3740. #ifdef RENEWAL
  3741. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3742. #endif
  3743. }else
  3744. status_set_hp(src,
  3745. #ifdef RENEWAL
  3746. max(status_get_max_hp(src)/100, 1)
  3747. #else
  3748. 1
  3749. #endif
  3750. , 0);
  3751. dir = map_calc_dir(src,bl->x,bl->y);
  3752. if( dir > 0 && dir < 4) x = -i;
  3753. else if( dir > 4 ) x = i;
  3754. else x = 0;
  3755. if( dir > 2 && dir < 6 ) y = -i;
  3756. else if( dir == 7 || dir < 2 ) y = i;
  3757. else y = 0;
  3758. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  3759. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  3760. clif_slide(src, src->x, src->y);
  3761. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  3762. //clif_fixpos(src);
  3763. }
  3764. }
  3765. break;
  3766. //Splash attack skills.
  3767. case AS_GRIMTOOTH:
  3768. case MC_CARTREVOLUTION:
  3769. case NPC_SPLASHATTACK:
  3770. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3771. case AS_SPLASHER:
  3772. case SM_MAGNUM:
  3773. case MS_MAGNUM:
  3774. case HT_BLITZBEAT:
  3775. case AC_SHOWER:
  3776. case MA_SHOWER:
  3777. case MG_NAPALMBEAT:
  3778. case MG_FIREBALL:
  3779. case RG_RAID:
  3780. case HW_NAPALMVULCAN:
  3781. case NJ_HUUMA:
  3782. case NJ_BAKUENRYU:
  3783. case ASC_METEORASSAULT:
  3784. case GS_DESPERADO:
  3785. case GS_SPREADATTACK:
  3786. case NPC_EARTHQUAKE:
  3787. case NPC_PULSESTRIKE:
  3788. case NPC_HELLJUDGEMENT:
  3789. case NPC_VAMPIRE_GIFT:
  3790. case RK_IGNITIONBREAK:
  3791. case AB_JUDEX:
  3792. case WL_SOULEXPANSION:
  3793. case WL_CRIMSONROCK:
  3794. case WL_JACKFROST:
  3795. case RA_ARROWSTORM:
  3796. case RA_WUGDASH:
  3797. case NC_VULCANARM:
  3798. case NC_SELFDESTRUCTION:
  3799. case NC_AXETORNADO:
  3800. case GC_ROLLINGCUTTER:
  3801. case GC_COUNTERSLASH:
  3802. case LG_MOONSLASHER:
  3803. case LG_EARTHDRIVE:
  3804. case SR_RAMPAGEBLASTER:
  3805. case SR_SKYNETBLOW:
  3806. case SR_WINDMILL:
  3807. case SR_RIDEINLIGHTNING:
  3808. case WM_SOUND_OF_DESTRUCTION:
  3809. case WM_REVERBERATION_MELEE:
  3810. case WM_REVERBERATION_MAGIC:
  3811. case SO_VARETYR_SPEAR:
  3812. case GN_CART_TORNADO:
  3813. case GN_CARTCANNON:
  3814. case KO_HAPPOKUNAI:
  3815. case KO_HUUMARANKA:
  3816. case KO_MUCHANAGE:
  3817. case KO_BAKURETSU:
  3818. case GN_ILLUSIONDOPING:
  3819. case RL_FIREDANCE:
  3820. case RL_BANISHING_BUSTER:
  3821. case RL_S_STORM:
  3822. case RL_D_TAIL:
  3823. case RL_R_TRIP:
  3824. case RL_FLICKER:
  3825. case RL_HAMMER_OF_GOD:
  3826. case RL_QD_SHOT:
  3827. case RL_FIRE_RAIN:
  3828. if( flag&1 ) {//Recursive invocation
  3829. // skill_area_temp[0] holds number of targets in area
  3830. // skill_area_temp[1] holds the id of the original target
  3831. // skill_area_temp[2] counts how many targets have already been processed
  3832. int sflag = skill_area_temp[0] & 0xFFF;
  3833. if( flag&SD_LEVEL )
  3834. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3835. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  3836. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3837. if (skill_id == RL_FLICKER) { //Skills that triggered by RL_FLICKER
  3838. tsc = status_get_sc(bl);
  3839. if (sd)
  3840. sd->flicker = true;
  3841. if (!tsc)
  3842. break;
  3843. if (tsc->data[SC_B_TRAP])
  3844. skill_attack(skill_get_type(RL_B_TRAP), src, src, bl, RL_B_TRAP, pc_checkskill(sd,RL_B_TRAP), tick, sflag);
  3845. if (tsc->data[SC_H_MINE])
  3846. skill_castend_damage_id(src,bl,RL_H_MINE,pc_checkskill(sd,RL_H_MINE),tick,sflag);
  3847. if (sd)
  3848. sd->flicker = false;
  3849. }
  3850. else {
  3851. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  3852. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3853. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3854. status_heal(src,heal,0,0);
  3855. }
  3856. }
  3857. } else {
  3858. switch ( skill_id ) {
  3859. case NJ_BAKUENRYU:
  3860. case LG_EARTHDRIVE:
  3861. case GN_CARTCANNON:
  3862. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3863. break;
  3864. case LG_MOONSLASHER:
  3865. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3866. break;
  3867. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3868. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3869. break;
  3870. default:
  3871. break;
  3872. }
  3873. skill_area_temp[0] = 0;
  3874. skill_area_temp[1] = bl->id;
  3875. skill_area_temp[2] = 0;
  3876. if( skill_id == WL_CRIMSONROCK ) {
  3877. skill_area_temp[4] = bl->x;
  3878. skill_area_temp[5] = bl->y;
  3879. }
  3880. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  3881. skill_area_temp[1] = 0;
  3882. if( skill_id == NC_VULCANARM )
  3883. if (sd) pc_overheat(sd,1);
  3884. // if skill damage should be split among targets, count them
  3885. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3886. //special case: Venom Splasher uses a different range for searching than for splashing
  3887. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  3888. 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);
  3889. // recursive invocation of skill_castend_damage_id() with flag|1
  3890. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3891. }
  3892. break;
  3893. case WL_COMET:
  3894. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  3895. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3896. break;
  3897. case KN_BRANDISHSPEAR:
  3898. case ML_BRANDISH:
  3899. //Coded apart for it needs the flag passed to the damage calculation.
  3900. if (skill_area_temp[1] != bl->id)
  3901. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  3902. else
  3903. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3904. break;
  3905. case KN_BOWLINGBASH:
  3906. case MS_BOWLINGBASH:
  3907. {
  3908. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  3909. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  3910. c = (skill_lv-(flag&0xFFF)+1)/2;
  3911. // Determine the Bowling Bash area depending on configuration
  3912. if (battle_config.bowling_bash_area == 0) {
  3913. // Gutter line system
  3914. min_x = ((src->x)-c) - ((src->x)-c)%40;
  3915. if(min_x < 0) min_x = 0;
  3916. max_x = min_x + 39;
  3917. min_y = ((src->y)-c) - ((src->y)-c)%40;
  3918. if(min_y < 0) min_y = 0;
  3919. max_y = min_y + 39;
  3920. } else if (battle_config.bowling_bash_area == 1) {
  3921. // Gutter line system without demi gutter bug
  3922. min_x = src->x - (src->x)%40;
  3923. max_x = min_x + 39;
  3924. min_y = src->y - (src->y)%40;
  3925. max_y = min_y + 39;
  3926. } else {
  3927. // Area around caster
  3928. min_x = src->x - battle_config.bowling_bash_area;
  3929. max_x = src->x + battle_config.bowling_bash_area;
  3930. min_y = src->y - battle_config.bowling_bash_area;
  3931. max_y = src->y + battle_config.bowling_bash_area;
  3932. }
  3933. // Initialization, break checks, direction
  3934. if((flag&0xFFF) > 0) {
  3935. // Ignore monsters outside area
  3936. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  3937. break;
  3938. // Ignore monsters already in list
  3939. if(idb_exists(bowling_db, bl->id))
  3940. break;
  3941. // Random direction
  3942. dir = rand()%8;
  3943. } else {
  3944. // Create an empty list of already hit targets
  3945. db_clear(bowling_db);
  3946. // Direction is walkpath
  3947. dir = (unit_getdir(src)+4)%8;
  3948. }
  3949. // Add current target to the list of already hit targets
  3950. idb_put(bowling_db, bl->id, bl);
  3951. // Keep moving target in direction square by square
  3952. tx = bl->x;
  3953. ty = bl->y;
  3954. for(i=0;i<c;i++) {
  3955. // Target coordinates (get changed even if knockback fails)
  3956. tx -= dirx[dir];
  3957. ty -= diry[dir];
  3958. // If target cell is a wall then break
  3959. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  3960. break;
  3961. skill_blown(src,bl,1,dir,0);
  3962. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  3963. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  3964. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  3965. (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))) {
  3966. // Recursive call
  3967. 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);
  3968. // Self-collision
  3969. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  3970. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3971. break;
  3972. }
  3973. }
  3974. // Original hit or chain hit depending on flag
  3975. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  3976. }
  3977. break;
  3978. case KN_SPEARSTAB:
  3979. if(flag&1) {
  3980. if (bl->id==skill_area_temp[1])
  3981. break;
  3982. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  3983. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3984. } else {
  3985. int x=bl->x,y=bl->y,i,dir;
  3986. dir = map_calc_dir(bl,src->x,src->y);
  3987. skill_area_temp[1] = bl->id;
  3988. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  3989. // all the enemies between the caster and the target are hit, as well as the target
  3990. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  3991. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3992. for (i=0;i<4;i++) {
  3993. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3994. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3995. x += dirx[dir];
  3996. y += diry[dir];
  3997. }
  3998. }
  3999. break;
  4000. case TK_TURNKICK:
  4001. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4002. {
  4003. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4004. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4005. map_foreachinrange(skill_area_sub,bl,
  4006. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4007. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4008. skill_castend_nodamage_id);
  4009. }
  4010. break;
  4011. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4012. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4013. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  4014. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4015. break;
  4016. case PR_TURNUNDEAD:
  4017. case ALL_RESURRECTION:
  4018. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4019. break;
  4020. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4021. break;
  4022. case MG_SOULSTRIKE:
  4023. case NPC_DARKSTRIKE:
  4024. case MG_COLDBOLT:
  4025. case MG_FIREBOLT:
  4026. case MG_LIGHTNINGBOLT:
  4027. case WZ_EARTHSPIKE:
  4028. case AL_HEAL:
  4029. case AL_HOLYLIGHT:
  4030. case WZ_JUPITEL:
  4031. case NPC_DARKTHUNDER:
  4032. case PR_ASPERSIO:
  4033. case MG_FROSTDIVER:
  4034. case WZ_SIGHTBLASTER:
  4035. case WZ_SIGHTRASHER:
  4036. case NJ_KOUENKA:
  4037. case NJ_HYOUSENSOU:
  4038. case NJ_HUUJIN:
  4039. case AB_ADORAMUS:
  4040. case AB_RENOVATIO:
  4041. case AB_HIGHNESSHEAL:
  4042. case AB_DUPLELIGHT_MAGIC:
  4043. case WM_METALICSOUND:
  4044. case MH_ERASER_CUTTER:
  4045. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4046. break;
  4047. case NPC_MAGICALATTACK:
  4048. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4049. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4050. break;
  4051. case HVAN_CAPRICE: //[blackhole89]
  4052. {
  4053. int ran=rnd()%4;
  4054. int sid = 0;
  4055. switch(ran)
  4056. {
  4057. case 0: sid=MG_COLDBOLT; break;
  4058. case 1: sid=MG_FIREBOLT; break;
  4059. case 2: sid=MG_LIGHTNINGBOLT; break;
  4060. case 3: sid=WZ_EARTHSPIKE; break;
  4061. }
  4062. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4063. }
  4064. break;
  4065. case WZ_WATERBALL:
  4066. {
  4067. int range = skill_lv / 2;
  4068. int maxlv = skill_get_max(skill_id); // learnable level
  4069. int count = 0;
  4070. int x, y;
  4071. struct skill_unit* unit;
  4072. if( skill_lv > maxlv )
  4073. {
  4074. if( src->type == BL_MOB && skill_lv == 10 )
  4075. range = 4;
  4076. else
  4077. range = maxlv / 2;
  4078. }
  4079. for( y = src->y - range; y <= src->y + range; ++y )
  4080. for( x = src->x - range; x <= src->x + range; ++x )
  4081. {
  4082. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4083. {
  4084. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4085. count++; // natural water cell
  4086. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  4087. {
  4088. count++; // skill-induced water cell
  4089. skill_delunit(unit); // consume cell
  4090. }
  4091. }
  4092. }
  4093. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4094. skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4095. }
  4096. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4097. break;
  4098. case PR_BENEDICTIO:
  4099. //Should attack undead and demons. [Skotlex]
  4100. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4101. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4102. break;
  4103. case SL_SMA:
  4104. status_change_end(src, SC_SMA, INVALID_TIMER);
  4105. case SL_STIN:
  4106. case SL_STUN:
  4107. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4108. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  4109. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4110. break;
  4111. }
  4112. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4113. break;
  4114. case NPC_DARKBREATH:
  4115. clif_emotion(src,E_AG);
  4116. case SN_FALCONASSAULT:
  4117. case PA_PRESSURE:
  4118. case CR_ACIDDEMONSTRATION:
  4119. case TF_THROWSTONE:
  4120. #ifdef RENEWAL
  4121. case ASC_BREAKER:
  4122. #endif
  4123. case NPC_SMOKING:
  4124. case GS_FLING:
  4125. case NJ_ZENYNAGE:
  4126. case GN_THORNS_TRAP:
  4127. case GN_HELLS_PLANT_ATK:
  4128. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4129. break;
  4130. #ifdef RENEWAL
  4131. case NJ_ISSEN: // teleport for Issen
  4132. {
  4133. short x, y, i = 2; // Move 2 cells for Issen(from target)
  4134. struct block_list *mbl = bl;
  4135. short dir = 0;
  4136. status_change_end(src, SC_NEN, INVALID_TIMER);
  4137. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4138. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4139. status_set_hp(src,max(status_get_max_hp(src)/100, 1),0);
  4140. dir = map_calc_dir(src,bl->x,bl->y);
  4141. if( dir > 0 && dir < 4) x = -i;
  4142. else if( dir > 4 ) x = i;
  4143. else x = 0;
  4144. if( dir > 2 && dir < 6 ) y = -i;
  4145. else if( dir == 7 || dir < 2 ) y = i;
  4146. else y = 0;
  4147. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  4148. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  4149. clif_slide(src, src->x, src->y);
  4150. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  4151. //clif_fixpos(src);
  4152. }
  4153. }
  4154. break;
  4155. #endif
  4156. /**
  4157. * Rune Knight
  4158. **/
  4159. case RK_DRAGONBREATH_WATER:
  4160. case RK_DRAGONBREATH: {
  4161. struct status_change *tsc = NULL;
  4162. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  4163. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4164. } else
  4165. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4166. }
  4167. break;
  4168. case NPC_SELFDESTRUCTION: {
  4169. struct status_change *tsc = NULL;
  4170. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  4171. break;
  4172. }
  4173. case HVAN_EXPLOSION:
  4174. if (src != bl)
  4175. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4176. break;
  4177. // Celest
  4178. case PF_SOULBURN:
  4179. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4180. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4181. if (skill_lv == 5)
  4182. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4183. status_percent_damage(src, bl, 0, 100, false);
  4184. } else {
  4185. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4186. if (skill_lv == 5)
  4187. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4188. status_percent_damage(src, src, 0, 100, false);
  4189. }
  4190. break;
  4191. case NPC_BLOODDRAIN:
  4192. case NPC_ENERGYDRAIN:
  4193. {
  4194. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4195. src, src, bl, skill_id, skill_lv, tick, flag);
  4196. if (heal > 0){
  4197. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4198. status_heal(src, heal, 0, 0);
  4199. }
  4200. }
  4201. break;
  4202. case GS_BULLSEYE:
  4203. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4204. break;
  4205. case NJ_KASUMIKIRI:
  4206. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4207. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4208. break;
  4209. case NJ_KIRIKAGE:
  4210. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4211. { //You don't move on GVG grounds.
  4212. short x, y;
  4213. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4214. if (unit_movepos(src, x, y, 0, 0))
  4215. clif_slide(src,src->x,src->y);
  4216. }
  4217. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4218. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4219. break;
  4220. case RK_HUNDREDSPEAR:
  4221. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4222. if(rnd()%100 < (10 + 3*skill_lv)) {
  4223. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4224. if( !skill_req )
  4225. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4226. skill_blown(src,bl,6,-1,0);
  4227. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4228. }
  4229. break;
  4230. case RK_PHANTOMTHRUST:
  4231. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4232. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4233. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4234. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4235. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4236. break;
  4237. case RK_CRUSHSTRIKE:
  4238. if( sd ) {
  4239. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
  4240. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4241. else
  4242. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4243. } else //non-sd support
  4244. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4245. break;
  4246. case RK_STORMBLAST:
  4247. if( flag&1 )
  4248. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4249. else {
  4250. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4251. 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);
  4252. }
  4253. break;
  4254. case GC_DARKILLUSION:
  4255. {
  4256. short x, y;
  4257. short dir = map_calc_dir(src,bl->x,bl->y);
  4258. if( dir > 0 && dir < 4) x = 2;
  4259. else if( dir > 4 ) x = -2;
  4260. else x = 0;
  4261. if( dir > 2 && dir < 6 ) y = 2;
  4262. else if( dir == 7 || dir < 2 ) y = -2;
  4263. else y = 0;
  4264. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  4265. {
  4266. clif_slide(src,bl->x+x,bl->y+y);
  4267. clif_fixpos(src); // the official server send these two packts.
  4268. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4269. if( rnd()%100 < 4 * skill_lv )
  4270. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4271. }
  4272. }
  4273. break;
  4274. case GC_WEAPONCRUSH:
  4275. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4276. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4277. else if( sd )
  4278. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4279. break;
  4280. case GC_CROSSRIPPERSLASHER:
  4281. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4282. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4283. else
  4284. {
  4285. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4286. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4287. }
  4288. break;
  4289. case GC_PHANTOMMENACE:
  4290. if( flag&1 )
  4291. { // Only Hits Invisible Targets
  4292. struct status_change *tsc = status_get_sc(bl);
  4293. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  4294. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4295. }
  4296. break;
  4297. case WL_CHAINLIGHTNING:
  4298. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4299. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4300. break;
  4301. case WL_DRAINLIFE:
  4302. {
  4303. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4304. int rate = 70 + 5 * skill_lv;
  4305. heal = heal * (5 + 5 * skill_lv) / 100;
  4306. if( bl->type == BL_SKILL )
  4307. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4308. if( heal && rnd()%100 < rate )
  4309. {
  4310. status_heal(src, heal, 0, 0);
  4311. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4312. }
  4313. }
  4314. break;
  4315. case WL_TETRAVORTEX:
  4316. if( sd && sc ) { // No SC? No spheres
  4317. int spheres[5] = { 0, 0, 0, 0, 0 },
  4318. positions[5] = {-1,-1,-1,-1,-1 },
  4319. i, j = 0, k, subskill = 0;
  4320. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4321. if( sc->data[i] ) {
  4322. spheres[j] = i;
  4323. positions[j] = sc->data[i]->val2;
  4324. j++;
  4325. }
  4326. // Sphere Sort, this time from new to old
  4327. for( i = 0; i <= j - 2; i++ )
  4328. for( k = i + 1; k <= j - 1; k++ )
  4329. if( positions[i] < positions[k] ) {
  4330. swap(positions[i],positions[k]);
  4331. swap(spheres[i],spheres[k]);
  4332. }
  4333. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4334. status_change_end(src, spheres[4], INVALID_TIMER);
  4335. j = 4;
  4336. }
  4337. k = 0;
  4338. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4339. switch( sc->data[spheres[i]]->val1 ) {
  4340. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4341. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4342. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4343. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4344. }
  4345. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4346. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4347. status_change_end(src, spheres[i], INVALID_TIMER);
  4348. }
  4349. }
  4350. break;
  4351. case WL_RELEASE:
  4352. if( sd )
  4353. {
  4354. int i;
  4355. // Priority is to release SpellBook
  4356. if( sc && sc->data[SC_READING_SB] )
  4357. { // SpellBook
  4358. uint16 skill_id, skill_lv, point, s = 0;
  4359. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4360. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4361. if( sc->data[i] ) spell[s++] = i;
  4362. if ( s == 0 )
  4363. break;
  4364. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4365. if(sc->data[i] ){// Now extract the data from the preserved spell
  4366. skill_id = sc->data[i]->val1;
  4367. skill_lv = sc->data[i]->val2;
  4368. point = sc->data[i]->val3;
  4369. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4370. }else //something went wrong :(
  4371. break;
  4372. if( sc->data[SC_READING_SB]->val2 > point )
  4373. sc->data[SC_READING_SB]->val2 -= point;
  4374. else // Last spell to be released
  4375. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4376. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4377. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4378. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  4379. break;
  4380. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4381. skill_toggle_magicpower(src, skill_id);
  4382. switch( skill_get_casttype(skill_id) )
  4383. {
  4384. case CAST_GROUND:
  4385. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  4386. break;
  4387. case CAST_NODAMAGE:
  4388. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  4389. break;
  4390. case CAST_DAMAGE:
  4391. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  4392. break;
  4393. }
  4394. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  4395. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  4396. }
  4397. else
  4398. { // Summon Balls
  4399. int j = 0, k;
  4400. int spheres[5] = { 0, 0, 0, 0, 0 },
  4401. positions[5] = {-1,-1,-1,-1,-1 };
  4402. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4403. if( sc && sc->data[i] )
  4404. {
  4405. spheres[j] = i;
  4406. positions[j] = sc->data[i]->val2;
  4407. sc->data[i]->val2--; // Prepares for next position
  4408. j++;
  4409. }
  4410. if( j == 0 )
  4411. { // No Spheres
  4412. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4413. break;
  4414. }
  4415. // Sphere Sort
  4416. for( i = 0; i <= j - 2; i++ )
  4417. for( k = i + 1; k <= j - 1; k++ )
  4418. if( positions[i] > positions[k] )
  4419. {
  4420. swap(positions[i],positions[k]);
  4421. swap(spheres[i],spheres[k]);
  4422. }
  4423. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4424. for( i = 0; i < j; i++ )
  4425. {
  4426. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4427. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4428. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4429. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4430. }
  4431. clif_skill_nodamage(src,bl,skill_id,0,1);
  4432. }
  4433. }
  4434. break;
  4435. case WL_FROSTMISTY:
  4436. // Causes Freezing status through walls.
  4437. 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));
  4438. // Doesn't deal damage through non-shootable walls.
  4439. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  4440. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4441. break;
  4442. case WL_HELLINFERNO:
  4443. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4444. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4445. break;
  4446. case RA_WUGSTRIKE:
  4447. if( sd && pc_isridingwug(sd) ){
  4448. short x[8]={0,-1,-1,-1,0,1,1,1};
  4449. short y[8]={1,1,0,-1,-1,-1,0,1};
  4450. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4451. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  4452. {
  4453. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  4454. clif_fixpos(src);
  4455. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4456. }
  4457. break;
  4458. }
  4459. case RA_WUGBITE:
  4460. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4461. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4462. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4463. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4464. break;
  4465. case RA_SENSITIVEKEEN:
  4466. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4467. struct status_change * tsc = status_get_sc(bl);
  4468. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4469. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4470. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4471. }
  4472. }
  4473. else
  4474. {
  4475. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  4476. struct skill_unit_group* sg;
  4477. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  4478. {
  4479. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4480. {
  4481. struct item item_tmp;
  4482. memset(&item_tmp,0,sizeof(item_tmp));
  4483. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4484. item_tmp.identify = 1;
  4485. if( item_tmp.nameid )
  4486. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4487. }
  4488. skill_delunit(su);
  4489. }
  4490. }
  4491. break;
  4492. case NC_INFRAREDSCAN:
  4493. if( flag&1 )
  4494. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4495. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4496. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4497. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4498. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4499. }
  4500. else
  4501. {
  4502. 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);
  4503. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4504. if( sd ) pc_overheat(sd,1);
  4505. }
  4506. break;
  4507. case NC_MAGNETICFIELD:
  4508. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4509. break;
  4510. case SC_FATALMENACE:
  4511. if( flag&1 )
  4512. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4513. else
  4514. {
  4515. short x, y;
  4516. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4517. // Destination area
  4518. skill_area_temp[4] = x;
  4519. skill_area_temp[5] = y;
  4520. 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);
  4521. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4522. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4523. }
  4524. break;
  4525. case LG_PINPOINTATTACK:
  4526. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4527. clif_slide(src,bl->x,bl->y);
  4528. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4529. break;
  4530. case LG_SHIELDSPELL:
  4531. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4532. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4533. break;
  4534. case SR_DRAGONCOMBO:
  4535. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4536. break;
  4537. case SR_KNUCKLEARROW:
  4538. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4539. clif_slide(src,bl->x,bl->y);
  4540. clif_fixpos(src); // Aegis send this packet too.
  4541. }
  4542. if( flag&1 )
  4543. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4544. else
  4545. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4546. break;
  4547. case SR_HOWLINGOFLION:
  4548. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4549. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4550. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4551. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4552. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4553. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4554. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4555. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4556. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4557. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4558. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4559. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4560. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4561. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4562. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4563. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4564. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4565. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4566. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4567. break;
  4568. case SR_EARTHSHAKER:
  4569. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4570. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4571. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4572. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4573. } else {
  4574. 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);
  4575. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4576. }
  4577. break;
  4578. case SR_TIGERCANNON:
  4579. if ( flag&1 ) {
  4580. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4581. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4582. } else if ( sd ) {
  4583. int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
  4584. if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
  4585. if (sd)
  4586. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4587. break;
  4588. }
  4589. 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);
  4590. }
  4591. break;
  4592. case SO_POISON_BUSTER: {
  4593. struct status_change *tsc = status_get_sc(bl);
  4594. if( tsc && tsc->data[SC_POISON] ) {
  4595. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4596. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4597. }
  4598. else if( sd )
  4599. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4600. }
  4601. break;
  4602. case GN_SPORE_EXPLOSION:
  4603. if( flag&1 )
  4604. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4605. else {
  4606. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4607. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4608. }
  4609. break;
  4610. case EL_FIRE_BOMB:
  4611. case EL_FIRE_WAVE:
  4612. case EL_WATER_SCREW:
  4613. case EL_HURRICANE:
  4614. case EL_TYPOON_MIS:
  4615. if( flag&1 )
  4616. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4617. else {
  4618. int i = skill_get_splash(skill_id,skill_lv);
  4619. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4620. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4621. if( rnd()%100 < 30 )
  4622. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4623. else
  4624. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4625. }
  4626. break;
  4627. case EL_ROCK_CRUSHER:
  4628. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4629. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4630. if( rnd()%100 < 50 )
  4631. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4632. else
  4633. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4634. break;
  4635. case EL_STONE_RAIN:
  4636. if( flag&1 )
  4637. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4638. else {
  4639. int i = skill_get_splash(skill_id,skill_lv);
  4640. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4641. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4642. if( rnd()%100 < 30 )
  4643. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4644. else
  4645. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4646. }
  4647. break;
  4648. case EL_FIRE_ARROW:
  4649. case EL_ICE_NEEDLE:
  4650. case EL_WIND_SLASH:
  4651. case EL_STONE_HAMMER:
  4652. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4653. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4654. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4655. break;
  4656. case EL_TIDAL_WEAPON:
  4657. if( src->type == BL_ELEM ) {
  4658. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4659. struct status_change *sc = status_get_sc(&ele->bl);
  4660. struct status_change *tsc = status_get_sc(bl);
  4661. sc_type type = status_skill2sc(skill_id), type2;
  4662. type2 = type-1;
  4663. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4664. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4665. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4666. elemental_clean_single_effect(ele, skill_id);
  4667. }
  4668. if( rnd()%100 < 50 )
  4669. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4670. else {
  4671. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4672. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4673. }
  4674. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4675. }
  4676. break;
  4677. //recursive homon skill
  4678. case MH_MAGMA_FLOW:
  4679. case MH_HEILIGE_STANGE:
  4680. if(flag & 1){
  4681. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) ) break;//chance to not trigger atk for magma
  4682. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4683. }
  4684. else
  4685. 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);
  4686. break;
  4687. case MH_STAHL_HORN:
  4688. case MH_NEEDLE_OF_PARALYZE:
  4689. case MH_SONIC_CRAW:
  4690. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4691. break;
  4692. case MH_MIDNIGHT_FRENZY:
  4693. case MH_SILVERVEIN_RUSH:
  4694. {
  4695. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4696. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4697. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4698. }
  4699. break;
  4700. case MH_TINDER_BREAKER:
  4701. case MH_CBC:
  4702. case MH_EQC:
  4703. {
  4704. int duration=0;
  4705. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4706. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4707. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4708. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4709. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4710. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4711. if (skill_id==MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4712. #if PACKETVER >= 20111005
  4713. clif_snap(src, bl->x, bl->y);
  4714. #else
  4715. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4716. #endif
  4717. }
  4718. }
  4719. break;
  4720. case RL_H_MINE:
  4721. if (sd) {
  4722. //Splash damage around the main target(s)
  4723. if (!(flag&1) && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4724. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),
  4725. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4726. }
  4727. else {
  4728. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id)
  4729. {
  4730. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4731. tsc->data[SC_H_MINE]->val3 = 1; //Mark the SC end because not expired
  4732. status_change_end(bl,SC_H_MINE,INVALID_TIMER);
  4733. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4734. }
  4735. else if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) && !sd->flicker && !status_isdead(bl))
  4736. sc_start(src,bl,SC_H_MINE,100,skill_id,skill_get_time(skill_id,skill_lv));
  4737. }
  4738. }
  4739. else if (!sd && skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4740. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4741. break;
  4742. case 0:/* no skill - basic/normal attack */
  4743. if(sd) {
  4744. if (flag & 3){
  4745. if (bl->id != skill_area_temp[1])
  4746. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4747. } else {
  4748. skill_area_temp[1] = bl->id;
  4749. map_foreachinrange(skill_area_sub, bl,
  4750. sd->bonus.splash_range, BL_CHAR,
  4751. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4752. skill_castend_damage_id);
  4753. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4754. }
  4755. }
  4756. break;
  4757. default:
  4758. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4759. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4760. 0, abs(skill_get_num(skill_id, skill_lv)),
  4761. skill_id, skill_lv, skill_get_hit(skill_id));
  4762. map_freeblock_unlock();
  4763. return 1;
  4764. }
  4765. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4766. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4767. map_freeblock_unlock();
  4768. if( sd && !(flag&1) )
  4769. {// ensure that the skill last-cast tick is recorded
  4770. sd->canskill_tick = gettick();
  4771. if( sd->state.arrow_atk )
  4772. {// consume arrow on last invocation to this skill.
  4773. battle_consume_ammo(sd, skill_id, skill_lv);
  4774. }
  4775. // perform skill requirement consumption
  4776. skill_consume_requirement(sd,skill_id,skill_lv,2);
  4777. }
  4778. return 0;
  4779. }
  4780. /*==========================================
  4781. *
  4782. *------------------------------------------*/
  4783. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4784. {
  4785. struct map_session_data *sd, *dstsd;
  4786. struct mob_data *md, *dstmd;
  4787. struct homun_data *hd;
  4788. struct mercenary_data *mer;
  4789. struct status_data *sstatus, *tstatus;
  4790. struct status_change *tsc;
  4791. struct status_change_entry *tsce;
  4792. int chorusbonus = 0;
  4793. int i = 0;
  4794. enum sc_type type;
  4795. if(skill_id > 0 && !skill_lv) return 0; // celest
  4796. nullpo_retr(1, src);
  4797. nullpo_retr(1, bl);
  4798. if (src->m != bl->m)
  4799. return 1;
  4800. sd = BL_CAST(BL_PC, src);
  4801. hd = BL_CAST(BL_HOM, src);
  4802. md = BL_CAST(BL_MOB, src);
  4803. mer = BL_CAST(BL_MER, src);
  4804. dstsd = BL_CAST(BL_PC, bl);
  4805. dstmd = BL_CAST(BL_MOB, bl);
  4806. if(bl->prev == NULL)
  4807. return 1;
  4808. if(status_isdead(src))
  4809. return 1;
  4810. if( src != bl && status_isdead(bl) ) {
  4811. /**
  4812. * Skills that may be cast on dead targets
  4813. **/
  4814. switch( skill_id ) {
  4815. case NPC_WIDESOULDRAIN:
  4816. case PR_REDEMPTIO:
  4817. case ALL_RESURRECTION:
  4818. case WM_DEADHILLHERE:
  4819. break;
  4820. default:
  4821. return 1;
  4822. }
  4823. }
  4824. tstatus = status_get_status_data(bl);
  4825. sstatus = status_get_status_data(src);
  4826. // Minstrel/Wanderer number check for chorus skills.
  4827. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  4828. if( sd && sd->status.party_id ) {
  4829. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  4830. if( chorusbonus > 7 )
  4831. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  4832. else if( chorusbonus > 2 )
  4833. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  4834. }
  4835. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4836. switch (skill_id) {
  4837. case HLIF_HEAL: //[orn]
  4838. if (bl->type != BL_HOM) {
  4839. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  4840. break ;
  4841. }
  4842. case AL_HEAL:
  4843. case ALL_RESURRECTION:
  4844. case PR_ASPERSIO:
  4845. /**
  4846. * Arch Bishop
  4847. **/
  4848. case AB_RENOVATIO:
  4849. case AB_HIGHNESSHEAL:
  4850. //Apparently only player casted skills can be offensive like this.
  4851. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4852. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4853. //Offensive heal does not works on non-enemies. [Skotlex]
  4854. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4855. return 0;
  4856. }
  4857. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4858. }
  4859. break;
  4860. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4861. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4862. case MH_STEINWAND: {
  4863. struct block_list *s_src = battle_get_master(src);
  4864. short ret = 0;
  4865. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  4866. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  4867. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  4868. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  4869. if (hd)
  4870. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  4871. return ret;
  4872. }
  4873. break;
  4874. default:
  4875. //Skill is actually ground placed.
  4876. if (src == bl && skill_get_unit_id(skill_id,0))
  4877. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  4878. }
  4879. type = status_skill2sc(skill_id);
  4880. tsc = status_get_sc(bl);
  4881. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4882. if (src!=bl && type > -1 &&
  4883. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  4884. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  4885. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4886. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4887. map_freeblock_lock();
  4888. switch(skill_id)
  4889. {
  4890. case HLIF_HEAL: //[orn]
  4891. case AL_HEAL:
  4892. /**
  4893. * Arch Bishop
  4894. **/
  4895. case AB_HIGHNESSHEAL:
  4896. {
  4897. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  4898. int heal_get_jobexp;
  4899. if( status_isimmune(bl) ||
  4900. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4901. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4902. heal=0;
  4903. if( tsc && tsc->count ) {
  4904. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  4905. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4906. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4907. if (src == bl)
  4908. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4909. else {
  4910. bl = src;
  4911. dstsd = sd;
  4912. }
  4913. }
  4914. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  4915. heal = 0; //Needed so that it actually displays 0 when healing.
  4916. }
  4917. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  4918. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  4919. heal = ~heal + 1;
  4920. heal_get_jobexp = status_heal(bl,heal,0,0);
  4921. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4922. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4923. if (heal_get_jobexp <= 0)
  4924. heal_get_jobexp = 1;
  4925. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4926. }
  4927. }
  4928. break;
  4929. case PR_REDEMPTIO:
  4930. if (sd && !(flag&1)) {
  4931. if (sd->status.party_id == 0) {
  4932. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4933. break;
  4934. }
  4935. skill_area_temp[0] = 0;
  4936. party_foreachsamemap(skill_area_sub,
  4937. sd,skill_get_splash(skill_id, skill_lv),
  4938. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  4939. skill_castend_nodamage_id);
  4940. if (skill_area_temp[0] == 0) {
  4941. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4942. break;
  4943. }
  4944. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4945. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4946. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4947. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4948. clif_updatestatus(sd,SP_BASEEXP);
  4949. clif_updatestatus(sd,SP_JOBEXP);
  4950. }
  4951. status_set_hp(src, 1, 0);
  4952. status_set_sp(src, 0, 0);
  4953. break;
  4954. } else if (status_isdead(bl) && flag&1) { //Revive
  4955. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4956. skill_lv = 3; //Resurrection level 3 is used
  4957. } else //Invalid target, skip resurrection.
  4958. break;
  4959. case ALL_RESURRECTION:
  4960. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4961. { //No reviving in WoE grounds!
  4962. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4963. break;
  4964. }
  4965. if (!status_isdead(bl))
  4966. break;
  4967. {
  4968. int per = 0, sper = 0;
  4969. if (tsc && tsc->data[SC_HELLPOWER])
  4970. break;
  4971. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4972. break;
  4973. switch(skill_lv){
  4974. case 1: per=10; break;
  4975. case 2: per=30; break;
  4976. case 3: per=50; break;
  4977. case 4: per=80; break;
  4978. }
  4979. if(dstsd && dstsd->special_state.restart_full_recover)
  4980. per = sper = 100;
  4981. if (status_revive(bl, per, sper))
  4982. {
  4983. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  4984. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4985. {
  4986. int exp = 0,jexp = 0;
  4987. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4988. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4989. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4990. if (exp < 1) exp = 1;
  4991. }
  4992. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4993. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4994. if (jexp < 1) jexp = 1;
  4995. }
  4996. if(exp > 0 || jexp > 0)
  4997. pc_gainexp (sd, bl, exp, jexp, false);
  4998. }
  4999. }
  5000. }
  5001. break;
  5002. case AL_DECAGI:
  5003. case MER_DECAGI:
  5004. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5005. 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)));
  5006. break;
  5007. case AL_CRUCIS:
  5008. if (flag&1)
  5009. 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));
  5010. else {
  5011. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5012. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5013. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5014. }
  5015. break;
  5016. case PR_LEXDIVINA:
  5017. case MER_LEXDIVINA:
  5018. if( tsce )
  5019. status_change_end(bl,type, INVALID_TIMER);
  5020. else
  5021. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5022. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5023. break;
  5024. case SA_ABRACADABRA:
  5025. {
  5026. int abra_skill_id = 0, abra_skill_lv;
  5027. do {
  5028. i = rnd() % MAX_SKILL_ABRA_DB;
  5029. abra_skill_id = skill_abra_db[i].skill_id;
  5030. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5031. } while (abra_skill_id == 0 ||
  5032. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]
  5033. );
  5034. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5035. if( sd )
  5036. {// player-casted
  5037. sd->state.abra_flag = 1;
  5038. sd->skillitem = abra_skill_id;
  5039. sd->skillitemlv = abra_skill_lv;
  5040. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5041. }
  5042. else
  5043. {// mob-casted
  5044. struct unit_data *ud = unit_bl2ud(src);
  5045. int inf = skill_get_inf(abra_skill_id);
  5046. if (!ud) break;
  5047. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5048. if (src->type == BL_PET)
  5049. bl = (struct block_list*)((TBL_PET*)src)->master;
  5050. if (!bl) bl = src;
  5051. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5052. } else { //Assume offensive skills
  5053. int target_id = 0;
  5054. if (ud->target)
  5055. target_id = ud->target;
  5056. else switch (src->type) {
  5057. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5058. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5059. }
  5060. if (!target_id)
  5061. break;
  5062. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5063. bl = map_id2bl(target_id);
  5064. if (!bl) bl = src;
  5065. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5066. } else
  5067. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5068. }
  5069. }
  5070. }
  5071. break;
  5072. case SA_COMA:
  5073. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5074. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5075. break;
  5076. case SA_FULLRECOVERY:
  5077. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5078. if (status_isimmune(bl))
  5079. break;
  5080. status_percent_heal(bl, 100, 100);
  5081. break;
  5082. case NPC_ALLHEAL:
  5083. {
  5084. int heal;
  5085. if( status_isimmune(bl) )
  5086. break;
  5087. heal = status_percent_heal(bl, 100, 0);
  5088. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5089. if( dstmd )
  5090. { // Reset Damage Logs
  5091. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5092. dstmd->tdmg = 0;
  5093. }
  5094. }
  5095. break;
  5096. case SA_SUMMONMONSTER:
  5097. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5098. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5099. break;
  5100. case SA_LEVELUP:
  5101. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5102. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5103. break;
  5104. case SA_INSTANTDEATH:
  5105. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5106. status_kill(src);
  5107. break;
  5108. case SA_QUESTION:
  5109. clif_emotion(src,E_WHAT);
  5110. case SA_GRAVITY:
  5111. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5112. break;
  5113. case SA_CLASSCHANGE:
  5114. case SA_MONOCELL:
  5115. if (dstmd)
  5116. {
  5117. int class_;
  5118. if ( sd && dstmd->status.mode&MD_BOSS )
  5119. {
  5120. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5121. break;
  5122. }
  5123. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  5124. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5125. mob_class_change(dstmd,class_);
  5126. if( tsc && dstmd->status.mode&MD_BOSS )
  5127. {
  5128. 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 };
  5129. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5130. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5131. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5132. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5133. }
  5134. }
  5135. break;
  5136. case SA_DEATH:
  5137. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5138. {
  5139. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5140. break;
  5141. }
  5142. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5143. status_kill(bl);
  5144. break;
  5145. case SA_REVERSEORCISH:
  5146. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5147. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5148. break;
  5149. case SA_FORTUNE:
  5150. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5151. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5152. break;
  5153. case SA_TAMINGMONSTER:
  5154. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5155. if (sd && dstmd) {
  5156. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5157. if( i < MAX_PET_DB )
  5158. pet_catch_process1(sd, dstmd->mob_id);
  5159. }
  5160. break;
  5161. case CR_PROVIDENCE:
  5162. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5163. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5164. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5165. map_freeblock_unlock();
  5166. return 1;
  5167. }
  5168. }
  5169. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5170. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5171. break;
  5172. case CG_MARIONETTE:
  5173. {
  5174. struct status_change* sc = status_get_sc(src);
  5175. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5176. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5177. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5178. map_freeblock_unlock();
  5179. return 1;
  5180. }
  5181. if( sc && tsc )
  5182. {
  5183. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5184. {
  5185. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5186. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5187. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5188. }
  5189. else
  5190. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5191. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5192. {
  5193. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5194. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5195. }
  5196. else
  5197. {
  5198. if( sd )
  5199. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5200. map_freeblock_unlock();
  5201. return 1;
  5202. }
  5203. }
  5204. }
  5205. break;
  5206. case RG_CLOSECONFINE:
  5207. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5208. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5209. break;
  5210. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5211. case SA_FROSTWEAPON:
  5212. case SA_LIGHTNINGLOADER:
  5213. case SA_SEISMICWEAPON:
  5214. if (dstsd) {
  5215. if(dstsd->status.weapon == W_FIST ||
  5216. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5217. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5218. dstsd->sc.data[SC_FIREWEAPON] ||
  5219. dstsd->sc.data[SC_WATERWEAPON] ||
  5220. dstsd->sc.data[SC_WINDWEAPON] ||
  5221. dstsd->sc.data[SC_EARTHWEAPON] ||
  5222. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5223. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5224. dstsd->sc.data[SC_ENCPOISON]
  5225. ))
  5226. ) {
  5227. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5228. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5229. break;
  5230. }
  5231. }
  5232. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5233. 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)))) {
  5234. if (sd)
  5235. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5236. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5237. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5238. }
  5239. break;
  5240. case PR_ASPERSIO:
  5241. if (sd && dstmd) {
  5242. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5243. break;
  5244. }
  5245. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5246. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5247. break;
  5248. case ITEM_ENCHANTARMS:
  5249. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5250. sc_start2(src,bl,type,100,skill_lv,
  5251. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5252. break;
  5253. case TK_SEVENWIND:
  5254. switch(skill_get_ele(skill_id,skill_lv)) {
  5255. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5256. case ELE_WIND : type = SC_WINDWEAPON; break;
  5257. case ELE_WATER : type = SC_WATERWEAPON; break;
  5258. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5259. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5260. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5261. case ELE_HOLY : type = SC_ASPERSIO; break;
  5262. }
  5263. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5264. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5265. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5266. break;
  5267. case PR_KYRIE:
  5268. case MER_KYRIE:
  5269. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5270. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5271. break;
  5272. //Passive Magnum, should had been casted on yourself.
  5273. case SM_MAGNUM:
  5274. case MS_MAGNUM:
  5275. skill_area_temp[1] = 0;
  5276. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5277. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5278. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5279. // Initiate 10% of your damage becomes fire element.
  5280. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5281. if( sd )
  5282. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5283. else if( bl->type == BL_MER )
  5284. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5285. break;
  5286. case TK_JUMPKICK:
  5287. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5288. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  5289. {
  5290. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  5291. {
  5292. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5293. clif_slide(src,bl->x,bl->y);
  5294. }
  5295. }
  5296. else
  5297. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5298. break;
  5299. case AL_INCAGI:
  5300. case AL_BLESSING:
  5301. case MER_INCAGI:
  5302. case MER_BLESSING:
  5303. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5304. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5305. break;
  5306. }
  5307. case PR_SLOWPOISON:
  5308. case PR_IMPOSITIO:
  5309. case PR_LEXAETERNA:
  5310. case PR_SUFFRAGIUM:
  5311. case PR_BENEDICTIO:
  5312. case LK_BERSERK:
  5313. case MS_BERSERK:
  5314. case KN_AUTOCOUNTER:
  5315. case KN_TWOHANDQUICKEN:
  5316. case KN_ONEHAND:
  5317. case MER_QUICKEN:
  5318. case CR_SPEARQUICKEN:
  5319. case CR_REFLECTSHIELD:
  5320. case MS_REFLECTSHIELD:
  5321. case AS_POISONREACT:
  5322. case MC_LOUD:
  5323. case MG_ENERGYCOAT:
  5324. case MO_EXPLOSIONSPIRITS:
  5325. case MO_STEELBODY:
  5326. case MO_BLADESTOP:
  5327. case LK_AURABLADE:
  5328. case LK_PARRYING:
  5329. case MS_PARRYING:
  5330. case LK_CONCENTRATION:
  5331. case WS_CARTBOOST:
  5332. case SN_SIGHT:
  5333. case WS_MELTDOWN:
  5334. case WS_OVERTHRUSTMAX:
  5335. case ST_REJECTSWORD:
  5336. case HW_MAGICPOWER:
  5337. case PF_MEMORIZE:
  5338. case PA_SACRIFICE:
  5339. case ASC_EDP:
  5340. case PF_DOUBLECASTING:
  5341. case SG_SUN_COMFORT:
  5342. case SG_MOON_COMFORT:
  5343. case SG_STAR_COMFORT:
  5344. case NPC_HALLUCINATION:
  5345. case GS_MADNESSCANCEL:
  5346. case GS_ADJUSTMENT:
  5347. case GS_INCREASING:
  5348. case NJ_KASUMIKIRI:
  5349. case NJ_UTSUSEMI:
  5350. case NJ_NEN:
  5351. case NPC_DEFENDER:
  5352. case NPC_MAGICMIRROR:
  5353. case ST_PRESERVE:
  5354. case NPC_INVINCIBLE:
  5355. case NPC_INVINCIBLEOFF:
  5356. case RK_DEATHBOUND:
  5357. case AB_RENOVATIO:
  5358. case AB_EXPIATIO:
  5359. case AB_DUPLELIGHT:
  5360. case AB_SECRAMENT:
  5361. case NC_ACCELERATION:
  5362. case NC_HOVERING:
  5363. case NC_SHAPESHIFT:
  5364. case WL_RECOGNIZEDSPELL:
  5365. case GC_VENOMIMPRESS:
  5366. case SC_DEADLYINFECT:
  5367. case LG_EXEEDBREAK:
  5368. case LG_PRESTIGE:
  5369. case SR_CRESCENTELBOW:
  5370. case SR_LIGHTNINGWALK:
  5371. case SR_GENTLETOUCH_ENERGYGAIN:
  5372. case GN_CARTBOOST:
  5373. case KO_MEIKYOUSISUI:
  5374. case ALL_ODINS_POWER:
  5375. case ALL_FULL_THROTTLE:
  5376. case RA_UNLIMIT:
  5377. case WL_TELEKINESIS_INTENSE:
  5378. case RL_HEAT_BARREL:
  5379. case RL_P_ALTER:
  5380. case RL_E_CHAIN:
  5381. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5382. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5383. break;
  5384. case SO_STRIKING:
  5385. if (sd) {
  5386. int bonus = 8 + 2 * skill_lv;
  5387. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5388. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5389. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5390. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5391. 0
  5392. );
  5393. }
  5394. break;
  5395. case NPC_STOP:
  5396. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5397. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5398. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5399. break;
  5400. case HP_ASSUMPTIO:
  5401. if( sd && dstmd )
  5402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5403. else
  5404. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5405. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5406. break;
  5407. case MG_SIGHT:
  5408. case MER_SIGHT:
  5409. case AL_RUWACH:
  5410. case WZ_SIGHTBLASTER:
  5411. case NPC_WIDESIGHT:
  5412. case NPC_STONESKIN:
  5413. case NPC_ANTIMAGIC:
  5414. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5415. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5416. break;
  5417. case HLIF_AVOID:
  5418. case HAMI_DEFENCE:
  5419. i = skill_get_time(skill_id,skill_lv);
  5420. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5421. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5422. break;
  5423. case NJ_BUNSINJYUTSU:
  5424. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5425. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5426. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5427. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5428. break;
  5429. /* Was modified to only affect targetted char. [Skotlex]
  5430. case HP_ASSUMPTIO:
  5431. if (flag&1)
  5432. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5433. else
  5434. {
  5435. map_foreachinrange(skill_area_sub, bl,
  5436. skill_get_splash(skill_id, skill_lv), BL_PC,
  5437. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5438. skill_castend_nodamage_id);
  5439. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5440. }
  5441. break;
  5442. */
  5443. case SM_ENDURE:
  5444. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5445. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5446. break;
  5447. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5448. if (sd && dstsd && dstsd->sc.count) {
  5449. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5450. dstsd->sc.data[SC_WATERWEAPON] ||
  5451. dstsd->sc.data[SC_WINDWEAPON] ||
  5452. dstsd->sc.data[SC_EARTHWEAPON] ||
  5453. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5454. dstsd->sc.data[SC_GHOSTWEAPON]
  5455. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5456. ) {
  5457. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5459. break;
  5460. }
  5461. }
  5462. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5463. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5464. break;
  5465. case LK_TENSIONRELAX:
  5466. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5467. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5468. skill_get_time(skill_id,skill_lv)));
  5469. break;
  5470. case MC_CHANGECART:
  5471. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5472. break;
  5473. case TK_MISSION:
  5474. if (sd) {
  5475. int id;
  5476. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5477. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5478. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5479. break;
  5480. }
  5481. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5482. if (!id) {
  5483. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5484. break;
  5485. }
  5486. sd->mission_mobid = id;
  5487. sd->mission_count = 0;
  5488. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5489. clif_mission_info(sd, id, 0);
  5490. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5491. }
  5492. break;
  5493. case AC_CONCENTRATION:
  5494. {
  5495. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5496. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5497. map_foreachinrange( status_change_timer_sub, src,
  5498. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5499. src,NULL,type,tick);
  5500. }
  5501. break;
  5502. case SM_PROVOKE:
  5503. case SM_SELFPROVOKE:
  5504. case MER_PROVOKE:
  5505. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5506. {
  5507. map_freeblock_unlock();
  5508. return 1;
  5509. }
  5510. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5511. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5512. (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))));
  5513. if( !i )
  5514. {
  5515. if( sd )
  5516. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5517. map_freeblock_unlock();
  5518. return 0;
  5519. }
  5520. unit_skillcastcancel(bl, 2);
  5521. if( tsc && tsc->count )
  5522. {
  5523. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5524. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5525. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5526. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5527. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5528. }
  5529. if( dstmd )
  5530. {
  5531. dstmd->state.provoke_flag = src->id;
  5532. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5533. }
  5534. break;
  5535. case ML_DEVOTION:
  5536. case CR_DEVOTION:
  5537. {
  5538. int count, lv;
  5539. if( !dstsd || (!sd && !mer) )
  5540. { // Only players can be devoted
  5541. if( sd )
  5542. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5543. break;
  5544. }
  5545. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5546. lv = -lv;
  5547. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5548. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5549. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5550. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5551. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5552. {
  5553. if( sd )
  5554. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5555. map_freeblock_unlock();
  5556. return 1;
  5557. }
  5558. i = 0;
  5559. count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
  5560. if( sd )
  5561. { // Player Devoting Player
  5562. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5563. if( i == count )
  5564. {
  5565. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5566. if( i == count )
  5567. { // No free slots, skill Fail
  5568. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5569. map_freeblock_unlock();
  5570. return 1;
  5571. }
  5572. }
  5573. sd->devotion[i] = bl->id;
  5574. }
  5575. else
  5576. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5577. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5578. sc_start4(src, bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
  5579. clif_devotion(src, NULL);
  5580. }
  5581. break;
  5582. case MO_CALLSPIRITS:
  5583. if(sd) {
  5584. int limit = skill_lv;
  5585. if( sd->sc.data[SC_RAISINGDRAGON] )
  5586. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5587. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5588. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5589. }
  5590. break;
  5591. case CH_SOULCOLLECT:
  5592. if(sd) {
  5593. int limit = 5;
  5594. if( sd->sc.data[SC_RAISINGDRAGON] )
  5595. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5596. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5597. for (i = 0; i < limit; i++)
  5598. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5599. }
  5600. break;
  5601. case MO_KITRANSLATION:
  5602. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) {
  5603. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5604. }
  5605. break;
  5606. case TK_TURNKICK:
  5607. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5608. if (skill_area_temp[1] != bl->id) {
  5609. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5610. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5611. }
  5612. break;
  5613. case MO_ABSORBSPIRITS:
  5614. i = 0;
  5615. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5616. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5617. i = dstsd->spiritball * 7;
  5618. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5619. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5620. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5621. i = 2 * dstmd->level;
  5622. mob_target(dstmd,src,0);
  5623. }
  5624. if (i) status_heal(src, 0, i, 3);
  5625. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5626. break;
  5627. case AC_MAKINGARROW:
  5628. if(sd) {
  5629. clif_arrow_create_list(sd);
  5630. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5631. }
  5632. break;
  5633. case AM_PHARMACY:
  5634. if(sd) {
  5635. clif_skill_produce_mix_list(sd,skill_id,22);
  5636. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5637. }
  5638. break;
  5639. case SA_CREATECON:
  5640. if(sd) {
  5641. clif_elementalconverter_list(sd);
  5642. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5643. }
  5644. break;
  5645. case BS_HAMMERFALL:
  5646. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5647. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5648. break;
  5649. case RG_RAID:
  5650. skill_area_temp[1] = 0;
  5651. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5652. map_foreachinrange(skill_area_sub, bl,
  5653. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5654. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5655. skill_castend_damage_id);
  5656. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5657. break;
  5658. //List of self skills that give damage around caster
  5659. case RL_FLICKER:
  5660. if (sd) {
  5661. sd->skill_id_old = RL_FLICKER;
  5662. sd->flicker = true;
  5663. }
  5664. case ASC_METEORASSAULT:
  5665. case GS_SPREADATTACK:
  5666. case RK_STORMBLAST:
  5667. case NC_AXETORNADO:
  5668. case GC_COUNTERSLASH:
  5669. case SR_SKYNETBLOW:
  5670. case SR_RAMPAGEBLASTER:
  5671. case SR_HOWLINGOFLION:
  5672. case KO_HAPPOKUNAI:
  5673. case RL_FIREDANCE:
  5674. case RL_R_TRIP:
  5675. skill_area_temp[1] = 0;
  5676. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5677. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5678. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5679. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5680. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5681. if (sd && skill_id == RL_FLICKER)
  5682. sd->flicker = false;
  5683. break;
  5684. case NC_EMERGENCYCOOL:
  5685. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5686. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5687. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5688. break;
  5689. case SR_WINDMILL:
  5690. case GN_CART_TORNADO:
  5691. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5692. case SR_EARTHSHAKER:
  5693. case NC_INFRAREDSCAN:
  5694. case NPC_EARTHQUAKE:
  5695. case NPC_VAMPIRE_GIFT:
  5696. case NPC_HELLJUDGEMENT:
  5697. case NPC_PULSESTRIKE:
  5698. case LG_MOONSLASHER:
  5699. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5700. break;
  5701. case KN_BRANDISHSPEAR:
  5702. case ML_BRANDISH:
  5703. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5704. break;
  5705. case WZ_SIGHTRASHER:
  5706. //Passive side of the attack.
  5707. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5708. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5709. map_foreachinrange(skill_area_sub,src,
  5710. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5711. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5712. skill_castend_damage_id);
  5713. break;
  5714. case NJ_HYOUSYOURAKU:
  5715. case NJ_RAIGEKISAI:
  5716. case WZ_FROSTNOVA:
  5717. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5718. skill_area_temp[1] = 0;
  5719. map_foreachinrange(skill_attack_area, src,
  5720. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5721. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5722. break;
  5723. case HVAN_EXPLOSION: //[orn]
  5724. case NPC_SELFDESTRUCTION:
  5725. //Self Destruction hits everyone in range (allies+enemies)
  5726. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5727. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  5728. BCT_ENEMY:BCT_ALL;
  5729. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5730. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5731. map_foreachinrange(skill_area_sub, bl,
  5732. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5733. src, skill_id, skill_lv, tick, flag|i,
  5734. skill_castend_damage_id);
  5735. if(map_addblock(src))
  5736. return 1;
  5737. status_damage(src, src, sstatus->max_hp,0,0,1);
  5738. break;
  5739. case AL_ANGELUS:
  5740. case PR_MAGNIFICAT:
  5741. case PR_GLORIA:
  5742. case SN_WINDWALK:
  5743. case CASH_BLESSING:
  5744. case CASH_INCAGI:
  5745. case CASH_ASSUMPTIO:
  5746. case WM_FRIGG_SONG:
  5747. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5748. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5749. else if( sd )
  5750. 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);
  5751. break;
  5752. case MER_MAGNIFICAT:
  5753. if( mer != NULL )
  5754. {
  5755. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5756. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5757. 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);
  5758. else if( mer->master && !(flag&1) )
  5759. 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)));
  5760. }
  5761. break;
  5762. case BS_ADRENALINE:
  5763. case BS_ADRENALINE2:
  5764. case BS_WEAPONPERFECT:
  5765. case BS_OVERTHRUST:
  5766. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5767. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5768. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  5769. } else if (sd) {
  5770. party_foreachsamemap(skill_area_sub,
  5771. sd,skill_get_splash(skill_id, skill_lv),
  5772. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5773. skill_castend_nodamage_id);
  5774. }
  5775. break;
  5776. case BS_MAXIMIZE:
  5777. case NV_TRICKDEAD:
  5778. case CR_DEFENDER:
  5779. case ML_DEFENDER:
  5780. case CR_AUTOGUARD:
  5781. case ML_AUTOGUARD:
  5782. case TK_READYSTORM:
  5783. case TK_READYDOWN:
  5784. case TK_READYTURN:
  5785. case TK_READYCOUNTER:
  5786. case TK_DODGE:
  5787. case CR_SHRINK:
  5788. case SG_FUSION:
  5789. case GS_GATLINGFEVER:
  5790. if( tsce )
  5791. {
  5792. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5793. map_freeblock_unlock();
  5794. return 0;
  5795. }
  5796. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5797. break;
  5798. case SL_KAITE:
  5799. case SL_KAAHI:
  5800. case SL_KAIZEL:
  5801. case SL_KAUPE:
  5802. if (sd) {
  5803. if (!dstsd || !(
  5804. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5805. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5806. dstsd->status.char_id == sd->status.char_id ||
  5807. dstsd->status.char_id == sd->status.partner_id ||
  5808. dstsd->status.char_id == sd->status.child
  5809. )) {
  5810. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8);
  5811. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5812. break;
  5813. }
  5814. }
  5815. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5816. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5817. break;
  5818. case SM_AUTOBERSERK:
  5819. case MER_AUTOBERSERK:
  5820. if( tsce )
  5821. i = status_change_end(bl, type, INVALID_TIMER);
  5822. else
  5823. i = sc_start(src,bl,type,100,skill_lv,60000);
  5824. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5825. break;
  5826. case TF_HIDING:
  5827. case ST_CHASEWALK:
  5828. case KO_YAMIKUMO:
  5829. if (tsce)
  5830. {
  5831. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5832. map_freeblock_unlock();
  5833. return 0;
  5834. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5835. //Mado Gear cannot hide
  5836. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5837. map_freeblock_unlock();
  5838. return 0;
  5839. }
  5840. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5841. break;
  5842. case TK_RUN:
  5843. if (tsce)
  5844. {
  5845. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5846. map_freeblock_unlock();
  5847. return 0;
  5848. }
  5849. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  5850. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5851. clif_walkok(sd); // So aegis has to resend the walk ok.
  5852. break;
  5853. case AS_CLOAKING:
  5854. case GC_CLOAKINGEXCEED:
  5855. case LG_FORCEOFVANGUARD:
  5856. case SC_REPRODUCE:
  5857. case SC_INVISIBILITY:
  5858. case RA_CAMOUFLAGE:
  5859. if (tsce) {
  5860. i = status_change_end(bl, type, INVALID_TIMER);
  5861. if( i )
  5862. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5863. else if( sd )
  5864. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5865. map_freeblock_unlock();
  5866. return 0;
  5867. }
  5868. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5869. if( i )
  5870. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5871. else if( sd )
  5872. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5873. break;
  5874. case BD_ADAPTATION:
  5875. if(tsc && tsc->data[SC_DANCING]){
  5876. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5877. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5878. }
  5879. break;
  5880. case BA_FROSTJOKER:
  5881. case DC_SCREAM:
  5882. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5883. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  5884. if (md) {
  5885. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5886. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5887. char temp[70];
  5888. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)].desc);
  5889. clif_disp_overhead(&md->bl,temp);
  5890. }
  5891. break;
  5892. case BA_PANGVOICE:
  5893. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  5894. break;
  5895. case DC_WINKCHARM:
  5896. if( dstsd )
  5897. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  5898. else
  5899. if( dstmd )
  5900. {
  5901. if( status_get_lv(src) > status_get_lv(bl)
  5902. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  5903. && !(tstatus->mode&MD_BOSS) )
  5904. 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)));
  5905. else
  5906. {
  5907. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5908. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5909. }
  5910. }
  5911. break;
  5912. case TF_STEAL:
  5913. if(sd) {
  5914. if(pc_steal_item(sd,bl,skill_lv))
  5915. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5916. else
  5917. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5918. }
  5919. break;
  5920. case RG_STEALCOIN:
  5921. if(sd) {
  5922. if(pc_steal_coin(sd,bl))
  5923. {
  5924. dstmd->state.provoke_flag = src->id;
  5925. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5926. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5927. }
  5928. else
  5929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5930. }
  5931. break;
  5932. case MG_STONECURSE:
  5933. {
  5934. int brate = 0;
  5935. if (tstatus->mode&MD_BOSS) {
  5936. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5937. break;
  5938. }
  5939. if(status_isimmune(bl) || !tsc)
  5940. break;
  5941. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  5942. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  5943. if (tsc->data[SC_STONE]) {
  5944. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5945. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5946. break;
  5947. }
  5948. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  5949. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  5950. skill_get_time2(skill_id,skill_lv)))
  5951. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5952. else if(sd) {
  5953. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5954. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5955. if (skill_lv > 5)
  5956. { // not to consume items
  5957. map_freeblock_unlock();
  5958. return 0;
  5959. }
  5960. }
  5961. }
  5962. break;
  5963. case NV_FIRSTAID:
  5964. clif_skill_nodamage(src,bl,skill_id,5,1);
  5965. status_heal(bl,5,0,0);
  5966. break;
  5967. case AL_CURE:
  5968. if(status_isimmune(bl)) {
  5969. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5970. break;
  5971. }
  5972. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5973. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5974. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5975. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5976. break;
  5977. case TF_DETOXIFY:
  5978. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5979. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5980. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5981. break;
  5982. case PR_STRECOVERY:
  5983. if(status_isimmune(bl)) {
  5984. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5985. break;
  5986. }
  5987. if (tsc && tsc->opt1) {
  5988. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5989. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5990. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5991. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5992. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5993. }
  5994. //Is this equation really right? It looks so... special.
  5995. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5996. {
  5997. status_change_start(src,bl, SC_BLIND,
  5998. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5999. 1,0,0,0,
  6000. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  6001. }
  6002. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6003. if(dstmd)
  6004. mob_unlocktarget(dstmd,tick);
  6005. break;
  6006. // Mercenary Supportive Skills
  6007. case MER_BENEDICTION:
  6008. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6009. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6010. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6011. break;
  6012. case MER_COMPRESS:
  6013. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6014. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6015. break;
  6016. case MER_MENTALCURE:
  6017. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6018. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6019. break;
  6020. case MER_RECUPERATE:
  6021. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6022. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6023. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6024. break;
  6025. case MER_REGAIN:
  6026. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6027. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6028. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6029. break;
  6030. case MER_TENDER:
  6031. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6032. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6033. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6034. break;
  6035. case MER_SCAPEGOAT:
  6036. if( mer && mer->master )
  6037. {
  6038. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6039. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6040. }
  6041. break;
  6042. case MER_ESTIMATION:
  6043. if( !mer )
  6044. break;
  6045. sd = mer->master;
  6046. case WZ_ESTIMATION:
  6047. if( sd == NULL )
  6048. break;
  6049. if( dstsd )
  6050. { // Fail on Players
  6051. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6052. break;
  6053. }
  6054. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6055. break; // Cannot be Used on Emperium
  6056. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6057. clif_skill_estimation(sd, bl);
  6058. if( skill_id == MER_ESTIMATION )
  6059. sd = NULL;
  6060. break;
  6061. case BS_REPAIRWEAPON:
  6062. if(sd && dstsd)
  6063. clif_item_repair_list(sd,dstsd,skill_lv);
  6064. break;
  6065. case MC_IDENTIFY:
  6066. if(sd) {
  6067. clif_item_identify_list(sd);
  6068. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6069. map_freeblock_unlock();
  6070. return 1;
  6071. }
  6072. else { // consume sp only if succeeded
  6073. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6074. status_zap(src,0,req.sp);
  6075. }
  6076. }
  6077. break;
  6078. // Weapon Refining [Celest]
  6079. case WS_WEAPONREFINE:
  6080. if(sd)
  6081. clif_item_refine_list(sd);
  6082. break;
  6083. case MC_VENDING:
  6084. if(sd)
  6085. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6086. if ( !pc_can_give_items(sd) )
  6087. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6088. else {
  6089. sd->state.prevend = 1;
  6090. clif_openvendingreq(sd,2+skill_lv);
  6091. }
  6092. }
  6093. break;
  6094. case AL_TELEPORT:
  6095. case ALL_ODINS_RECALL:
  6096. if(sd)
  6097. {
  6098. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6099. clif_skill_teleportmessage(sd,0);
  6100. break;
  6101. }
  6102. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6103. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6104. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6105. break;
  6106. }
  6107. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6108. {
  6109. if( skill_lv == 1 )
  6110. pc_randomwarp(sd,CLR_TELEPORT);
  6111. else
  6112. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6113. break;
  6114. }
  6115. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6116. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6117. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6118. else
  6119. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6120. } else
  6121. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6122. break;
  6123. case NPC_EXPULSION:
  6124. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6125. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6126. break;
  6127. case AL_HOLYWATER:
  6128. if(sd) {
  6129. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  6130. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6131. else
  6132. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6133. }
  6134. break;
  6135. case TF_PICKSTONE:
  6136. if(sd) {
  6137. int eflag;
  6138. struct item item_tmp;
  6139. struct block_list tbl;
  6140. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6141. memset(&item_tmp,0,sizeof(item_tmp));
  6142. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6143. item_tmp.nameid = ITEMID_STONE;
  6144. item_tmp.identify = 1;
  6145. tbl.id = 0;
  6146. clif_takeitem(&sd->bl,&tbl);
  6147. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6148. if(eflag) {
  6149. clif_additem(sd,0,0,eflag);
  6150. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6151. }
  6152. }
  6153. break;
  6154. case ASC_CDP:
  6155. if(sd) {
  6156. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6157. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6158. }
  6159. break;
  6160. case RG_STRIPWEAPON:
  6161. case RG_STRIPSHIELD:
  6162. case RG_STRIPARMOR:
  6163. case RG_STRIPHELM:
  6164. case ST_FULLSTRIP:
  6165. case GC_WEAPONCRUSH:
  6166. case SC_STRIPACCESSARY: {
  6167. unsigned short location = 0;
  6168. int d = 0;
  6169. //Rate in percent
  6170. if ( skill_id == ST_FULLSTRIP ) {
  6171. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6172. } else if( skill_id == SC_STRIPACCESSARY ) {
  6173. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6174. } else {
  6175. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6176. }
  6177. if (i < 5) i = 5; //Minimum rate 5%
  6178. //Duration in ms
  6179. if( skill_id == GC_WEAPONCRUSH){
  6180. d = skill_get_time(skill_id,skill_lv);
  6181. if(bl->type == BL_PC)
  6182. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6183. else
  6184. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6185. }else
  6186. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6187. if (d < 0) d = 0; //Minimum duration 0ms
  6188. switch (skill_id) {
  6189. case RG_STRIPWEAPON:
  6190. case GC_WEAPONCRUSH:
  6191. location = EQP_WEAPON;
  6192. break;
  6193. case RG_STRIPSHIELD:
  6194. location = EQP_SHIELD;
  6195. break;
  6196. case RG_STRIPARMOR:
  6197. location = EQP_ARMOR;
  6198. break;
  6199. case RG_STRIPHELM:
  6200. location = EQP_HELM;
  6201. break;
  6202. case ST_FULLSTRIP:
  6203. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6204. break;
  6205. case SC_STRIPACCESSARY:
  6206. location = EQP_ACC;
  6207. break;
  6208. }
  6209. //Special message when trying to use strip on FCP [Jobbie]
  6210. 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])
  6211. {
  6212. clif_gospel_info(sd, 0x28);
  6213. break;
  6214. }
  6215. //Attempts to strip at rate i and duration d
  6216. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6217. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6218. //Nothing stripped.
  6219. if( sd && !i )
  6220. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6221. break;
  6222. }
  6223. case AM_BERSERKPITCHER:
  6224. case AM_POTIONPITCHER: {
  6225. int i,hp = 0,sp = 0;
  6226. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6227. map_freeblock_unlock();
  6228. return 1;
  6229. }
  6230. if( sd ) {
  6231. int x,bonus=100;
  6232. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6233. x = skill_lv%11 - 1;
  6234. i = pc_search_inventory(sd, require.itemid[x]);
  6235. if (i < 0 || require.itemid[x] <= 0) {
  6236. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6237. map_freeblock_unlock();
  6238. return 1;
  6239. }
  6240. if (sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < require.amount[x]) {
  6241. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6242. map_freeblock_unlock();
  6243. return 1;
  6244. }
  6245. if( skill_id == AM_BERSERKPITCHER ) {
  6246. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  6247. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6248. map_freeblock_unlock();
  6249. return 1;
  6250. }
  6251. }
  6252. potion_flag = 1;
  6253. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6254. potion_target = bl->id;
  6255. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  6256. potion_flag = potion_target = 0;
  6257. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6258. bonus += sd->status.base_level;
  6259. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6260. hp = tstatus->max_hp * potion_per_hp / 100;
  6261. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6262. if( dstsd ) {
  6263. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6264. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6265. }
  6266. } else {
  6267. if( potion_hp > 0 ) {
  6268. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6269. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6270. if( dstsd )
  6271. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6272. }
  6273. if( potion_sp > 0 ) {
  6274. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6275. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6276. if( dstsd )
  6277. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6278. }
  6279. }
  6280. if (sd->itemgrouphealrate[IG_POTION]>0) {
  6281. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  6282. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  6283. }
  6284. if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
  6285. hp += hp * i / 100;
  6286. sp += sp * i / 100;
  6287. }
  6288. } else {
  6289. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6290. switch (skill_lv) {
  6291. case 1: hp = 45; break;
  6292. case 2: hp = 105; break;
  6293. case 3: hp = 175; break;
  6294. default: hp = 325; break;
  6295. }
  6296. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6297. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6298. if( dstsd )
  6299. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6300. }
  6301. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6302. hp += hp * i / 100;
  6303. sp += sp * i / 100;
  6304. }
  6305. if( tsc && tsc->count ) {
  6306. if( tsc->data[SC_CRITICALWOUND] ) {
  6307. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6308. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6309. }
  6310. if( tsc->data[SC_DEATHHURT] ) {
  6311. hp -= hp * 20 / 100;
  6312. sp -= sp * 20 / 100;
  6313. }
  6314. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6315. hp += hp / 10;
  6316. sp += sp / 10;
  6317. }
  6318. }
  6319. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6320. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6321. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6322. if( sp > 0 )
  6323. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6324. #ifdef RENEWAL
  6325. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6326. sp = 0;
  6327. #endif
  6328. status_heal(bl,hp,sp,0);
  6329. }
  6330. break;
  6331. case AM_CP_WEAPON:
  6332. case AM_CP_SHIELD:
  6333. case AM_CP_ARMOR:
  6334. case AM_CP_HELM:
  6335. {
  6336. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6337. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6338. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6339. map_freeblock_unlock(); // Don't consume item requirements
  6340. return 0;
  6341. }
  6342. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6343. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6344. }
  6345. break;
  6346. case AM_TWILIGHT1:
  6347. if (sd) {
  6348. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6349. //Prepare 200 White Potions.
  6350. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6351. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6352. }
  6353. break;
  6354. case AM_TWILIGHT2:
  6355. if (sd) {
  6356. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6357. //Prepare 200 Slim White Potions.
  6358. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6359. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6360. }
  6361. break;
  6362. case AM_TWILIGHT3:
  6363. if (sd) {
  6364. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6365. if( ebottle >= 0 )
  6366. ebottle = sd->status.inventory[ebottle].amount;
  6367. //check if you can produce all three, if not, then fail:
  6368. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6369. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6370. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6371. || ebottle < 200 //200 empty bottle are required at total.
  6372. ) {
  6373. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6374. break;
  6375. }
  6376. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6377. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6378. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6379. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6380. }
  6381. break;
  6382. case SA_DISPELL:
  6383. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6384. {
  6385. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6386. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6387. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6388. || rnd()%100 >= 50+10*skill_lv
  6389. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6390. {
  6391. if (sd)
  6392. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6393. break;
  6394. }
  6395. if(status_isimmune(bl))
  6396. break;
  6397. //Remove bonus_script when dispelled
  6398. if (dstsd)
  6399. pc_bonus_script_clear(dstsd,BONUS_FLAG_REM_ON_DISPELL);
  6400. if(!tsc || !tsc->count)
  6401. break;
  6402. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6404. break;
  6405. }
  6406. for(i=0;i<SC_MAX;i++) {
  6407. if (!tsc->data[i])
  6408. continue;
  6409. switch (i) {
  6410. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6411. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6412. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6413. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6414. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6415. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6416. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6417. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6418. case SC_EDP: case SC_AUTOBERSERK:
  6419. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6420. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6421. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6422. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6423. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6424. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6425. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6426. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6427. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6428. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6429. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6430. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6431. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6432. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6433. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6434. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6435. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6436. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6437. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6438. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6439. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6440. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6441. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6442. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6443. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6444. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6445. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  6446. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6447. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6448. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6449. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6450. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6451. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6452. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6453. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  6454. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  6455. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  6456. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  6457. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  6458. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  6459. #ifdef RENEWAL
  6460. case SC_EXTREMITYFIST2:
  6461. #endif
  6462. continue;
  6463. /**
  6464. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6465. **/
  6466. case SC_WHISTLE:
  6467. case SC_ASSNCROS:
  6468. case SC_POEMBRAGI:
  6469. case SC_APPLEIDUN:
  6470. case SC_HUMMING:
  6471. case SC_DONTFORGETME:
  6472. case SC_FORTUNE:
  6473. case SC_SERVICE4U:
  6474. if(tsc->data[i]->val4==0)
  6475. continue; //if in song-area don't end it
  6476. break;
  6477. case SC_ASSUMPTIO:
  6478. if( bl->type == BL_MOB )
  6479. continue;
  6480. break;
  6481. }
  6482. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6483. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6484. }
  6485. break;
  6486. }
  6487. //Affect all targets on splash area.
  6488. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6489. src, skill_id, skill_lv, tick, flag|1,
  6490. skill_castend_damage_id);
  6491. break;
  6492. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6493. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6494. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6495. break;
  6496. case TK_HIGHJUMP:
  6497. {
  6498. int x,y, dir = unit_getdir(src);
  6499. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6500. if( map[src->m].flag.noteleport &&
  6501. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6502. ) {
  6503. x = src->x;
  6504. y = src->y;
  6505. } else {
  6506. x = src->x + dirx[dir]*skill_lv*2;
  6507. y = src->y + diry[dir]*skill_lv*2;
  6508. }
  6509. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6510. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  6511. clif_slide(src,x,y);
  6512. unit_movepos(src, x, y, 1, 0);
  6513. }
  6514. }
  6515. break;
  6516. case SA_CASTCANCEL:
  6517. case SO_SPELLFIST:
  6518. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6519. unit_skillcastcancel(src,1);
  6520. if(sd) {
  6521. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6522. if( skill_id == SO_SPELLFIST ){
  6523. 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));
  6524. sd->skill_id_old = sd->skill_lv_old = 0;
  6525. break;
  6526. }
  6527. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6528. if(sp < 0) sp = 0;
  6529. status_zap(src, 0, sp);
  6530. }
  6531. break;
  6532. case SA_SPELLBREAKER:
  6533. {
  6534. int sp;
  6535. if(tsc && tsc->data[SC_MAGICROD]) {
  6536. sp = skill_get_sp(skill_id,skill_lv);
  6537. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6538. if(sp < 1) sp = 1;
  6539. status_heal(bl,0,sp,2);
  6540. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6541. } else {
  6542. struct unit_data *ud = unit_bl2ud(bl);
  6543. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6544. if (!ud || ud->skilltimer == INVALID_TIMER)
  6545. break; //Nothing to cancel.
  6546. bl_skill_id = ud->skill_id;
  6547. bl_skill_lv = ud->skill_lv;
  6548. if (tstatus->mode & MD_BOSS)
  6549. { //Only 10% success chance against bosses. [Skotlex]
  6550. if (rnd()%100 < 90)
  6551. {
  6552. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6553. break;
  6554. }
  6555. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6556. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6557. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6558. unit_skillcastcancel(bl,0);
  6559. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6560. status_zap(bl, hp, sp);
  6561. if (hp && skill_lv >= 5)
  6562. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6563. else
  6564. hp = 0;
  6565. if (sp) //Recover some of the SP used
  6566. sp = sp*(25*(skill_lv-1))/100;
  6567. if(hp || sp)
  6568. status_heal(src, hp, sp, 2);
  6569. }
  6570. }
  6571. break;
  6572. case SA_MAGICROD:
  6573. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6574. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6575. break;
  6576. case SA_AUTOSPELL:
  6577. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6578. if(sd)
  6579. clif_autospell(sd,skill_lv);
  6580. else {
  6581. int maxlv=1,spellid=0;
  6582. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6583. if(skill_lv >= 10) {
  6584. spellid = MG_FROSTDIVER;
  6585. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6586. // maxlv = 10;
  6587. // else
  6588. maxlv = skill_lv - 9;
  6589. }
  6590. else if(skill_lv >=8) {
  6591. spellid = MG_FIREBALL;
  6592. maxlv = skill_lv - 7;
  6593. }
  6594. else if(skill_lv >=5) {
  6595. spellid = MG_SOULSTRIKE;
  6596. maxlv = skill_lv - 4;
  6597. }
  6598. else if(skill_lv >=2) {
  6599. int i = rnd()%3;
  6600. spellid = spellarray[i];
  6601. maxlv = skill_lv - 1;
  6602. }
  6603. else if(skill_lv > 0) {
  6604. spellid = MG_NAPALMBEAT;
  6605. maxlv = 3;
  6606. }
  6607. if(spellid > 0)
  6608. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6609. skill_get_time(SA_AUTOSPELL,skill_lv));
  6610. }
  6611. break;
  6612. case BS_GREED:
  6613. if(sd){
  6614. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6615. map_foreachinrange(skill_greed,bl,
  6616. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6617. }
  6618. break;
  6619. case SA_ELEMENTWATER:
  6620. case SA_ELEMENTFIRE:
  6621. case SA_ELEMENTGROUND:
  6622. case SA_ELEMENTWIND:
  6623. if(sd && !dstmd) //Only works on monsters.
  6624. break;
  6625. if(tstatus->mode&MD_BOSS)
  6626. break;
  6627. case NPC_ATTRICHANGE:
  6628. case NPC_CHANGEWATER:
  6629. case NPC_CHANGEGROUND:
  6630. case NPC_CHANGEFIRE:
  6631. case NPC_CHANGEWIND:
  6632. case NPC_CHANGEPOISON:
  6633. case NPC_CHANGEHOLY:
  6634. case NPC_CHANGEDARKNESS:
  6635. case NPC_CHANGETELEKINESIS:
  6636. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6637. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6638. skill_get_time(skill_id, skill_lv)));
  6639. break;
  6640. case NPC_CHANGEUNDEAD:
  6641. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6642. //TO-DO This is ugly, fix it
  6643. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6644. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6645. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6646. skill_get_time(skill_id, skill_lv)));
  6647. break;
  6648. case NPC_PROVOCATION:
  6649. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6650. if (md) mob_unlocktarget(md, tick);
  6651. break;
  6652. case NPC_KEEPING:
  6653. case NPC_BARRIER:
  6654. {
  6655. int skill_time = skill_get_time(skill_id,skill_lv);
  6656. struct unit_data *ud = unit_bl2ud(bl);
  6657. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6658. sc_start(src,bl,type,100,skill_lv,skill_time))
  6659. && ud) { //Disable attacking/acting/moving for skill's duration.
  6660. ud->attackabletime =
  6661. ud->canact_tick =
  6662. ud->canmove_tick = tick + skill_time;
  6663. }
  6664. }
  6665. break;
  6666. case NPC_REBIRTH:
  6667. if( md && md->state.rebirth )
  6668. break; // only works once
  6669. sc_start(src,bl,type,100,skill_lv,-1);
  6670. break;
  6671. case NPC_DARKBLESSING:
  6672. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6673. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6674. break;
  6675. case NPC_LICK:
  6676. status_zap(bl, 0, 100);
  6677. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6678. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6679. break;
  6680. case NPC_SUICIDE:
  6681. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6682. status_kill(src); //When suiciding, neither exp nor drops is given.
  6683. break;
  6684. case NPC_SUMMONSLAVE:
  6685. case NPC_SUMMONMONSTER:
  6686. if(md && md->skill_idx >= 0)
  6687. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6688. break;
  6689. case NPC_CALLSLAVE:
  6690. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6691. break;
  6692. case NPC_RANDOMMOVE:
  6693. if (md) {
  6694. md->next_walktime = tick - 1;
  6695. mob_randomwalk(md,tick);
  6696. }
  6697. break;
  6698. case NPC_SPEEDUP:
  6699. {
  6700. // or does it increase casting rate? just a guess xD
  6701. int i = SC_ASPDPOTION0 + skill_lv - 1;
  6702. if (i > SC_ASPDPOTION3)
  6703. i = SC_ASPDPOTION3;
  6704. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6705. sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
  6706. }
  6707. break;
  6708. case NPC_REVENGE:
  6709. // not really needed... but adding here anyway ^^
  6710. if (md && md->master_id > 0) {
  6711. struct block_list *mbl, *tbl;
  6712. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6713. (tbl = battle_gettargeted(mbl)) == NULL)
  6714. break;
  6715. md->state.provoke_flag = tbl->id;
  6716. mob_target(md, tbl, sstatus->rhw.range);
  6717. }
  6718. break;
  6719. case NPC_RUN:
  6720. {
  6721. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6722. uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6723. unit_stop_attack(src);
  6724. //Run skillv tiles overriding the can-move check.
  6725. if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
  6726. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6727. }
  6728. break;
  6729. case NPC_TRANSFORMATION:
  6730. case NPC_METAMORPHOSIS:
  6731. if(md && md->skill_idx >= 0) {
  6732. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6733. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6734. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6735. if (class_) mob_class_change(md, class_);
  6736. }
  6737. break;
  6738. case NPC_EMOTION_ON:
  6739. case NPC_EMOTION:
  6740. //val[0] is the emotion to use.
  6741. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6742. //val[1] 'sets' the mode
  6743. //val[2] adds to the current mode
  6744. //val[3] removes from the current mode
  6745. //val[4] if set, asks to delete the previous mode change.
  6746. if(md && md->skill_idx >= 0 && tsc)
  6747. {
  6748. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  6749. if(md->db->skill[md->skill_idx].val[4] && tsce)
  6750. status_change_end(bl, type, INVALID_TIMER);
  6751. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  6752. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  6753. mob_unlocktarget(md,tick);
  6754. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  6755. sc_start4(src,src, type, 100, skill_lv,
  6756. md->db->skill[md->skill_idx].val[1],
  6757. md->db->skill[md->skill_idx].val[2],
  6758. md->db->skill[md->skill_idx].val[3],
  6759. skill_get_time(skill_id, skill_lv));
  6760. }
  6761. break;
  6762. case NPC_POWERUP:
  6763. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  6764. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6765. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6766. break;
  6767. case NPC_AGIUP:
  6768. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6769. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6770. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6771. break;
  6772. case NPC_INVISIBLE:
  6773. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6774. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6775. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  6776. break;
  6777. case NPC_SIEGEMODE:
  6778. // not sure what it does
  6779. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6780. break;
  6781. case WE_MALE:
  6782. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  6783. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  6784. 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]
  6785. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  6786. }
  6787. break;
  6788. case WE_FEMALE:
  6789. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  6790. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  6791. 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]
  6792. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  6793. }
  6794. break;
  6795. // parent-baby skills
  6796. case WE_BABY:
  6797. if(sd){
  6798. struct map_session_data *f_sd = pc_get_father(sd);
  6799. struct map_session_data *m_sd = pc_get_mother(sd);
  6800. if( (!f_sd && !m_sd) // if neither was found
  6801. || (sd->status.party_id != 0 && //not in same party
  6802. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  6803. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  6804. ))
  6805. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  6806. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  6807. ) {
  6808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6809. map_freeblock_unlock();
  6810. return 0;
  6811. }
  6812. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
  6813. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6814. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6815. }
  6816. break;
  6817. case PF_HPCONVERSION:
  6818. {
  6819. int hp, sp;
  6820. hp = sstatus->max_hp/10;
  6821. sp = hp * 10 * skill_lv / 100;
  6822. if (!status_charge(src,hp,0)) {
  6823. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6824. break;
  6825. }
  6826. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6827. status_heal(bl,0,sp,2);
  6828. }
  6829. break;
  6830. case MA_REMOVETRAP:
  6831. case HT_REMOVETRAP:
  6832. {
  6833. struct skill_unit* su;
  6834. struct skill_unit_group* sg;
  6835. su = BL_CAST(BL_SKILL, bl);
  6836. // Mercenaries can remove any trap
  6837. // Players can only remove their own traps or traps on Vs maps.
  6838. 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) )
  6839. {
  6840. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6841. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6842. { // prevent picking up expired traps
  6843. if( battle_config.skill_removetrap_type )
  6844. { // get back all items used to deploy the trap
  6845. for( i = 0; i < 10; i++ )
  6846. {
  6847. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  6848. {
  6849. int flag;
  6850. struct item item_tmp;
  6851. memset(&item_tmp,0,sizeof(item_tmp));
  6852. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  6853. item_tmp.identify = 1;
  6854. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  6855. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) )
  6856. {
  6857. clif_additem(sd,0,0,flag);
  6858. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6859. }
  6860. }
  6861. }
  6862. }
  6863. else
  6864. { // get back 1 trap
  6865. struct item item_tmp;
  6866. memset(&item_tmp,0,sizeof(item_tmp));
  6867. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6868. item_tmp.identify = 1;
  6869. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6870. {
  6871. clif_additem(sd,0,0,flag);
  6872. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6873. }
  6874. }
  6875. }
  6876. skill_delunit(su);
  6877. }else if(sd)
  6878. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6879. }
  6880. break;
  6881. case HT_SPRINGTRAP:
  6882. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6883. {
  6884. struct skill_unit *su=NULL;
  6885. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6886. switch(su->group->unit_id){
  6887. case UNT_ANKLESNARE: // ankle snare
  6888. if (su->group->val2 != 0)
  6889. // if it is already trapping something don't spring it,
  6890. // remove trap should be used instead
  6891. break;
  6892. // otherwise fallthrough to below
  6893. case UNT_BLASTMINE:
  6894. case UNT_SKIDTRAP:
  6895. case UNT_LANDMINE:
  6896. case UNT_SHOCKWAVE:
  6897. case UNT_SANDMAN:
  6898. case UNT_FLASHER:
  6899. case UNT_FREEZINGTRAP:
  6900. case UNT_CLAYMORETRAP:
  6901. case UNT_TALKIEBOX:
  6902. su->group->unit_id = UNT_USED_TRAPS;
  6903. clif_changetraplook(bl, UNT_USED_TRAPS);
  6904. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6905. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6906. }
  6907. }
  6908. }
  6909. break;
  6910. case BD_ENCORE:
  6911. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6912. if(sd)
  6913. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  6914. break;
  6915. case AS_SPLASHER:
  6916. if(tstatus->mode&MD_BOSS
  6917. /**
  6918. * Renewal dropped the 3/4 hp requirement
  6919. **/
  6920. #ifndef RENEWAL
  6921. || tstatus-> hp > tstatus->max_hp*3/4
  6922. #endif
  6923. ) {
  6924. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6925. map_freeblock_unlock();
  6926. return 1;
  6927. }
  6928. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6929. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  6930. #ifndef RENEWAL
  6931. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  6932. #endif
  6933. break;
  6934. case PF_MINDBREAKER:
  6935. {
  6936. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6937. {
  6938. map_freeblock_unlock();
  6939. return 1;
  6940. }
  6941. if (tsce)
  6942. { //HelloKitty2 (?) explained that this silently fails when target is
  6943. //already inflicted. [Skotlex]
  6944. map_freeblock_unlock();
  6945. return 1;
  6946. }
  6947. //Has a 55% + skill_lv*5% success chance.
  6948. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6949. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  6950. {
  6951. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6952. map_freeblock_unlock();
  6953. return 0;
  6954. }
  6955. unit_skillcastcancel(bl,0);
  6956. if(tsc && tsc->count){
  6957. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6958. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6959. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6960. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6961. }
  6962. if(dstmd)
  6963. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  6964. }
  6965. break;
  6966. case PF_SOULCHANGE:
  6967. {
  6968. unsigned int sp1 = 0, sp2 = 0;
  6969. if (dstmd) {
  6970. if (dstmd->state.soul_change_flag) {
  6971. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6972. break;
  6973. }
  6974. dstmd->state.soul_change_flag = 1;
  6975. sp2 = sstatus->max_sp * 3 /100;
  6976. status_heal(src, 0, sp2, 2);
  6977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6978. break;
  6979. }
  6980. sp1 = sstatus->sp;
  6981. sp2 = tstatus->sp;
  6982. #ifdef RENEWAL
  6983. sp1 = sp1 / 2;
  6984. sp2 = sp2 / 2;
  6985. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6986. sp1 = tstatus->sp;
  6987. #endif
  6988. status_set_sp(src, sp2, 3);
  6989. status_set_sp(bl, sp1, 3);
  6990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6991. }
  6992. break;
  6993. // Slim Pitcher
  6994. case CR_SLIMPITCHER:
  6995. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6996. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARIDAN_STONE2)) )
  6997. break;
  6998. if (potion_hp || potion_sp) {
  6999. int hp = potion_hp, sp = potion_sp;
  7000. hp = hp * (100 + (tstatus->vit<<1))/100;
  7001. sp = sp * (100 + (tstatus->int_<<1))/100;
  7002. if (dstsd) {
  7003. if (hp)
  7004. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7005. if (sp)
  7006. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7007. }
  7008. if( tsc && tsc->count ) {
  7009. if (tsc->data[SC_CRITICALWOUND]) {
  7010. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7011. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7012. }
  7013. if (tsc->data[SC_DEATHHURT]) {
  7014. hp -= hp * 20 / 100;
  7015. sp -= sp * 20 / 100;
  7016. }
  7017. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7018. hp += hp / 10;
  7019. sp += sp / 10;
  7020. }
  7021. }
  7022. if(hp > 0)
  7023. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7024. if(sp > 0)
  7025. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7026. status_heal(bl,hp,sp,0);
  7027. }
  7028. break;
  7029. // Full Chemical Protection
  7030. case CR_FULLPROTECTION:
  7031. {
  7032. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7033. int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7034. for (i=0 ; i<4; i++) {
  7035. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  7036. continue;
  7037. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
  7038. s++;
  7039. }
  7040. if( sd && !s ){
  7041. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7042. map_freeblock_unlock(); // Don't consume item requirements
  7043. return 0;
  7044. }
  7045. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7046. }
  7047. break;
  7048. case RG_CLEANER: //AppleGirl
  7049. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7050. break;
  7051. case CG_LONGINGFREEDOM:
  7052. {
  7053. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7054. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7055. {
  7056. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7057. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7058. }
  7059. }
  7060. break;
  7061. case CG_TAROTCARD:
  7062. {
  7063. int count = -1;
  7064. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7065. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7066. if( sd )
  7067. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7068. map_freeblock_unlock();
  7069. return 0;
  7070. }
  7071. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7072. do {
  7073. int eff = rnd() % 14;
  7074. clif_specialeffect(bl, 523 + eff, AREA);
  7075. switch (eff)
  7076. {
  7077. case 0: // heals SP to 0
  7078. status_percent_damage(src, bl, 0, 100, false);
  7079. break;
  7080. case 1: // matk halved
  7081. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7082. break;
  7083. case 2: // all buffs removed
  7084. status_change_clear_buffs(bl,1);
  7085. break;
  7086. case 3: // 1000 damage, random armor destroyed
  7087. {
  7088. status_fix_damage(src, bl, 1000, 0);
  7089. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  7090. if( !status_isdead(bl) ) {
  7091. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7092. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7093. }
  7094. }
  7095. break;
  7096. case 4: // atk halved
  7097. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7098. break;
  7099. case 5: // 2000HP heal, random teleported
  7100. status_heal(src, 2000, 0, 0);
  7101. if( !map_flag_vs(bl->m) )
  7102. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7103. break;
  7104. case 6: // random 2 other effects
  7105. if (count == -1)
  7106. count = 3;
  7107. else
  7108. count++; //Should not retrigger this one.
  7109. break;
  7110. case 7: // stop freeze or stoned
  7111. {
  7112. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7113. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7114. }
  7115. break;
  7116. case 8: // curse coma and poison
  7117. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7118. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7119. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7120. break;
  7121. case 9: // confusion
  7122. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7123. break;
  7124. case 10: // 6666 damage, atk matk halved, cursed
  7125. status_fix_damage(src, bl, 6666, 0);
  7126. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  7127. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7128. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7129. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7130. break;
  7131. case 11: // 4444 damage
  7132. status_fix_damage(src, bl, 4444, 0);
  7133. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  7134. break;
  7135. case 12: // stun
  7136. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7137. break;
  7138. case 13: // atk,matk,hit,flee,def reduced
  7139. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7140. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7141. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7142. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7143. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7144. break;
  7145. default:
  7146. break;
  7147. }
  7148. } while ((--count) > 0);
  7149. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7150. }
  7151. break;
  7152. case SL_ALCHEMIST:
  7153. case SL_ASSASIN:
  7154. case SL_BARDDANCER:
  7155. case SL_BLACKSMITH:
  7156. case SL_CRUSADER:
  7157. case SL_HUNTER:
  7158. case SL_KNIGHT:
  7159. case SL_MONK:
  7160. case SL_PRIEST:
  7161. case SL_ROGUE:
  7162. case SL_SAGE:
  7163. case SL_SOULLINKER:
  7164. case SL_STAR:
  7165. case SL_SUPERNOVICE:
  7166. case SL_WIZARD:
  7167. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7168. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  7169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7170. break;
  7171. }
  7172. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7173. { //Erase death count 1% of the casts
  7174. dstsd->die_counter = 0;
  7175. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7176. clif_specialeffect(bl, 0x152, AREA);
  7177. //SC_SPIRIT invokes status_calc_pc for us.
  7178. }
  7179. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7180. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7181. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7182. break;
  7183. case SL_HIGH:
  7184. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7186. break;
  7187. }
  7188. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7189. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7190. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7191. break;
  7192. case SL_SWOO:
  7193. if (tsce) {
  7194. if(sd)
  7195. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7196. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7197. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7198. break;
  7199. }
  7200. case SL_SKA: // [marquis007]
  7201. case SL_SKE:
  7202. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7203. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7204. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  7205. break;
  7206. }
  7207. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7208. if (skill_id == SL_SKE)
  7209. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7210. break;
  7211. // New guild skills [Celest]
  7212. case GD_BATTLEORDER:
  7213. if(flag&1) {
  7214. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7215. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7216. } else if (status_get_guild_id(src)) {
  7217. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7218. map_foreachinrange(skill_area_sub, src,
  7219. skill_get_splash(skill_id, skill_lv), BL_PC,
  7220. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7221. skill_castend_nodamage_id);
  7222. if (sd)
  7223. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7224. }
  7225. break;
  7226. case GD_REGENERATION:
  7227. if(flag&1) {
  7228. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7229. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7230. } else if (status_get_guild_id(src)) {
  7231. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7232. map_foreachinrange(skill_area_sub, src,
  7233. skill_get_splash(skill_id, skill_lv), BL_PC,
  7234. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7235. skill_castend_nodamage_id);
  7236. if (sd)
  7237. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7238. }
  7239. break;
  7240. case GD_RESTORE:
  7241. if(flag&1) {
  7242. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7243. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7244. } else if (status_get_guild_id(src)) {
  7245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7246. map_foreachinrange(skill_area_sub, src,
  7247. skill_get_splash(skill_id, skill_lv), BL_PC,
  7248. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7249. skill_castend_nodamage_id);
  7250. if (sd)
  7251. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7252. }
  7253. break;
  7254. case GD_EMERGENCYCALL:
  7255. case GD_ITEMEMERGENCYCALL:
  7256. {
  7257. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7258. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7259. uint8 j = 0, calls = 0, called = 0;
  7260. struct guild *g;
  7261. // i don't know if it actually summons in a circle, but oh well. ;P
  7262. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  7263. if (!g)
  7264. break;
  7265. if (skill_id == GD_ITEMEMERGENCYCALL)
  7266. switch (skill_lv) {
  7267. case 1: calls = 7; break;
  7268. case 2: calls = 12; break;
  7269. case 3: calls = 20; break;
  7270. default: calls = 0; break;
  7271. }
  7272. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7273. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7274. if (j > 8)
  7275. j = 0;
  7276. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7277. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7278. continue;
  7279. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7280. dx[j] = dy[j] = 0;
  7281. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  7282. called++;
  7283. }
  7284. }
  7285. if (sd)
  7286. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7287. }
  7288. break;
  7289. case SG_FEEL:
  7290. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7291. if (sd) {
  7292. if(!sd->feel_map[skill_lv-1].index)
  7293. clif_feel_req(sd->fd,sd, skill_lv);
  7294. else
  7295. clif_feel_info(sd, skill_lv-1, 1);
  7296. }
  7297. break;
  7298. case SG_HATE:
  7299. if (sd) {
  7300. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7301. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7302. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7303. }
  7304. break;
  7305. case GS_GLITTERING:
  7306. if(sd) {
  7307. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7308. if(rnd()%100 < (20+10*skill_lv))
  7309. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7310. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7311. pc_delspiritball(sd,1,0);
  7312. }
  7313. break;
  7314. case GS_CRACKER:
  7315. /* per official standards, this skill works on players and mobs. */
  7316. if (sd && (dstsd || dstmd))
  7317. {
  7318. i =65 -5*distance_bl(src,bl); //Base rate
  7319. if (i < 30) i = 30;
  7320. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7321. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7322. }
  7323. break;
  7324. case AM_CALLHOMUN: //[orn]
  7325. if (sd && !merc_call_homunculus(sd))
  7326. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7327. break;
  7328. case AM_REST:
  7329. if (sd) {
  7330. if (merc_hom_vaporize(sd,HOM_ST_REST))
  7331. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7332. else
  7333. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7334. }
  7335. break;
  7336. case HAMI_CASTLE: //[orn]
  7337. if(rnd()%100 < 20*skill_lv && src != bl)
  7338. {
  7339. int x,y;
  7340. x = src->x;
  7341. y = src->y;
  7342. if (hd)
  7343. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7344. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7345. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7346. clif_slide(src,bl->x,bl->y) ;
  7347. if (unit_movepos(bl,x,y,0,0))
  7348. {
  7349. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7350. clif_slide(bl,x,y) ;
  7351. }
  7352. //TODO: Shouldn't also players and the like switch targets?
  7353. map_foreachinrange(skill_chastle_mob_changetarget,src,
  7354. AREA_SIZE, BL_MOB, bl, src);
  7355. }
  7356. }
  7357. // Failed
  7358. else if (hd && hd->master)
  7359. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7360. else if (sd)
  7361. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7362. break;
  7363. case HVAN_CHAOTIC: //[orn]
  7364. {
  7365. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7366. int r = rnd()%100;
  7367. i = (skill_lv-1)%5;
  7368. if(r<per[i][0]) //Self
  7369. bl = src;
  7370. else if(r<per[i][1]) //Master
  7371. bl = battle_get_master(src);
  7372. else //Enemy
  7373. bl = map_id2bl(battle_gettarget(src));
  7374. if (!bl) bl = src;
  7375. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7376. //Eh? why double skill packet?
  7377. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7378. clif_skill_nodamage(src,bl,skill_id,i,1);
  7379. status_heal(bl, i, 0, 0);
  7380. }
  7381. break;
  7382. //Homun single-target support skills [orn]
  7383. case HAMI_BLOODLUST:
  7384. case HFLI_FLEET:
  7385. case HFLI_SPEED:
  7386. case HLIF_CHANGE:
  7387. case MH_ANGRIFFS_MODUS:
  7388. case MH_GOLDENE_FERSE:
  7389. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7390. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7391. if (hd)
  7392. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7393. break;
  7394. case NPC_DRAGONFEAR:
  7395. if (flag&1) {
  7396. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7397. int j;
  7398. j = i = rnd()%ARRAYLENGTH(sc);
  7399. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7400. i++;
  7401. if ( i == ARRAYLENGTH(sc) )
  7402. i = 0;
  7403. if (i == j)
  7404. break;
  7405. }
  7406. break;
  7407. }
  7408. case NPC_WIDEBLEEDING:
  7409. case NPC_WIDECONFUSE:
  7410. case NPC_WIDECURSE:
  7411. case NPC_WIDEFREEZE:
  7412. case NPC_WIDESLEEP:
  7413. case NPC_WIDESILENCE:
  7414. case NPC_WIDESTONE:
  7415. case NPC_WIDESTUN:
  7416. case NPC_SLOWCAST:
  7417. case NPC_WIDEHELLDIGNITY:
  7418. case NPC_WIDEHEALTHFEAR:
  7419. case NPC_WIDEBODYBURNNING:
  7420. case NPC_WIDEFROSTMISTY:
  7421. case NPC_WIDECOLD:
  7422. case NPC_WIDE_DEEP_SLEEP:
  7423. case NPC_WIDESIREN:
  7424. if (flag&1){
  7425. switch ( type ) {
  7426. case SC_BURNING:
  7427. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7428. break;
  7429. case SC_VOICEOFSIREN:
  7430. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7431. break;
  7432. default:
  7433. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7434. }
  7435. }
  7436. else {
  7437. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7438. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7439. map_foreachinrange(skill_area_sub, bl,
  7440. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7441. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7442. skill_castend_nodamage_id);
  7443. }
  7444. break;
  7445. case NPC_WIDESOULDRAIN:
  7446. if (flag&1)
  7447. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7448. else {
  7449. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7450. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7451. map_foreachinrange(skill_area_sub, bl,
  7452. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7453. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7454. skill_castend_nodamage_id);
  7455. }
  7456. break;
  7457. case ALL_PARTYFLEE:
  7458. if( sd && !(flag&1) )
  7459. {
  7460. if( !sd->status.party_id )
  7461. {
  7462. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7463. break;
  7464. }
  7465. 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);
  7466. }
  7467. else
  7468. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7469. break;
  7470. case NPC_TALK:
  7471. case ALL_WEWISH:
  7472. case ALL_CATCRY:
  7473. case ALL_DREAM_SUMMERNIGHT:
  7474. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7475. break;
  7476. case ALL_BUYING_STORE:
  7477. if( sd )
  7478. {// players only, skill allows 5 buying slots
  7479. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  7480. }
  7481. break;
  7482. case RK_ENCHANTBLADE:
  7483. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7484. 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)));
  7485. break;
  7486. case RK_DRAGONHOWLING:
  7487. if( flag&1)
  7488. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7489. else
  7490. {
  7491. skill_area_temp[2] = 0;
  7492. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7493. map_foreachinrange(skill_area_sub, src,
  7494. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7495. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7496. skill_castend_nodamage_id);
  7497. }
  7498. break;
  7499. case RK_IGNITIONBREAK:
  7500. case LG_EARTHDRIVE:
  7501. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7502. i = skill_get_splash(skill_id,skill_lv);
  7503. if( skill_id == LG_EARTHDRIVE ) {
  7504. int dummy = 1;
  7505. 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);
  7506. }
  7507. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7508. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7509. break;
  7510. case RK_STONEHARDSKIN:
  7511. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7512. {
  7513. int heal = sstatus->hp / 5; // 20% HP
  7514. if( status_charge(bl,heal,0) )
  7515. 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)));
  7516. else
  7517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7518. }
  7519. break;
  7520. case RK_REFRESH:
  7521. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7522. {
  7523. int heal = status_get_max_hp(bl) * 25 / 100;
  7524. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7525. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7526. status_heal(bl,heal,0,1);
  7527. status_change_clear_buffs(bl,4);
  7528. }
  7529. break;
  7530. case RK_MILLENNIUMSHIELD:
  7531. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7532. {
  7533. int8 rate = rnd()%100;
  7534. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7535. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7536. clif_millenniumshield(sd,shields);
  7537. clif_skill_nodamage(src,bl,skill_id,1,1);
  7538. }
  7539. break;
  7540. case RK_GIANTGROWTH:
  7541. case RK_VITALITYACTIVATION:
  7542. case RK_ABUNDANCE:
  7543. case RK_CRUSHSTRIKE:
  7544. if( sd )
  7545. {
  7546. int lv = 1; // RK_GIANTGROWTH
  7547. if( skill_id == RK_VITALITYACTIVATION )
  7548. lv = 2;
  7549. else if( skill_id == RK_ABUNDANCE )
  7550. lv = 6;
  7551. else if( skill_id == RK_CRUSHSTRIKE )
  7552. lv = 7;
  7553. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7554. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7555. }
  7556. break;
  7557. case RK_FIGHTINGSPIRIT: {
  7558. int atkbonus = 7 * 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);
  7559. if( flag&1 ) {
  7560. if( src == bl )
  7561. sc_start2(src,bl,type,100,atkbonus,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7562. else
  7563. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7564. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7565. if( sd->status.party_id )
  7566. 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);
  7567. else
  7568. sc_start2(src,bl,type,100,7,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7569. clif_skill_nodamage(src,bl,skill_id,1,1);
  7570. }
  7571. }
  7572. break;
  7573. case RK_LUXANIMA:
  7574. if( !sd->status.party_id || flag&1 ) {
  7575. if( src == bl ) break;
  7576. while( skill_area_temp[5] >= 0x10 ) {
  7577. type = SC_NONE;
  7578. i = 0;
  7579. if( skill_area_temp[5]&0x10 ) {
  7580. if( dstsd ) {
  7581. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7582. clif_millenniumshield(dstsd,i);
  7583. skill_area_temp[5] &= ~0x10;
  7584. type = SC_MILLENNIUMSHIELD;
  7585. }
  7586. } else if( skill_area_temp[5]&0x20 ) {
  7587. i = status_get_max_hp(bl) * 25 / 100;
  7588. status_change_clear_buffs(bl,4);
  7589. skill_area_temp[5] &= ~0x20;
  7590. status_heal(bl,i,0,1);
  7591. type = SC_REFRESH;
  7592. } else if( skill_area_temp[5]&0x40 ) {
  7593. skill_area_temp[5] &= ~0x40;
  7594. type = SC_GIANTGROWTH;
  7595. } else if( skill_area_temp[5]&0x80 ) {
  7596. if( dstsd ) {
  7597. i = sstatus->hp / 5;
  7598. if( status_charge(bl,i,0) )
  7599. type = SC_STONEHARDSKIN;
  7600. skill_area_temp[5] &= ~0x80;
  7601. }
  7602. } else if( skill_area_temp[5]&0x100 ) {
  7603. skill_area_temp[5] &= ~0x100;
  7604. type = SC_VITALITYACTIVATION;
  7605. } else if( skill_area_temp[5]&0x200 ) {
  7606. skill_area_temp[5] &= ~0x200;
  7607. type = SC_ABUNDANCE;
  7608. }
  7609. if( type > SC_NONE )
  7610. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7611. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7612. } //end while
  7613. } else if( sd ) {
  7614. if( tsc && tsc->count ) {
  7615. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7616. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7617. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7618. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7619. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7620. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7621. }
  7622. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7623. 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);
  7624. }
  7625. break;
  7626. /**
  7627. * Guilotine Cross
  7628. **/
  7629. case GC_ROLLINGCUTTER:
  7630. {
  7631. short count = 1;
  7632. skill_area_temp[2] = 0;
  7633. 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);
  7634. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7635. { // Every time the skill is casted the status change is reseted adding a counter.
  7636. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7637. if( count > 10 )
  7638. count = 10; // Max coounter
  7639. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7640. }
  7641. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7642. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7643. }
  7644. break;
  7645. case GC_WEAPONBLOCKING:
  7646. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7647. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7648. else
  7649. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7650. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7651. break;
  7652. case GC_CREATENEWPOISON:
  7653. if( sd )
  7654. {
  7655. clif_skill_produce_mix_list(sd,skill_id,25);
  7656. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7657. }
  7658. break;
  7659. case GC_POISONINGWEAPON:
  7660. if( sd ) {
  7661. clif_poison_list(sd,skill_lv);
  7662. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7663. }
  7664. break;
  7665. case GC_ANTIDOTE:
  7666. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7667. if( tsc )
  7668. {
  7669. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7670. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7671. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7672. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7673. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7674. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7675. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7676. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7677. }
  7678. break;
  7679. case GC_PHANTOMMENACE:
  7680. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7681. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7682. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7683. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7684. break;
  7685. case GC_HALLUCINATIONWALK:
  7686. {
  7687. int heal = status_get_max_hp(bl) / 10;
  7688. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7689. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7690. break;
  7691. }
  7692. if( !status_charge(bl,heal,0) )
  7693. {
  7694. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  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. }
  7699. break;
  7700. /**
  7701. * Arch Bishop
  7702. **/
  7703. case AB_ANCILLA:
  7704. if( sd ) {
  7705. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7706. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7707. }
  7708. break;
  7709. case AB_CLEMENTIA:
  7710. case AB_CANTO:
  7711. {
  7712. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  7713. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  7714. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7715. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7716. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7717. else if( sd )
  7718. 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);
  7719. }
  7720. break;
  7721. case AB_PRAEFATIO:
  7722. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7723. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src,bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
  7724. else if( sd )
  7725. 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);
  7726. break;
  7727. case AB_CHEAL:
  7728. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7729. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7730. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7731. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7732. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7733. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7734. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7735. i = ~i + 1;
  7736. status_heal(bl, i, 0, 0);
  7737. }
  7738. }
  7739. else if( sd )
  7740. 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);
  7741. break;
  7742. case AB_ORATIO:
  7743. if( flag&1 )
  7744. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7745. else
  7746. {
  7747. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7748. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7749. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7750. }
  7751. break;
  7752. case AB_LAUDAAGNUS:
  7753. if( flag&1 || sd == NULL ) {
  7754. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7755. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7756. // Success Chance: (40 + 10 * Skill Level) %
  7757. if( rnd()%100 > 40+10*skill_lv ) break;
  7758. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7759. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7760. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7761. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7762. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7763. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7764. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7765. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7766. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7767. } else if( sd )
  7768. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7769. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7770. break;
  7771. case AB_LAUDARAMUS:
  7772. if( flag&1 || sd == NULL ) {
  7773. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  7774. // Success Chance: (40 + 10 * Skill Level) %
  7775. if( rnd()%100 > 40+10*skill_lv ) break;
  7776. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7777. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7778. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7779. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7780. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7781. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7782. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7783. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7784. } else if( sd )
  7785. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7786. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7787. break;
  7788. case AB_CLEARANCE:
  7789. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  7790. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7791. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  7792. break;
  7793. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7794. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  7795. if (sd)
  7796. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7797. break;
  7798. }
  7799. if(status_isimmune(bl))
  7800. break;
  7801. //Remove bonus_script when cleared
  7802. if (dstsd)
  7803. pc_bonus_script_clear(dstsd,BONUS_FLAG_REM_ON_CLEARANCE);
  7804. if(!tsc || !tsc->count)
  7805. break;
  7806. for( i = 0; i < SC_MAX; i++ ) {
  7807. if (!tsc->data[i])
  7808. continue;
  7809. switch (i) {
  7810. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7811. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7812. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7813. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7814. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7815. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7816. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7817. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7818. case SC_SPIRIT: case SC_AUTOBERSERK:
  7819. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7820. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7821. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7822. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7823. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7824. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7825. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7826. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7827. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7828. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7829. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7830. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7831. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7832. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7833. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7834. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7835. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7836. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7837. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7838. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7839. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7840. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7841. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7842. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7843. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7844. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7845. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7846. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7847. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7848. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7849. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7850. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  7851. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  7852. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  7853. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  7854. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  7855. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  7856. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  7857. #ifdef RENEWAL
  7858. case SC_EXTREMITYFIST2:
  7859. #endif
  7860. continue;
  7861. case SC_ASSUMPTIO:
  7862. if( bl->type == BL_MOB )
  7863. continue;
  7864. break;
  7865. }
  7866. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7867. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7868. }
  7869. break;
  7870. }
  7871. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  7872. break;
  7873. case AB_SILENTIUM:
  7874. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7875. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7876. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7877. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7878. break;
  7879. /**
  7880. * Warlock
  7881. **/
  7882. case WL_STASIS:
  7883. if( flag&1 )
  7884. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7885. else
  7886. {
  7887. 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);
  7888. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7889. }
  7890. break;
  7891. case AB_OFFERTORIUM:{
  7892. struct status_change *sc = status_get_sc(src);
  7893. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7894. if( sc ) {
  7895. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  7896. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  7897. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  7898. }
  7899. }
  7900. }
  7901. break;
  7902. case LG_KINGS_GRACE:
  7903. if( flag&1 ) {
  7904. int sc_toend[] = { SC_POISON, SC_BLIND, SC_FREEZE, SC_STONE, SC_STUN, SC_SLEEP, SC_BLEEDING, SC_CURSE,
  7905. SC_CONFUSION, SC_HALLUCINATION, SC_SILENCE, SC_BURNING, SC_CRYSTALIZE, SC_FREEZING,
  7906. SC_DEEPSLEEP, SC_FEAR, SC_MANDRAGORA};
  7907. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  7908. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  7909. }
  7910. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7911. } else {
  7912. skill_area_temp[2] = 0;
  7913. if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
  7914. flag |= BCT_GUILD;
  7915. 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);
  7916. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7917. }
  7918. break;
  7919. case SO_ELEMENTAL_SHIELD:
  7920. if( !sd->ed ) break;
  7921. elemental_delete(sd->ed,0);
  7922. if( !sd->status.party_id || flag&1 )
  7923. skill_unitsetting(src,MG_SAFETYWALL,skill_lv,bl->x,bl->y,0);
  7924. else if( sd )
  7925. party_foreachsamemap(skill_area_sub,sd,AREA_SIZE,src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7926. break;
  7927. case WL_WHITEIMPRISON:
  7928. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  7929. {
  7930. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7931. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  7932. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  7933. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  7934. if( sd )
  7935. skill_blockpc_start(sd,skill_id,4000);
  7936. if( !(tsc && tsc->data[type]) ){
  7937. 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));
  7938. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7939. if( !i )
  7940. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7941. }
  7942. }else
  7943. if( sd )
  7944. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  7945. break;
  7946. case WL_FROSTMISTY:
  7947. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7948. 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);
  7949. break;
  7950. case WL_JACKFROST:
  7951. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7952. 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);
  7953. break;
  7954. case WL_MARSHOFABYSS:
  7955. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7956. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7957. skill_get_time(skill_id, skill_lv)));
  7958. break;
  7959. case WL_SIENNAEXECRATE:
  7960. if( status_isimmune(bl) || !tsc )
  7961. break;
  7962. if( flag&1 ) {
  7963. if( bl->id == skill_area_temp[1] )
  7964. break; // Already work on this target
  7965. if( tsc && tsc->data[SC_STONE] )
  7966. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7967. else
  7968. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7969. } else {
  7970. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  7971. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7972. if( rnd()%100 < rate ) { // Success on First Target
  7973. if( !tsc->data[SC_STONE] )
  7974. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  7975. else {
  7976. rate = 1;
  7977. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7978. }
  7979. if( rate ) {
  7980. skill_area_temp[1] = bl->id;
  7981. 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);
  7982. }
  7983. // Doesn't send failure packet if it fails on defense.
  7984. }
  7985. else if( sd ) // Failure on Rate
  7986. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7987. }
  7988. break;
  7989. case WL_SUMMONFB:
  7990. case WL_SUMMONBL:
  7991. case WL_SUMMONWB:
  7992. case WL_SUMMONSTONE:
  7993. {
  7994. short element = 0, sctype = 0, pos = -1;
  7995. struct status_change *sc = status_get_sc(src);
  7996. if( !sc ) break;
  7997. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7998. {
  7999. if( !sctype && !sc->data[i] )
  8000. sctype = i; // Take the free SC
  8001. if( sc->data[i] )
  8002. pos = max(sc->data[i]->val2,pos);
  8003. }
  8004. if( !sctype )
  8005. {
  8006. if( sd ) // No free slots to put SC
  8007. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8008. break;
  8009. }
  8010. pos++; // Used in val2 for SC. Indicates the order of this ball
  8011. switch( skill_id )
  8012. { // Set val1. The SC element for this ball
  8013. case WL_SUMMONFB: element = WLS_FIRE; break;
  8014. case WL_SUMMONBL: element = WLS_WIND; break;
  8015. case WL_SUMMONWB: element = WLS_WATER; break;
  8016. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8017. }
  8018. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8019. clif_skill_nodamage(src,bl,skill_id,0,0);
  8020. }
  8021. break;
  8022. case WL_READING_SB:
  8023. if( sd ) {
  8024. struct status_change *sc = status_get_sc(bl);
  8025. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8026. if( sc && !sc->data[i] )
  8027. break;
  8028. if( i == SC_MAXSPELLBOOK ) {
  8029. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8030. break;
  8031. }
  8032. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8033. clif_spellbook_list(sd);
  8034. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8035. }
  8036. break;
  8037. /**
  8038. * Ranger
  8039. **/
  8040. case RA_FEARBREEZE:
  8041. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8042. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8043. break;
  8044. case RA_WUGMASTERY:
  8045. if( sd ) {
  8046. if( !pc_iswug(sd) )
  8047. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8048. else
  8049. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8050. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8051. }
  8052. break;
  8053. case RA_WUGRIDER:
  8054. if( sd ) {
  8055. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8056. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8057. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8058. } else if( pc_isridingwug(sd) ) {
  8059. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8060. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8061. }
  8062. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8063. }
  8064. break;
  8065. case RA_WUGDASH:
  8066. if( tsce ) {
  8067. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8068. map_freeblock_unlock();
  8069. return 0;
  8070. }
  8071. if( sd && pc_isridingwug(sd) ) {
  8072. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
  8073. clif_walkok(sd);
  8074. }
  8075. break;
  8076. case RA_SENSITIVEKEEN:
  8077. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8078. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8079. 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);
  8080. break;
  8081. /**
  8082. * Mechanic
  8083. **/
  8084. case NC_F_SIDESLIDE:
  8085. case NC_B_SIDESLIDE:
  8086. {
  8087. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8088. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
  8089. clif_slide(src,src->x,src->y);
  8090. clif_fixpos(src); //Aegis sent this packet
  8091. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8092. }
  8093. break;
  8094. case NC_SELFDESTRUCTION:
  8095. if( sd ) {
  8096. if( pc_ismadogear(sd) )
  8097. pc_setmadogear(sd, 0);
  8098. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8099. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  8100. status_set_sp(src, 0, 0);
  8101. }
  8102. break;
  8103. case NC_ANALYZE:
  8104. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8105. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8106. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8107. if( sd ) pc_overheat(sd,1);
  8108. break;
  8109. case NC_MAGNETICFIELD:
  8110. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  8111. {
  8112. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  8113. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8114. if (sd) pc_overheat(sd,1);
  8115. }
  8116. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  8117. break;
  8118. case NC_REPAIR:
  8119. if( sd ) {
  8120. int heal, hp = 0;
  8121. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8122. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8123. break;
  8124. }
  8125. switch(skill_lv) {
  8126. case 1: hp = 4; break;
  8127. case 2: hp = 7; break;
  8128. case 3: hp = 13; break;
  8129. case 4: hp = 17; break;
  8130. case 5: default: hp = 23; break;
  8131. }
  8132. heal = dstsd->status.max_hp * hp / 100;
  8133. status_heal(bl,heal,0,2);
  8134. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8135. }
  8136. break;
  8137. case NC_DISJOINT:
  8138. {
  8139. if( bl->type != BL_MOB ) break;
  8140. md = map_id2md(bl->id);
  8141. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8142. status_kill(bl);
  8143. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8144. }
  8145. break;
  8146. case SC_AUTOSHADOWSPELL:
  8147. if( sd ) {
  8148. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8149. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8150. {
  8151. 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]
  8152. clif_autoshadowspell_list(sd);
  8153. clif_skill_nodamage(src,bl,skill_id,1,1);
  8154. }
  8155. else
  8156. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8157. }
  8158. break;
  8159. case SC_SHADOWFORM:
  8160. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8161. 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))) )
  8162. dstsd->shadowform_id = src->id;
  8163. }
  8164. else if( sd )
  8165. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8166. break;
  8167. case SC_BODYPAINT:
  8168. if( flag&1 ) {
  8169. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  8170. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8171. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8172. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8173. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8174. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8175. }
  8176. } else {
  8177. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8178. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8179. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8180. }
  8181. break;
  8182. case SC_ENERVATION:
  8183. case SC_GROOMY:
  8184. case SC_LAZINESS:
  8185. case SC_UNLUCKY:
  8186. case SC_WEAKNESS:
  8187. if( !(tsc && tsc->data[type]) ) {
  8188. int rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8189. - (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));
  8190. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8191. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8192. } else if( sd )
  8193. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8194. break;
  8195. case SC_IGNORANCE:
  8196. if( !(tsc && tsc->data[type]) ) {
  8197. int rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8198. - (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));
  8199. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8200. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8201. int sp = 100 * skill_lv;
  8202. if( dstmd ) sp = dstmd->level * 2;
  8203. if( !dstmd && status_zap(bl,0,sp) )
  8204. status_heal(src,0,sp/2,3);
  8205. }
  8206. else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8207. } else if( sd )
  8208. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8209. break;
  8210. case LG_TRAMPLE:
  8211. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8212. if (rnd()%100 < (25 + 25 * skill_lv))
  8213. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8214. break;
  8215. case LG_REFLECTDAMAGE:
  8216. if( tsc && tsc->data[type] )
  8217. status_change_end(bl,type,INVALID_TIMER);
  8218. else
  8219. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8220. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8221. break;
  8222. case LG_SHIELDSPELL:
  8223. if( flag&1 )
  8224. sc_start(src,bl,SC_SILENCE,100,skill_lv,(sd)?sd->bonus.shieldmdef * 2000 : 10000);
  8225. else if( sd ) {
  8226. int opt = rnd()%3 + 1;
  8227. int val = 0, splash = 0;
  8228. int index = sd->equip_index[EQI_HAND_L];
  8229. struct item_data *shield_data = NULL;
  8230. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  8231. shield_data = sd->inventory_data[index];
  8232. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  8233. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8234. break;
  8235. }
  8236. switch( skill_lv ) {
  8237. case 1: // DEF based
  8238. val = shield_data->def;
  8239. if( !val ) {
  8240. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8241. break;
  8242. }
  8243. switch( opt ) {
  8244. case 1: // Deals Neutral property damage around Self. Knocks them back 2 cells.
  8245. if( val < 41 )
  8246. splash = 1;
  8247. else if( val < 81 )
  8248. splash = 2;
  8249. else
  8250. splash = 3;
  8251. if( sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER) )
  8252. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8253. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8254. map_foreachinrange(skill_area_sub,src,splash,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8255. break;
  8256. case 2: // Reflects melee attacks. (Does not work against Bosses).
  8257. val = shield_data->def / 10;
  8258. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000);
  8259. break;
  8260. case 3: // Increases ATK for the spell duration.
  8261. val = shield_data->def;
  8262. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000);
  8263. break;
  8264. }
  8265. break;
  8266. case 2: // MDEF based
  8267. val = sd->bonus.shieldmdef;
  8268. if( !val ) {
  8269. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8270. break;
  8271. }
  8272. if( val < 4 )
  8273. splash = 1;
  8274. else if( val < 6 )
  8275. splash = 2;
  8276. else
  8277. splash = 3;
  8278. switch( opt ) {
  8279. case 1: // Deals Holy property magic damage around Self.
  8280. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8281. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8282. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8283. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_damage_id);
  8284. break;
  8285. case 2: // Casts Lex Divina around Self.
  8286. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8287. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8288. map_foreachinrange(skill_area_sub,src,splash,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8289. break;
  8290. case 3: // Casts Magnificat.
  8291. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8292. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8293. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  8294. break;
  8295. }
  8296. break;
  8297. case 3: // refine based
  8298. {
  8299. struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  8300. if( !shield || !shield->refine ) {
  8301. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8302. break;
  8303. }
  8304. switch( opt ) {
  8305. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8306. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,min(shield->refine * 1500,30000)); // 30 sec duration on +20 shield.
  8307. break;
  8308. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8309. val = (10 * shield->refine) + (status_get_lv(src) / 100);
  8310. splash = (2 * shield->refine) + (status_get_luk(src) / 10);
  8311. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,val,splash,0,shield->refine * 20000);
  8312. break;
  8313. case 3: // Recovers HP depending on Shield refine rate.
  8314. if( sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER) )
  8315. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8316. val = sstatus->max_hp * (status_get_lv(src) / 10 + shield->refine) / 100;
  8317. status_heal(bl,val,0,2);
  8318. break;
  8319. }
  8320. }
  8321. break;
  8322. }
  8323. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8324. }
  8325. break;
  8326. case LG_PIETY:
  8327. if( flag&1 )
  8328. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8329. else {
  8330. skill_area_temp[2] = 0;
  8331. 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);
  8332. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8333. }
  8334. break;
  8335. case LG_INSPIRATION:
  8336. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8337. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8338. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8339. clif_updatestatus(sd,SP_BASEEXP);
  8340. clif_updatestatus(sd,SP_JOBEXP);
  8341. }
  8342. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8343. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8344. break;
  8345. case SR_CURSEDCIRCLE:
  8346. if( flag&1 ) {
  8347. if( is_boss(bl) ) break;
  8348. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8349. if( bl->type == BL_MOB )
  8350. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8351. unit_stop_attack(bl);
  8352. clif_bladestop(src, bl->id, 1);
  8353. map_freeblock_unlock();
  8354. return 1;
  8355. }
  8356. } else {
  8357. int count = 0;
  8358. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8359. 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
  8360. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8361. if( sd ) pc_delspiritball(sd, count, 0);
  8362. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8363. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8364. }
  8365. break;
  8366. case SR_RAISINGDRAGON:
  8367. if( sd ) {
  8368. short max = 5 + skill_lv;
  8369. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8370. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8371. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8372. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8373. }
  8374. break;
  8375. case SR_ASSIMILATEPOWER:
  8376. if( flag&1 ) {
  8377. i = 0;
  8378. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8379. {
  8380. i = dstsd->spiritball; //1%sp per spiritball.
  8381. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8382. }
  8383. if( i ) status_percent_heal(src, 0, i);
  8384. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8385. } else {
  8386. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8387. 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);
  8388. }
  8389. break;
  8390. case SR_POWERVELOCITY:
  8391. if( !dstsd )
  8392. break;
  8393. if( sd && dstsd->spiritball <= 5 ) {
  8394. for(i = 0; i <= 5; i++) {
  8395. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8396. pc_delspiritball(sd, sd->spiritball, 0);
  8397. }
  8398. }
  8399. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8400. break;
  8401. case SR_GENTLETOUCH_CURE:
  8402. {
  8403. int heal;
  8404. if( status_isimmune(bl) ) {
  8405. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8406. break;
  8407. }
  8408. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8409. status_heal(bl, heal, 0, 0);
  8410. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8411. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8412. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8413. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8414. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8415. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8416. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8417. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8418. }
  8419. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8420. }
  8421. break;
  8422. case SR_GENTLETOUCH_CHANGE:
  8423. case SR_GENTLETOUCH_REVITALIZE:
  8424. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8425. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  8426. break;
  8427. case SR_FLASHCOMBO:
  8428. if( sd )
  8429. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8430. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8431. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8432. for( i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++ )
  8433. skill_addtimerskill(src,tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1),bl->id,0,0,i,skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8434. break;
  8435. case WA_SWING_DANCE:
  8436. case WA_MOONLIT_SERENADE:
  8437. case WA_SYMPHONY_OF_LOVER:
  8438. case MI_RUSH_WINDMILL:
  8439. case MI_ECHOSONG:
  8440. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  8441. 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));
  8442. else if( sd ) { // Only shows effects on caster.
  8443. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8444. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd,WM_LESSON),skill_get_time(skill_id,skill_lv));
  8445. 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);
  8446. }
  8447. break;
  8448. case MI_HARMONIZE:
  8449. if( src != bl )
  8450. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8451. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8452. break;
  8453. case WM_DEADHILLHERE:
  8454. if( bl->type == BL_PC ) {
  8455. if( !status_isdead(bl) )
  8456. break;
  8457. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8458. int heal = tstatus->sp;
  8459. if( heal <= 0 )
  8460. heal = 1;
  8461. tstatus->hp = heal;
  8462. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8463. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8464. pc_revive((TBL_PC*)bl,heal,0);
  8465. clif_resurrection(bl,1);
  8466. }
  8467. }
  8468. break;
  8469. case WM_SIRCLEOFNATURE:
  8470. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  8471. case WM_VOICEOFSIREN:
  8472. {
  8473. int rate = 100;
  8474. if( skill_id != WM_SIRCLEOFNATURE ) {
  8475. rate = 6 * skill_lv + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/2 : skill_get_max(WM_LESSON));
  8476. flag &= ~BCT_SELF;
  8477. }
  8478. if( flag&1 ) {
  8479. sc_start2(src,bl,type,rate,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
  8480. } else {
  8481. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8482. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8483. }
  8484. break;
  8485. }
  8486. case WM_GLOOMYDAY:
  8487. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8488. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8489. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8490. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8491. {
  8492. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8493. break;
  8494. }
  8495. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8496. break;
  8497. case WM_SATURDAY_NIGHT_FEVER:
  8498. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8499. if( !(tsc && tsc->data[type]) )
  8500. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8501. } else if( flag&2 ) {
  8502. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8503. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8504. } else if( sd ) {
  8505. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8506. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8508. break;
  8509. }
  8510. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8511. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8512. flag |= 2;
  8513. else
  8514. flag |= 1;
  8515. 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);
  8516. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8517. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8518. if( flag&2 ) // Dealed here to prevent conflicts
  8519. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8520. }
  8521. break;
  8522. case WM_SONG_OF_MANA:
  8523. case WM_DANCE_WITH_WUG:
  8524. case WM_LERADS_DEW:
  8525. case WM_UNLIMITED_HUMMING_VOICE:
  8526. if( flag&1 ) { // These affect to to all party members near the caster.
  8527. struct status_change *sc = status_get_sc(src);
  8528. if( sc && sc->data[type] ) {
  8529. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8530. }
  8531. } else if( sd ) {
  8532. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8533. 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);
  8534. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8535. }
  8536. break;
  8537. case WM_MELODYOFSINK:
  8538. case WM_BEYOND_OF_WARCRY:
  8539. if( flag&1 ) {
  8540. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8541. } else { // These affect to all targets arround the caster.
  8542. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8543. 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);
  8544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8545. }
  8546. }
  8547. break;
  8548. case WM_RANDOMIZESPELL: {
  8549. int improv_skill_id = 0, improv_skill_lv;
  8550. do {
  8551. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8552. improv_skill_id = skill_improvise_db[i].skill_id;
  8553. } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  8554. improv_skill_lv = 4 + skill_lv;
  8555. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8556. if( sd ) {
  8557. sd->state.abra_flag = 2;
  8558. sd->skillitem = improv_skill_id;
  8559. sd->skillitemlv = improv_skill_lv;
  8560. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8561. } else {
  8562. struct unit_data *ud = unit_bl2ud(src);
  8563. int inf = skill_get_inf(improv_skill_id);
  8564. if (!ud) break;
  8565. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8566. if (src->type == BL_PET)
  8567. bl = (struct block_list*)((TBL_PET*)src)->master;
  8568. if (!bl) bl = src;
  8569. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8570. } else {
  8571. int target_id = 0;
  8572. if (ud->target)
  8573. target_id = ud->target;
  8574. else switch (src->type) {
  8575. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8576. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8577. }
  8578. if (!target_id)
  8579. break;
  8580. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8581. bl = map_id2bl(target_id);
  8582. if (!bl) bl = src;
  8583. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8584. } else
  8585. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8586. }
  8587. }
  8588. }
  8589. break;
  8590. case RETURN_TO_ELDICASTES:
  8591. case ALL_GUARDIAN_RECALL:
  8592. case ECLAGE_RECALL:
  8593. if( sd )
  8594. {
  8595. short x=0, y=0; // Destiny position.
  8596. unsigned short mapindex=0;
  8597. switch(skill_id){
  8598. default:
  8599. case RETURN_TO_ELDICASTES:
  8600. x = 198;
  8601. y = 187;
  8602. mapindex = mapindex_name2id(MAP_DICASTES);
  8603. break;
  8604. case ALL_GUARDIAN_RECALL:
  8605. x = 44;
  8606. y = 151;
  8607. mapindex = mapindex_name2id(MAP_MORA);
  8608. break;
  8609. case ECLAGE_RECALL:
  8610. x = 47;
  8611. y = 31;
  8612. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8613. break;
  8614. }
  8615. if(!mapindex)
  8616. { //Given map not found?
  8617. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8618. map_freeblock_unlock();
  8619. return 0;
  8620. }
  8621. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8622. }
  8623. break;
  8624. case ECL_SNOWFLIP:
  8625. case ECL_PEONYMAMY:
  8626. case ECL_SADAGUI:
  8627. case ECL_SEQUOIADUST:
  8628. switch(skill_id){
  8629. case ECL_SNOWFLIP:
  8630. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8631. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8632. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8633. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8634. break;
  8635. case ECL_PEONYMAMY:
  8636. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8637. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8638. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8639. break;
  8640. case ECL_SADAGUI:
  8641. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8642. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8643. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8644. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8645. break;
  8646. case ECL_SEQUOIADUST:
  8647. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8648. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8649. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8650. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8651. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8652. break;
  8653. }
  8654. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8655. break;
  8656. case GM_SANDMAN:
  8657. if( tsc ) {
  8658. if( tsc->opt1 == OPT1_SLEEP )
  8659. tsc->opt1 = 0;
  8660. else
  8661. tsc->opt1 = OPT1_SLEEP;
  8662. clif_changeoption(bl);
  8663. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8664. }
  8665. break;
  8666. case SO_ARRULLO:
  8667. {
  8668. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8669. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8670. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8671. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8672. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8673. }
  8674. break;
  8675. case WM_LULLABY_DEEPSLEEP:
  8676. if( flag&1 ){
  8677. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8678. int rate = (4 * skill_lv) + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : skill_get_max(WM_LESSON)) + status_get_lv(src) / 15;
  8679. if( bl != src )
  8680. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8681. }else {
  8682. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8683. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8684. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8685. }
  8686. break;
  8687. case SO_SUMMON_AGNI:
  8688. case SO_SUMMON_AQUA:
  8689. case SO_SUMMON_VENTUS:
  8690. case SO_SUMMON_TERA:
  8691. if( sd ) {
  8692. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8693. // Remove previous elemental fisrt.
  8694. if( sd->ed )
  8695. elemental_delete(sd->ed,0);
  8696. // Summoning the new one.
  8697. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8698. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8699. break;
  8700. }
  8701. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8702. }
  8703. break;
  8704. case SO_EL_CONTROL:
  8705. if( sd ) {
  8706. int mode = EL_MODE_PASSIVE; // Standard mode.
  8707. if( !sd->ed ) break;
  8708. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8709. elemental_delete(sd->ed, 0);
  8710. break;
  8711. }
  8712. switch( skill_lv ) {// Select mode bassed on skill level used.
  8713. case 2: mode = EL_MODE_ASSIST; break;
  8714. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8715. }
  8716. if( !elemental_change_mode(sd->ed,mode) ) {
  8717. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8718. break;
  8719. }
  8720. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8721. }
  8722. break;
  8723. case SO_EL_ACTION:
  8724. if( sd ) {
  8725. int duration = 3000;
  8726. if( !sd->ed ) break;
  8727. sd->skill_id_old = skill_id;
  8728. elemental_action(sd->ed, bl, tick);
  8729. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8730. switch(sd->ed->db->class_){
  8731. case 2115:case 2124:
  8732. case 2118:case 2121:
  8733. duration = 6000;
  8734. break;
  8735. case 2116:case 2119:
  8736. case 2122:case 2125:
  8737. duration = 9000;
  8738. break;
  8739. }
  8740. skill_blockpc_start(sd, skill_id, duration);
  8741. }
  8742. break;
  8743. case SO_EL_CURE:
  8744. if( sd ) {
  8745. struct elemental_data *ed = sd->ed;
  8746. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  8747. int e_hp, e_sp;
  8748. if( !ed ) break;
  8749. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  8750. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8751. break;
  8752. }
  8753. e_hp = ed->battle_status.max_hp * 10 / 100;
  8754. e_sp = ed->battle_status.max_sp * 10 / 100;
  8755. status_heal(&ed->bl,e_hp,e_sp,3);
  8756. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  8757. }
  8758. break;
  8759. case GN_CHANGEMATERIAL:
  8760. case SO_EL_ANALYSIS:
  8761. if( sd ) {
  8762. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8763. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  8764. }
  8765. break;
  8766. /**
  8767. * Genetic
  8768. **/
  8769. case GN_BLOOD_SUCKER:
  8770. {
  8771. struct status_change *sc = status_get_sc(src);
  8772. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  8773. if( tsc && tsc->data[type] ){
  8774. (sc->bs_counter)--;
  8775. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  8776. }
  8777. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8778. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  8779. (sc->bs_counter)++;
  8780. } else if( sd ) {
  8781. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8782. break;
  8783. }
  8784. }
  8785. break;
  8786. case GN_MANDRAGORA:
  8787. if( flag&1 ) {
  8788. int rate = (25 + 10 * skill_lv) - ((tstatus->vit + tstatus->luk) / 5);
  8789. if (rate < 10)
  8790. rate = 10;
  8791. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  8792. sc_start(src,bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv))) )
  8793. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  8794. } else
  8795. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8796. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8797. break;
  8798. case GN_SLINGITEM:
  8799. if( sd ) {
  8800. short ammo_id;
  8801. i = sd->equip_index[EQI_AMMO];
  8802. if( i <= 0 )
  8803. break; // No ammo.
  8804. ammo_id = sd->inventory_data[i]->nameid;
  8805. if( ammo_id <= 0 )
  8806. break;
  8807. sd->itemid = ammo_id;
  8808. if( itemdb_is_GNbomb(ammo_id) ) {
  8809. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  8810. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  8811. 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);
  8812. else
  8813. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  8814. } else //Otherwise, it fails, shows animation and removes items.
  8815. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  8816. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8817. struct script_code *script = sd->inventory_data[i]->script;
  8818. if( !script )
  8819. break;
  8820. if( dstsd )
  8821. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8822. else
  8823. run_script(script,0,src->id,0);
  8824. }
  8825. }
  8826. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8827. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  8828. break;
  8829. case GN_MIX_COOKING:
  8830. case GN_MAKEBOMB:
  8831. case GN_S_PHARMACY:
  8832. if( sd ) {
  8833. int qty = 1;
  8834. sd->skill_id_old = skill_id;
  8835. sd->skill_lv_old = skill_lv;
  8836. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  8837. qty = 10;
  8838. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  8839. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8840. }
  8841. break;
  8842. /**
  8843. * Elemental
  8844. **/
  8845. case EL_CIRCLE_OF_FIRE:
  8846. case EL_PYROTECHNIC:
  8847. case EL_HEATER:
  8848. case EL_TROPIC:
  8849. case EL_AQUAPLAY:
  8850. case EL_COOLER:
  8851. case EL_CHILLY_AIR:
  8852. case EL_GUST:
  8853. case EL_BLAST:
  8854. case EL_WILD_STORM:
  8855. case EL_PETROLOGY:
  8856. case EL_CURSED_SOIL:
  8857. case EL_UPHEAVAL:
  8858. case EL_FIRE_CLOAK:
  8859. case EL_WATER_DROP:
  8860. case EL_WIND_CURTAIN:
  8861. case EL_SOLID_SKIN:
  8862. case EL_STONE_SHIELD:
  8863. case EL_WIND_STEP: {
  8864. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8865. if( ele ) {
  8866. sc_type type2 = type-1;
  8867. struct status_change *sc = status_get_sc(&ele->bl);
  8868. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8869. elemental_clean_single_effect(ele, skill_id);
  8870. } else {
  8871. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8872. 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);
  8873. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  8874. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  8875. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8876. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8877. }
  8878. }
  8879. }
  8880. break;
  8881. case EL_FIRE_MANTLE:
  8882. case EL_WATER_BARRIER:
  8883. case EL_ZEPHYR:
  8884. case EL_POWER_OF_GAIA:
  8885. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8886. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8887. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  8888. break;
  8889. case EL_WATER_SCREEN: {
  8890. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8891. if( ele ) {
  8892. struct status_change *sc = status_get_sc(&ele->bl);
  8893. sc_type type2 = type-1;
  8894. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8895. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8896. elemental_clean_single_effect(ele, skill_id);
  8897. } else {
  8898. // This not heals at the end.
  8899. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8900. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8901. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  8902. }
  8903. }
  8904. }
  8905. break;
  8906. /**
  8907. * Kagerou & Oboro
  8908. **/
  8909. case KO_KAHU_ENTEN:
  8910. case KO_HYOUHU_HUBUKI:
  8911. case KO_KAZEHU_SEIRAN:
  8912. case KO_DOHU_KOUKAI:
  8913. if(sd) {
  8914. int ttype = skill_get_ele(skill_id, skill_lv);
  8915. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8916. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  8917. }
  8918. break;
  8919. case KO_ZANZOU:
  8920. if(sd){
  8921. struct mob_data *md;
  8922. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  8923. if( md )
  8924. {
  8925. md->master_id = src->id;
  8926. md->special_state.ai = AI_ZANZOU;
  8927. if( md->deletetimer != INVALID_TIMER )
  8928. delete_timer(md->deletetimer, mob_timer_delete);
  8929. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  8930. mob_spawn( md );
  8931. pc_setinvincibletimer(sd,500);// unlock target lock
  8932. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8933. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  8934. }
  8935. }
  8936. break;
  8937. case KO_KYOUGAKU:
  8938. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8939. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8940. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8941. }else if( sd )
  8942. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8943. break;
  8944. case KO_JYUSATSU:
  8945. if( dstsd && tsc && !tsc->data[type] &&
  8946. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  8947. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8948. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
  8949. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  8950. if( status_get_lv(bl) <= status_get_lv(src) )
  8951. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  8952. }else if( sd )
  8953. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8954. break;
  8955. case KO_GENWAKU:
  8956. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8957. int x = src->x, y = src->y;
  8958. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  8959. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8960. break;
  8961. }
  8962. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8963. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8964. clif_slide(src,bl->x,bl->y) ;
  8965. sc_start(src,src,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8966. if (unit_movepos(bl,x,y,0,0))
  8967. {
  8968. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  8969. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8970. clif_sitting(bl); //Avoid sitting sync problem
  8971. clif_slide(bl,x,y) ;
  8972. sc_start(src,bl,SC_CONFUSION,80,skill_lv,skill_get_time(skill_id,skill_lv));
  8973. }
  8974. }
  8975. }
  8976. break;
  8977. case OB_AKAITSUKI:
  8978. case OB_OBOROGENSOU:
  8979. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8980. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8981. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8982. break;
  8983. }
  8984. case KO_IZAYOI:
  8985. case OB_ZANGETSU:
  8986. case KG_KYOMU:
  8987. case KG_KAGEMUSYA:
  8988. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8989. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8990. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8991. break;
  8992. case KG_KAGEHUMI:
  8993. if( flag&1 ){
  8994. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8995. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8996. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8997. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8998. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8999. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9000. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9001. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9002. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9003. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9004. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9005. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9006. }
  9007. if( skill_area_temp[2] == 1 ){
  9008. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9009. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9010. }
  9011. }else{
  9012. skill_area_temp[2] = 0;
  9013. 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);
  9014. }
  9015. break;
  9016. case MH_SILENT_BREEZE:
  9017. {
  9018. //Silences the homunculus and target
  9019. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),0);
  9020. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),0);
  9021. //Recover the target's HP
  9022. status_heal(bl,status_get_lv(src)+status_get_sp(src),0,3); //(custom)
  9023. //Removes these SC from target
  9024. if (tsc) {
  9025. const enum sc_type scs[] = {
  9026. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9027. };
  9028. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9029. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9030. }
  9031. if (hd)
  9032. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9033. }
  9034. break;
  9035. case MH_OVERED_BOOST:
  9036. if (hd) {
  9037. struct block_list *s_bl = battle_get_master(src);
  9038. if(hd->homunculus.hunger>50) //reduce hunger
  9039. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9040. else
  9041. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9042. if(s_bl && s_bl->type==BL_PC) {
  9043. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9044. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9045. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9046. }
  9047. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9048. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9049. }
  9050. break;
  9051. case MH_GRANITIC_ARMOR:
  9052. case MH_PYROCLASTIC:
  9053. if(hd) {
  9054. struct block_list *s_bl = battle_get_master(src);
  9055. 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
  9056. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9057. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9058. }
  9059. break;
  9060. case MH_LIGHT_OF_REGENE: //self
  9061. if(hd) {
  9062. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9063. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  9064. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  9065. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9066. }
  9067. break;
  9068. case MH_STYLE_CHANGE:
  9069. if(hd){
  9070. struct status_change_entry *sce;
  9071. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9072. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9073. else sce->val1 = MH_MD_FIGHTING;
  9074. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9075. char output[128];
  9076. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9077. clif_colormes(hd->master,color_table[COLOR_RED],output);
  9078. }
  9079. }
  9080. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9081. }
  9082. break;
  9083. case MH_MAGMA_FLOW:
  9084. case MH_PAIN_KILLER:
  9085. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9086. if (hd)
  9087. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9088. break;
  9089. case MH_SUMMON_LEGION: {
  9090. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9091. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9092. struct mob_data *sum_md;
  9093. int i,c=0;
  9094. int maxcount = qty[skill_lv-1];
  9095. i = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9096. if(c >= maxcount) return 0; //max qty already spawned
  9097. for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
  9098. 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);
  9099. if (sum_md) {
  9100. sum_md->master_id = src->id;
  9101. sum_md->special_state.ai = AI_LEGION;
  9102. if (sum_md->deletetimer != INVALID_TIMER)
  9103. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9104. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9105. mob_spawn(sum_md); //Now it is ready for spawning.
  9106. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9107. }
  9108. }
  9109. if (hd)
  9110. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9111. }
  9112. break;
  9113. /**
  9114. * Rebellion
  9115. **/
  9116. case RL_RICHS_COIN:
  9117. if (sd) {
  9118. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9119. if (rnd()%100 < 50)
  9120. for (i = 0; i < 10; i++)
  9121. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9122. }
  9123. break;
  9124. case RL_C_MARKER:
  9125. if (sd && (dstsd || (bl->type == BL_MOB && dstmd))) {
  9126. uint8 i;
  9127. sd->c_marker.count = 0;
  9128. //Find empty slot. If already exist, renew it!
  9129. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,sd->c_marker.target[i] == bl->id || !sd->c_marker.target[i]);
  9130. if (i >= MAX_SKILL_CRIMSON_MARKER) { //No slot
  9131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9132. break;
  9133. }
  9134. //Attempt to run SC to the target
  9135. if (!sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))) {
  9136. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9137. break;
  9138. }
  9139. sd->c_marker.target[i] = bl->id;
  9140. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9141. }
  9142. break;
  9143. case RL_D_TAIL:
  9144. if (sd && &sd->c_marker) {
  9145. sd->c_marker.count = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9146. if (!sd->c_marker.count) {
  9147. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9148. break;
  9149. }
  9150. status_zap(src,0,skill_get_sp(skill_id,skill_lv));
  9151. skill_area_temp[1] = 0;
  9152. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9153. if (sd->c_marker.count)
  9154. i = 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);
  9155. sd->c_marker.count = 0;
  9156. }
  9157. break;
  9158. case RL_QD_SHOT:
  9159. if (!sd)
  9160. break;
  9161. if (&sd->c_marker && sd->c_marker.target) {
  9162. i = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9163. skill_area_temp[1] = 0;
  9164. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9165. if (i)
  9166. i = 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);
  9167. }
  9168. //Doesn't matter if the main target has SC_C_MARKER or not
  9169. skill_attack(skill_get_type(RL_QD_SHOT),src,src,bl,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_LEVEL|SD_ANIMATION);
  9170. break;
  9171. default:
  9172. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9173. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9174. map_freeblock_unlock();
  9175. return 1;
  9176. }
  9177. if(skill_id != SR_CURSEDCIRCLE){
  9178. struct status_change *sc = status_get_sc(src);
  9179. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9180. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9181. }
  9182. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9183. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9184. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9185. }
  9186. if( sd && !(flag&1) )
  9187. {// ensure that the skill last-cast tick is recorded
  9188. sd->canskill_tick = gettick();
  9189. if( sd->state.arrow_atk )
  9190. {// consume arrow on last invocation to this skill.
  9191. battle_consume_ammo(sd, skill_id, skill_lv);
  9192. }
  9193. skill_onskillusage(sd, bl, skill_id, tick);
  9194. // perform skill requirement consumption
  9195. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9196. }
  9197. map_freeblock_unlock();
  9198. return 0;
  9199. }
  9200. /*==========================================
  9201. *
  9202. *------------------------------------------*/
  9203. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9204. {
  9205. struct block_list *target, *src;
  9206. struct map_session_data *sd;
  9207. struct mob_data *md;
  9208. struct unit_data *ud;
  9209. struct status_change *sc = NULL;
  9210. int inf,inf2,flag = 0;
  9211. src = map_id2bl(id);
  9212. if( src == NULL )
  9213. {
  9214. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9215. return 0;// not found
  9216. }
  9217. ud = unit_bl2ud(src);
  9218. if( ud == NULL )
  9219. {
  9220. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9221. return 0;// ???
  9222. }
  9223. sd = BL_CAST(BL_PC, src);
  9224. md = BL_CAST(BL_MOB, src);
  9225. if( src->prev == NULL ) {
  9226. ud->skilltimer = INVALID_TIMER;
  9227. return 0;
  9228. }
  9229. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9230. if( ud->skilltimer != tid ) {
  9231. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9232. ud->skilltimer = INVALID_TIMER;
  9233. return 0;
  9234. }
  9235. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9236. {// restore original walk speed
  9237. ud->skilltimer = INVALID_TIMER;
  9238. status_calc_bl(&sd->bl, SCB_SPEED);
  9239. }
  9240. ud->skilltimer = INVALID_TIMER;
  9241. }
  9242. if (ud->skilltarget == id)
  9243. target = src;
  9244. else
  9245. target = map_id2bl(ud->skilltarget);
  9246. // Use a do so that you can break out of it when the skill fails.
  9247. do {
  9248. if(!target || target->prev==NULL) break;
  9249. if(src->m != target->m || status_isdead(src)) break;
  9250. switch (ud->skill_id) {
  9251. //These should become skill_castend_pos
  9252. case WE_CALLPARTNER:
  9253. if(sd) clif_callpartner(sd);
  9254. case WE_CALLPARENT:
  9255. if(sd) {
  9256. struct map_session_data *f_sd = pc_get_father(sd);
  9257. struct map_session_data *m_sd = pc_get_mother(sd);
  9258. if( (f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade ))
  9259. break;
  9260. }
  9261. case WE_CALLBABY:
  9262. if(sd) {
  9263. struct map_session_data *c_sd = pc_get_child(sd);
  9264. if( c_sd && c_sd->state.autotrade )
  9265. break;
  9266. }
  9267. case AM_RESURRECTHOMUN:
  9268. case PF_SPIDERWEB:
  9269. //Find a random spot to place the skill. [Skotlex]
  9270. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  9271. ud->skillx = target->x + inf2;
  9272. ud->skilly = target->y + inf2;
  9273. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9274. ud->skillx = target->x;
  9275. ud->skilly = target->y;
  9276. }
  9277. ud->skilltimer=tid;
  9278. return skill_castend_pos(tid,tick,id,data);
  9279. case GN_WALLOFTHORN:
  9280. ud->skillx = target->x;
  9281. ud->skilly = target->y;
  9282. ud->skilltimer = tid;
  9283. return skill_castend_pos(tid,tick,id,data);
  9284. }
  9285. if(ud->skill_id == RG_BACKSTAP) {
  9286. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9287. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  9288. break;
  9289. }
  9290. }
  9291. if( ud->skill_id == PR_TURNUNDEAD )
  9292. {
  9293. struct status_data *tstatus = status_get_status_data(target);
  9294. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  9295. break;
  9296. }
  9297. if( ud->skill_id == RA_WUGSTRIKE ){
  9298. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9299. break;
  9300. }
  9301. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  9302. {
  9303. sc = status_get_sc(target);
  9304. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  9305. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9306. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  9307. break;
  9308. }
  9309. }
  9310. else
  9311. { // Check target validity.
  9312. inf = skill_get_inf(ud->skill_id);
  9313. inf2 = skill_get_inf2(ud->skill_id);
  9314. if(inf&INF_ATTACK_SKILL ||
  9315. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9316. ) // Casted through combo.
  9317. inf = BCT_ENEMY; //Offensive skill.
  9318. else if(inf2&INF2_NO_ENEMY)
  9319. inf = BCT_NOENEMY;
  9320. else
  9321. inf = 0;
  9322. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  9323. {
  9324. inf |=
  9325. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9326. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9327. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9328. inf &= ~BCT_NEUTRAL;
  9329. }
  9330. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  9331. {
  9332. if( ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM )
  9333. break;
  9334. }
  9335. else if (inf && battle_check_target(src, target, inf) <= 0){
  9336. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9337. break;
  9338. }
  9339. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  9340. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9341. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  9342. }
  9343. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  9344. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9345. break; // You can use Clearance on party members in normal maps too. [pakpil]
  9346. }
  9347. else if( sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
  9348. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9349. break;
  9350. }
  9351. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  9352. sc->data[SC_FOGWALL] &&
  9353. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  9354. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  9355. break;
  9356. }
  9357. }
  9358. //Avoid doing double checks for instant-cast skills.
  9359. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9360. break;
  9361. if(md) {
  9362. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9363. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9364. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9365. }
  9366. if(src != target && battle_config.skill_add_range &&
  9367. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9368. {
  9369. if (sd) {
  9370. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9371. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9372. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9373. }
  9374. break;
  9375. }
  9376. #ifdef OFFICIAL_WALKPATH
  9377. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9378. {
  9379. if (sd) {
  9380. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9381. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9382. }
  9383. break;
  9384. }
  9385. #endif
  9386. if( sd )
  9387. {
  9388. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9389. break;
  9390. else
  9391. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9392. }
  9393. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9394. break;
  9395. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9396. ud->state.running = 0;
  9397. status_change_end(src, SC_RUN, INVALID_TIMER);
  9398. flag = 1;
  9399. }
  9400. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9401. unit_stop_walking(src,1);
  9402. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9403. 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]
  9404. if (sd) { //Cooldown application
  9405. int cooldown = skill_get_cooldown_(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9406. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9407. }
  9408. if( battle_config.display_status_timers && sd )
  9409. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9410. if( sd )
  9411. {
  9412. switch( ud->skill_id )
  9413. {
  9414. case GS_DESPERADO:
  9415. case RL_FIREDANCE:
  9416. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9417. break;
  9418. case CR_GRANDCROSS:
  9419. case NPC_GRANDDARKNESS:
  9420. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9421. {
  9422. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9423. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9424. break;
  9425. }
  9426. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9427. break;
  9428. }
  9429. }
  9430. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9431. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9432. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9433. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9434. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9435. map_freeblock_lock();
  9436. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9437. skill_toggle_magicpower(src, ud->skill_id);
  9438. // only normal attack and auto cast skills benefit from its bonuses
  9439. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9440. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9441. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9442. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9443. else
  9444. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9445. sc = status_get_sc(src);
  9446. if(sc && sc->count) {
  9447. if(sc->data[SC_SPIRIT] &&
  9448. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9449. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9450. ud->skill_id != WZ_WATERBALL)
  9451. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9452. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9453. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9454. }
  9455. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9456. sd->skillitem = sd->skillitemlv = 0;
  9457. if (ud->skilltimer == INVALID_TIMER) {
  9458. if(md) md->skill_idx = -1;
  9459. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9460. ud->skill_lv = ud->skilltarget = 0;
  9461. }
  9462. map_freeblock_unlock();
  9463. return 1;
  9464. } while(0);
  9465. //Skill failed.
  9466. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9467. { //When Asura fails... (except when it fails from Wall of Fog)
  9468. //Consume SP/spheres
  9469. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9470. status_set_sp(src, 0, 0);
  9471. sc = &sd->sc;
  9472. if (sc->count)
  9473. { //End states
  9474. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9475. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9476. #ifdef RENEWAL
  9477. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9478. #endif
  9479. }
  9480. if (target && target->m == src->m)
  9481. { //Move character to target anyway.
  9482. int dir, x, y;
  9483. dir = map_calc_dir(src,target->x,target->y);
  9484. if( dir > 0 && dir < 4) x = -2;
  9485. else if( dir > 4 ) x = 2;
  9486. else x = 0;
  9487. if( dir > 2 && dir < 6 ) y = -2;
  9488. else if( dir == 7 || dir < 2 ) y = 2;
  9489. else y = 0;
  9490. if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
  9491. { //Display movement + animation.
  9492. clif_slide(src,src->x,src->y);
  9493. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
  9494. }
  9495. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9496. }
  9497. }
  9498. ud->skill_id = ud->skilltarget = 0;
  9499. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9500. ud->canact_tick = tick;
  9501. //You can't place a skill failed packet here because it would be
  9502. //sent in ALL cases, even cases where skill_check_condition fails
  9503. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9504. if(sd)
  9505. sd->skillitem = sd->skillitemlv = 0;
  9506. else if(md)
  9507. md->skill_idx = -1;
  9508. return 0;
  9509. }
  9510. /*==========================================
  9511. *
  9512. *------------------------------------------*/
  9513. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9514. {
  9515. struct block_list* src = map_id2bl(id);
  9516. struct map_session_data *sd;
  9517. struct unit_data *ud = unit_bl2ud(src);
  9518. struct mob_data *md;
  9519. nullpo_ret(ud);
  9520. sd = BL_CAST(BL_PC , src);
  9521. md = BL_CAST(BL_MOB, src);
  9522. if( src->prev == NULL ) {
  9523. ud->skilltimer = INVALID_TIMER;
  9524. return 0;
  9525. }
  9526. if( ud->skilltimer != tid )
  9527. {
  9528. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9529. ud->skilltimer = INVALID_TIMER;
  9530. return 0;
  9531. }
  9532. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9533. {// restore original walk speed
  9534. ud->skilltimer = INVALID_TIMER;
  9535. status_calc_bl(&sd->bl, SCB_SPEED);
  9536. }
  9537. ud->skilltimer = INVALID_TIMER;
  9538. do {
  9539. int maxcount=0;
  9540. if( status_isdead(src) )
  9541. break;
  9542. if( !(src->type&battle_config.skill_reiteration) &&
  9543. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9544. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9545. )
  9546. {
  9547. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9548. break;
  9549. }
  9550. if( src->type&battle_config.skill_nofootset &&
  9551. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9552. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9553. )
  9554. {
  9555. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9556. break;
  9557. }
  9558. if( src->type&battle_config.land_skill_limit &&
  9559. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9560. ) {
  9561. int i;
  9562. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9563. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9564. maxcount--;
  9565. }
  9566. if( maxcount == 0 )
  9567. {
  9568. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9569. break;
  9570. }
  9571. }
  9572. if(tid != INVALID_TIMER)
  9573. { //Avoid double checks on instant cast skills. [Skotlex]
  9574. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9575. break;
  9576. if(battle_config.skill_add_range &&
  9577. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9578. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9579. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9580. break;
  9581. }
  9582. }
  9583. if( sd )
  9584. {
  9585. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9586. break;
  9587. else
  9588. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9589. }
  9590. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9591. break;
  9592. if(md) {
  9593. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9594. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9595. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9596. }
  9597. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9598. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  9599. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  9600. if (ud->walktimer != INVALID_TIMER)
  9601. unit_stop_walking(src,1);
  9602. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9603. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  9604. if (sd) { //Cooldown application
  9605. int cooldown = skill_get_cooldown_(sd,ud->skill_id, ud->skill_lv);
  9606. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9607. }
  9608. if( battle_config.display_status_timers && sd )
  9609. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9610. // if( sd )
  9611. // {
  9612. // switch( ud->skill_id )
  9613. // {
  9614. // case ????:
  9615. // sd->canequip_tick = tick + ????;
  9616. // break;
  9617. // }
  9618. // }
  9619. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9620. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9621. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9622. map_freeblock_lock();
  9623. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  9624. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  9625. sd->skillitem = sd->skillitemlv = 0;
  9626. if (ud->skilltimer == INVALID_TIMER) {
  9627. if (md) md->skill_idx = -1;
  9628. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  9629. ud->skill_lv = ud->skillx = ud->skilly = 0;
  9630. }
  9631. map_freeblock_unlock();
  9632. return 1;
  9633. } while(0);
  9634. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9635. ud->canact_tick = tick;
  9636. ud->skill_id = ud->skill_lv = 0;
  9637. if(sd)
  9638. sd->skillitem = sd->skillitemlv = 0;
  9639. else if(md)
  9640. md->skill_idx = -1;
  9641. return 0;
  9642. }
  9643. /* skill count without self */
  9644. static int skill_count_wos(struct block_list *bl,va_list ap) {
  9645. struct block_list* src = va_arg(ap, struct block_list*);
  9646. if( src->id != bl->id ) {
  9647. return 1;
  9648. }
  9649. return 0;
  9650. }
  9651. /*==========================================
  9652. *
  9653. *------------------------------------------*/
  9654. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  9655. {
  9656. struct map_session_data* sd;
  9657. struct status_change* sc;
  9658. struct status_change_entry *sce;
  9659. struct skill_unit_group* sg;
  9660. enum sc_type type;
  9661. int i;
  9662. //if(skill_lv <= 0) return 0;
  9663. if(skill_id > 0 && !skill_lv) return 0; // celest
  9664. nullpo_ret(src);
  9665. if(status_isdead(src))
  9666. return 0;
  9667. sd = BL_CAST(BL_PC, src);
  9668. sc = status_get_sc(src);
  9669. type = status_skill2sc(skill_id);
  9670. sce = (sc && type != -1)?sc->data[type]:NULL;
  9671. switch (skill_id) { //Skill effect.
  9672. case WZ_METEOR:
  9673. case MO_BODYRELOCATION:
  9674. case CR_CULTIVATION:
  9675. case HW_GANBANTEIN:
  9676. case LG_EARTHDRIVE:
  9677. case SC_ESCAPE:
  9678. break; //Effect is displayed on respective switch case.
  9679. default:
  9680. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  9681. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9682. else
  9683. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9684. }
  9685. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9686. skill_toggle_magicpower(src, skill_id);
  9687. switch(skill_id)
  9688. {
  9689. case PR_BENEDICTIO:
  9690. skill_area_temp[1] = src->id;
  9691. i = skill_get_splash(skill_id, skill_lv);
  9692. map_foreachinarea(skill_area_sub,
  9693. src->m, x-i, y-i, x+i, y+i, BL_PC,
  9694. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  9695. skill_castend_nodamage_id);
  9696. map_foreachinarea(skill_area_sub,
  9697. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9698. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  9699. skill_castend_damage_id);
  9700. break;
  9701. case BS_HAMMERFALL:
  9702. i = skill_get_splash(skill_id, skill_lv);
  9703. map_foreachinarea (skill_area_sub,
  9704. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9705. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  9706. skill_castend_nodamage_id);
  9707. break;
  9708. case HT_DETECTING:
  9709. i = skill_get_splash(skill_id, skill_lv);
  9710. map_foreachinarea( status_change_timer_sub,
  9711. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  9712. src,NULL,SC_SIGHT,tick);
  9713. if(battle_config.traps_setting&1)
  9714. map_foreachinarea( skill_reveal_trap,
  9715. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9716. break;
  9717. case SR_RIDEINLIGHTNING:
  9718. i = skill_get_splash(skill_id, skill_lv);
  9719. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9720. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  9721. break;
  9722. case SA_VOLCANO:
  9723. case SA_DELUGE:
  9724. case SA_VIOLENTGALE:
  9725. { //Does not consumes if the skill is already active. [Skotlex]
  9726. struct skill_unit_group *sg;
  9727. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  9728. {
  9729. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  9730. {
  9731. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9732. return 0; // not to consume items
  9733. }
  9734. else
  9735. sg->limit = 0; //Disable it.
  9736. }
  9737. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9738. break;
  9739. }
  9740. case MG_SAFETYWALL:
  9741. case MG_FIREWALL:
  9742. case MG_THUNDERSTORM:
  9743. case AL_PNEUMA:
  9744. case WZ_ICEWALL:
  9745. case WZ_FIREPILLAR:
  9746. case WZ_QUAGMIRE:
  9747. case WZ_VERMILION:
  9748. case WZ_STORMGUST:
  9749. case WZ_HEAVENDRIVE:
  9750. case PR_SANCTUARY:
  9751. case PR_MAGNUS:
  9752. case CR_GRANDCROSS:
  9753. case NPC_GRANDDARKNESS:
  9754. case HT_SKIDTRAP:
  9755. case MA_SKIDTRAP:
  9756. case HT_LANDMINE:
  9757. case MA_LANDMINE:
  9758. case HT_ANKLESNARE:
  9759. case HT_SHOCKWAVE:
  9760. case HT_SANDMAN:
  9761. case MA_SANDMAN:
  9762. case HT_FLASHER:
  9763. case HT_FREEZINGTRAP:
  9764. case MA_FREEZINGTRAP:
  9765. case HT_BLASTMINE:
  9766. case HT_CLAYMORETRAP:
  9767. case AS_VENOMDUST:
  9768. case AM_DEMONSTRATION:
  9769. case PF_FOGWALL:
  9770. case PF_SPIDERWEB:
  9771. case HT_TALKIEBOX:
  9772. case WE_CALLPARTNER:
  9773. case WE_CALLPARENT:
  9774. case WE_CALLBABY:
  9775. case AC_SHOWER: //Ground-placed skill implementation.
  9776. case MA_SHOWER:
  9777. case SA_LANDPROTECTOR:
  9778. case BD_LULLABY:
  9779. case BD_RICHMANKIM:
  9780. case BD_ETERNALCHAOS:
  9781. case BD_DRUMBATTLEFIELD:
  9782. case BD_RINGNIBELUNGEN:
  9783. case BD_ROKISWEIL:
  9784. case BD_INTOABYSS:
  9785. case BD_SIEGFRIED:
  9786. case BA_DISSONANCE:
  9787. case BA_POEMBRAGI:
  9788. case BA_WHISTLE:
  9789. case BA_ASSASSINCROSS:
  9790. case BA_APPLEIDUN:
  9791. case DC_UGLYDANCE:
  9792. case DC_HUMMING:
  9793. case DC_DONTFORGETME:
  9794. case DC_FORTUNEKISS:
  9795. case DC_SERVICEFORYOU:
  9796. case CG_MOONLIT:
  9797. case GS_DESPERADO:
  9798. case NJ_KAENSIN:
  9799. case NJ_BAKUENRYU:
  9800. case NJ_SUITON:
  9801. case NJ_HYOUSYOURAKU:
  9802. case NJ_RAIGEKISAI:
  9803. case NJ_KAMAITACHI:
  9804. #ifdef RENEWAL
  9805. case NJ_HUUMA:
  9806. #endif
  9807. case NPC_EVILLAND:
  9808. case RA_ELECTRICSHOCKER:
  9809. case RA_CLUSTERBOMB:
  9810. case RA_MAGENTATRAP:
  9811. case RA_COBALTTRAP:
  9812. case RA_MAIZETRAP:
  9813. case RA_VERDURETRAP:
  9814. case RA_FIRINGTRAP:
  9815. case RA_ICEBOUNDTRAP:
  9816. case SC_MANHOLE:
  9817. case SC_DIMENSIONDOOR:
  9818. case SC_CHAOSPANIC:
  9819. case SC_MAELSTROM:
  9820. case SC_BLOODYLUST:
  9821. case WM_REVERBERATION:
  9822. case WM_POEMOFNETHERWORLD:
  9823. case SO_PSYCHIC_WAVE:
  9824. case SO_VACUUM_EXTREME:
  9825. case GN_WALLOFTHORN:
  9826. case GN_THORNS_TRAP:
  9827. case GN_DEMONIC_FIRE:
  9828. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  9829. case GN_FIRE_EXPANSION_TEAR_GAS:
  9830. case GN_HELLS_PLANT:
  9831. case SO_EARTHGRAVE:
  9832. case SO_DIAMONDDUST:
  9833. case SO_FIRE_INSIGNIA:
  9834. case SO_WATER_INSIGNIA:
  9835. case SO_WIND_INSIGNIA:
  9836. case SO_EARTH_INSIGNIA:
  9837. case KO_HUUMARANKA:
  9838. case KO_MUCHANAGE:
  9839. case KO_BAKURETSU:
  9840. case KO_ZENKAI:
  9841. case MH_LAVA_SLIDE:
  9842. case MH_VOLCANIC_ASH:
  9843. case MH_POISON_MIST:
  9844. case MH_STEINWAND:
  9845. case MH_XENO_SLASHER:
  9846. case NC_MAGMA_ERUPTION:
  9847. case RL_B_TRAP:
  9848. if (skill_id == RL_B_TRAP && sd)
  9849. sd->skill_id_old = skill_id;
  9850. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  9851. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  9852. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9853. break;
  9854. case RG_GRAFFITI: /* Graffiti [Valaris] */
  9855. skill_clear_unitgroup(src);
  9856. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9857. flag|=1;
  9858. break;
  9859. case HP_BASILICA:
  9860. if( sc->data[SC_BASILICA] ) {
  9861. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  9862. return 0;
  9863. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  9864. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  9865. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9866. return 0;
  9867. }
  9868. skill_clear_unitgroup(src);
  9869. if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
  9870. sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
  9871. flag|=1;
  9872. }
  9873. break;
  9874. case CG_HERMODE:
  9875. skill_clear_unitgroup(src);
  9876. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9877. sc_start4(src,src,SC_DANCING,100,
  9878. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  9879. flag|=1;
  9880. break;
  9881. case RG_CLEANER: // [Valaris]
  9882. i = skill_get_splash(skill_id, skill_lv);
  9883. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  9884. break;
  9885. case SO_WARMER:
  9886. flag|= 8;
  9887. case SO_CLOUD_KILL:
  9888. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9889. break;
  9890. case WZ_METEOR: {
  9891. int area = skill_get_splash(skill_id, skill_lv);
  9892. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  9893. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  9894. // Creates a random Cell in the Splash Area
  9895. tmpx = x - area + rnd()%(area * 2 + 1);
  9896. tmpy = y - area + rnd()%(area * 2 + 1);
  9897. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  9898. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  9899. if( i > 0 )
  9900. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  9901. x1 = tmpx;
  9902. y1 = tmpy;
  9903. }
  9904. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  9905. }
  9906. break;
  9907. case AL_WARP:
  9908. if(sd)
  9909. {
  9910. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  9911. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  9912. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  9913. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  9914. );
  9915. }
  9916. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9917. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9918. return 0; // not to consume item.
  9919. case MO_BODYRELOCATION:
  9920. if (unit_movepos(src, x, y, 1, 1)) {
  9921. #if PACKETVER >= 20111005
  9922. clif_snap(src, src->x, src->y);
  9923. #else
  9924. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  9925. #endif
  9926. if (sd)
  9927. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  9928. }
  9929. break;
  9930. case NJ_SHADOWJUMP:
  9931. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  9932. unit_movepos(src, x, y, 1, 0);
  9933. clif_slide(src,x,y);
  9934. }
  9935. status_change_end(src, SC_HIDING, INVALID_TIMER);
  9936. break;
  9937. case AM_SPHEREMINE:
  9938. case AM_CANNIBALIZE:
  9939. {
  9940. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  9941. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  9942. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  9943. struct mob_data *md;
  9944. // Correct info, don't change any of this! [celest]
  9945. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  9946. if (md) {
  9947. md->master_id = src->id;
  9948. md->special_state.ai = (enum mob_ai)ai;
  9949. if( md->deletetimer != INVALID_TIMER )
  9950. delete_timer(md->deletetimer, mob_timer_delete);
  9951. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  9952. mob_spawn (md); //Now it is ready for spawning.
  9953. }
  9954. }
  9955. break;
  9956. // Slim Pitcher [Celest]
  9957. case CR_SLIMPITCHER:
  9958. if (sd) {
  9959. int i = 0, j = 0;
  9960. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  9961. i = skill_lv%11 - 1;
  9962. j = pc_search_inventory(sd, require.itemid[i]);
  9963. if (j < 0 || require.itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i])
  9964. {
  9965. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9966. return 1;
  9967. }
  9968. potion_flag = 1;
  9969. potion_hp = 0;
  9970. potion_sp = 0;
  9971. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  9972. potion_flag = 0;
  9973. //Apply skill bonuses
  9974. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  9975. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  9976. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  9977. + pc_skillheal_bonus(sd, skill_id);
  9978. potion_hp = potion_hp * (100+i)/100;
  9979. potion_sp = potion_sp * (100+i)/100;
  9980. if(potion_hp > 0 || potion_sp > 0) {
  9981. i = skill_get_splash(skill_id, skill_lv);
  9982. map_foreachinarea(skill_area_sub,
  9983. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  9984. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  9985. skill_castend_nodamage_id);
  9986. }
  9987. } else {
  9988. int i = skill_get_itemid(skill_id, skill_lv);
  9989. struct item_data *item;
  9990. item = itemdb_search(i);
  9991. potion_flag = 1;
  9992. potion_hp = 0;
  9993. potion_sp = 0;
  9994. run_script(item->script,0,src->id,0);
  9995. potion_flag = 0;
  9996. i = skill_get_max(CR_SLIMPITCHER)*10;
  9997. potion_hp = potion_hp * (100+i)/100;
  9998. potion_sp = potion_sp * (100+i)/100;
  9999. if(potion_hp > 0 || potion_sp > 0) {
  10000. i = skill_get_splash(skill_id, skill_lv);
  10001. map_foreachinarea(skill_area_sub,
  10002. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10003. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10004. skill_castend_nodamage_id);
  10005. }
  10006. }
  10007. break;
  10008. case HW_GANBANTEIN:
  10009. if (rnd()%100 < 80) {
  10010. int dummy = 1;
  10011. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10012. i = skill_get_splash(skill_id, skill_lv);
  10013. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10014. } else {
  10015. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10016. return 1;
  10017. }
  10018. break;
  10019. case HW_GRAVITATION:
  10020. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10021. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10022. flag|=1;
  10023. break;
  10024. // Plant Cultivation [Celest]
  10025. case CR_CULTIVATION:
  10026. if (sd) {
  10027. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  10028. {
  10029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10030. return 1;
  10031. }
  10032. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10033. if (rnd()%100 < 50) {
  10034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10035. } else {
  10036. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  10037. int i;
  10038. if (!md) break;
  10039. if ((i = skill_get_time(skill_id, skill_lv)) > 0)
  10040. {
  10041. if( md->deletetimer != INVALID_TIMER )
  10042. delete_timer(md->deletetimer, mob_timer_delete);
  10043. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  10044. }
  10045. mob_spawn (md);
  10046. }
  10047. }
  10048. break;
  10049. case SG_SUN_WARM:
  10050. case SG_MOON_WARM:
  10051. case SG_STAR_WARM:
  10052. skill_clear_unitgroup(src);
  10053. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10054. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10055. flag|=1;
  10056. break;
  10057. case PA_GOSPEL:
  10058. if (sce && sce->val4 == BCT_SELF)
  10059. {
  10060. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10061. return 0;
  10062. }
  10063. else
  10064. {
  10065. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10066. if (!sg) break;
  10067. if (sce)
  10068. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10069. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10070. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10071. }
  10072. break;
  10073. case NJ_TATAMIGAESHI:
  10074. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10075. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10076. break;
  10077. case AM_RESURRECTHOMUN: //[orn]
  10078. if (sd)
  10079. {
  10080. if (!merc_resurrect_homunculus(sd, 20*skill_lv, x, y))
  10081. {
  10082. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10083. break;
  10084. }
  10085. }
  10086. break;
  10087. case RK_WINDCUTTER:
  10088. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10089. case NC_COLDSLOWER:
  10090. case NC_ARMSCANNON:
  10091. case RK_DRAGONBREATH:
  10092. case RK_DRAGONBREATH_WATER:
  10093. i = skill_get_splash(skill_id,skill_lv);
  10094. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10095. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10096. break;
  10097. case SO_ARRULLO:
  10098. i = skill_get_splash(skill_id,skill_lv);
  10099. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10100. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10101. break;
  10102. /**
  10103. * Guilotine Cross
  10104. **/
  10105. case GC_POISONSMOKE:
  10106. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10107. if( sd )
  10108. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10109. return 0;
  10110. }
  10111. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10112. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10113. break;
  10114. /**
  10115. * Arch Bishop
  10116. **/
  10117. case AB_EPICLESIS:
  10118. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10119. i = sg->unit->range;
  10120. 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);
  10121. }
  10122. break;
  10123. /**
  10124. * Warlock
  10125. **/
  10126. case WL_COMET:
  10127. if( sc ) {
  10128. sc->comet_x = x;
  10129. sc->comet_y = y;
  10130. }
  10131. i = skill_get_splash(skill_id,skill_lv);
  10132. 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|1,skill_castend_damage_id);
  10133. break;
  10134. case WL_EARTHSTRAIN:
  10135. {
  10136. int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10137. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10138. for( i = 1; i <= wave; i++ )
  10139. {
  10140. switch( dir ){
  10141. case 0: case 1: case 7: sy = y + i; break;
  10142. case 3: case 4: case 5: sy = y - i; break;
  10143. case 2: sx = x - i; break;
  10144. case 6: sx = x + i; break;
  10145. }
  10146. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10147. }
  10148. }
  10149. break;
  10150. /**
  10151. * Ranger
  10152. **/
  10153. case RA_DETONATOR:
  10154. i = skill_get_splash(skill_id, skill_lv);
  10155. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10156. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10157. break;
  10158. /**
  10159. * Mechanic
  10160. **/
  10161. case NC_NEUTRALBARRIER:
  10162. case NC_STEALTHFIELD:
  10163. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10164. skill_clear_unitgroup(src);
  10165. return 0;
  10166. }
  10167. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10168. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10169. 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));
  10170. if( sd ) pc_overheat(sd,1);
  10171. }
  10172. break;
  10173. case NC_SILVERSNIPER:
  10174. {
  10175. int class_ = MOBID_SILVERSNIPER;
  10176. struct mob_data *md;
  10177. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  10178. if( md ) {
  10179. md->master_id = src->id;
  10180. md->special_state.ai = AI_FAW;
  10181. if( md->deletetimer != INVALID_TIMER )
  10182. delete_timer(md->deletetimer, mob_timer_delete);
  10183. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10184. mob_spawn(md);
  10185. }
  10186. }
  10187. break;
  10188. case NC_MAGICDECOY:
  10189. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10190. break;
  10191. case SC_FEINTBOMB:
  10192. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10193. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10194. if( skill_blown(src,src,3*skill_lv,unit_getdir(src),0) )
  10195. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  10196. break;
  10197. case SC_ESCAPE:
  10198. clif_skill_nodamage(src,src,skill_id,-1,1);
  10199. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10200. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10201. break;
  10202. case LG_OVERBRAND: {
  10203. uint8 dir = map_calc_dir(src, x, y);
  10204. uint8 x2 = x = src->x, y2 = y = src->y;
  10205. switch(dir) {
  10206. case 0: case 1: case 7: x2++; x--; y2 += 7; break;
  10207. case 3: case 4: case 5: x2++; x--; y -= 7; break;
  10208. case 2: y2++; y--; x -= 7; break;
  10209. case 6: y2++; y--; x2 += 7; break;
  10210. }
  10211. map_foreachinarea(skill_area_sub, src->m, x, y, x2, y2, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  10212. skill_addtimerskill(src, gettick() + status_get_amotion(src), 0, 0, 0, LG_OVERBRAND_BRANDISH, skill_lv, dir, flag);
  10213. }
  10214. break;
  10215. case LG_BANDING:
  10216. if( sc && sc->data[SC_BANDING] )
  10217. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10218. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10219. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10220. if( sd ) pc_banding(sd,skill_lv);
  10221. }
  10222. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10223. break;
  10224. case LG_RAYOFGENESIS:
  10225. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10226. i = skill_get_splash(skill_id,skill_lv);
  10227. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10228. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10229. } else if( sd )
  10230. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10231. break;
  10232. case WM_DOMINION_IMPULSE:
  10233. i = skill_get_splash(skill_id, skill_lv);
  10234. map_foreachinarea( skill_ative_reverberation,
  10235. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10236. break;
  10237. case WM_GREAT_ECHO:
  10238. flag|=1; // Should counsume 1 item per skill usage.
  10239. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  10240. break;
  10241. case WM_SEVERE_RAINSTORM:
  10242. flag |= 1;
  10243. if (sd)
  10244. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10245. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10246. break;
  10247. case GN_CRAZYWEED: {
  10248. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10249. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10250. int x1 = x - area + rnd()%(area * 2 + 1);
  10251. int y1 = y - area + rnd()%(area * 2 + 1);
  10252. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10253. }
  10254. }
  10255. break;
  10256. case GN_FIRE_EXPANSION: {
  10257. int i;
  10258. struct unit_data *ud = unit_bl2ud(src);
  10259. if( !ud ) break;
  10260. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  10261. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  10262. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  10263. switch( skill_lv ) {
  10264. case 3:
  10265. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  10266. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  10267. break;
  10268. case 4:
  10269. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  10270. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  10271. break;
  10272. case 5: {
  10273. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10274. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10275. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10276. map_foreachinarea(skill_area_sub, src->m,
  10277. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  10278. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  10279. src, CR_ACIDDEMONSTRATION, acid_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  10280. skill_delunit(ud->skillunit[i]->unit);
  10281. }
  10282. break;
  10283. default:
  10284. ud->skillunit[i]->unit->val2 = skill_lv;
  10285. ud->skillunit[i]->unit->group->val2 = skill_lv;
  10286. break;
  10287. }
  10288. }
  10289. }
  10290. }
  10291. break;
  10292. case SO_FIREWALK:
  10293. case SO_ELECTRICWALK:
  10294. if( sc && sc->data[type] )
  10295. status_change_end(src,type,INVALID_TIMER);
  10296. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10297. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10298. break;
  10299. case KO_MAKIBISHI:
  10300. for( i = 0; i < (skill_lv+2); i++ ) {
  10301. x = src->x - 1 + rnd()%3;
  10302. y = src->y - 1 + rnd()%3;
  10303. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10304. }
  10305. break;
  10306. case RL_FALLEN_ANGEL:
  10307. if (unit_movepos(src,x,y,1,1)) {
  10308. enum e_skill skill_use = GS_DESPERADO;
  10309. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10310. clif_slide(src,x,y);
  10311. if (skill_check_condition_castend(sd,skill_use,skill_use_lv)) {
  10312. sd->skill_id_old = RL_FALLEN_ANGEL;
  10313. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10314. battle_consume_ammo(sd,skill_use,skill_use_lv);
  10315. }
  10316. sd->skill_id_old = 0;
  10317. }
  10318. else if (sd)
  10319. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10320. break;
  10321. case RL_HAMMER_OF_GOD:
  10322. i = skill_get_splash(skill_id, skill_lv);
  10323. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10324. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_damage_id);
  10325. break;
  10326. default:
  10327. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10328. return 1;
  10329. }
  10330. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10331. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10332. if( sd )
  10333. {// ensure that the skill last-cast tick is recorded
  10334. sd->canskill_tick = gettick();
  10335. if( sd->state.arrow_atk && !(flag&1) )
  10336. {// consume arrow if this is a ground skill
  10337. battle_consume_ammo(sd, skill_id, skill_lv);
  10338. }
  10339. // perform skill requirement consumption
  10340. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10341. }
  10342. return 0;
  10343. }
  10344. /*==========================================
  10345. *
  10346. *------------------------------------------*/
  10347. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
  10348. {
  10349. nullpo_ret(sd);
  10350. //Simplify skill_failed code.
  10351. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10352. if(skill_id != sd->menuskill_id)
  10353. return 0;
  10354. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10355. skill_failed(sd);
  10356. return 0;
  10357. }
  10358. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10359. skill_failed(sd);
  10360. return 0;
  10361. }
  10362. //TODO move that list into a new SCS ? SCS_NOCAST ??
  10363. if(sd->sc.count && (
  10364. sd->sc.data[SC_SILENCE] ||
  10365. sd->sc.data[SC_ROKISWEIL] ||
  10366. sd->sc.data[SC_AUTOCOUNTER] ||
  10367. sd->sc.data[SC_STEELBODY] ||
  10368. (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  10369. sd->sc.data[SC_BERSERK] ||
  10370. sd->sc.data[SC_BASILICA] ||
  10371. sd->sc.data[SC_MARIONETTE] ||
  10372. sd->sc.data[SC_WHITEIMPRISON] ||
  10373. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
  10374. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
  10375. sd->sc.data[SC_OBLIVIONCURSE] ||
  10376. sd->sc.data[SC__MANHOLE]
  10377. )) {
  10378. skill_failed(sd);
  10379. return 0;
  10380. }
  10381. pc_stop_attack(sd);
  10382. pc_stop_walking(sd,0);
  10383. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10384. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
  10385. if(strcmp(map,"cancel")==0) {
  10386. skill_failed(sd);
  10387. return 0;
  10388. }
  10389. switch(skill_id)
  10390. {
  10391. case AL_TELEPORT:
  10392. case ALL_ODINS_RECALL:
  10393. if(strcmp(map,"Random")==0)
  10394. pc_randomwarp(sd,CLR_TELEPORT);
  10395. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10396. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10397. break;
  10398. case AL_WARP:
  10399. {
  10400. const struct point *p[4];
  10401. struct skill_unit_group *group;
  10402. int i, lv, wx, wy;
  10403. int maxcount=0;
  10404. int x,y;
  10405. unsigned short mapindex;
  10406. mapindex = mapindex_name2id((char*)map);
  10407. if(!mapindex) { //Given map not found?
  10408. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10409. skill_failed(sd);
  10410. return 0;
  10411. }
  10412. p[0] = &sd->status.save_point;
  10413. p[1] = &sd->status.memo_point[0];
  10414. p[2] = &sd->status.memo_point[1];
  10415. p[3] = &sd->status.memo_point[2];
  10416. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10417. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10418. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10419. maxcount--;
  10420. }
  10421. if(!maxcount) {
  10422. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10423. skill_failed(sd);
  10424. return 0;
  10425. }
  10426. }
  10427. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10428. wx = sd->menuskill_val>>16;
  10429. wy = sd->menuskill_val&0xffff;
  10430. if( lv <= 0 ) return 0;
  10431. if( lv > 4 ) lv = 4; // crash prevention
  10432. // check if the chosen map exists in the memo list
  10433. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10434. if( i < lv ) {
  10435. x=p[i]->x;
  10436. y=p[i]->y;
  10437. } else {
  10438. skill_failed(sd);
  10439. return 0;
  10440. }
  10441. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10442. { // This checks versus skill_id/skill_lv...
  10443. skill_failed(sd);
  10444. return 0;
  10445. }
  10446. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10447. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10448. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10449. skill_failed(sd);
  10450. return 0;
  10451. }
  10452. group->val1 = (group->val1<<16)|(short)0;
  10453. // record the destination coordinates
  10454. group->val2 = (x<<16)|y;
  10455. group->val3 = mapindex;
  10456. }
  10457. break;
  10458. }
  10459. sd->menuskill_id = sd->menuskill_val = 0;
  10460. return 0;
  10461. #undef skill_failed
  10462. }
  10463. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10464. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10465. {
  10466. struct skill_unit* target = (struct skill_unit*)bl;
  10467. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10468. int flag = va_arg(ap, int);
  10469. if (src == target)
  10470. return 0;
  10471. if (!target->group || !(target->group->state.song_dance&0x1))
  10472. return 0;
  10473. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10474. return 0;
  10475. if (flag) //Set dissonance
  10476. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10477. else //Remove dissonance
  10478. target->val2 &= ~UF_ENSEMBLE;
  10479. clif_skill_setunit(target); //Update look of affected cell.
  10480. return 1;
  10481. }
  10482. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10483. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10484. //When 1, this unit has been positioned, so start the cancel effect.
  10485. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10486. {
  10487. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10488. return 0;
  10489. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10490. return 0; //Nothing to remove, this unit is not overlapped.
  10491. if (unit->val1 != unit->group->skill_id)
  10492. { //Reset state
  10493. unit->val1 = unit->group->skill_id;
  10494. unit->val2 &= ~UF_ENSEMBLE;
  10495. }
  10496. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10497. }
  10498. /*==========================================
  10499. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10500. * Flag: 0 - Convert, 1 - Revert.
  10501. * TODO: This should be completely removed later and rewritten
  10502. * The entire execution of the overlapping songs instances is dirty and hacked together
  10503. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10504. *------------------------------------------*/
  10505. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10506. {
  10507. static int prevflag = 1; // by default the backup is empty
  10508. static struct skill_unit_group backup;
  10509. struct skill_unit_group* group = unit->group;
  10510. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  10511. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  10512. return false;
  10513. if( flag == prevflag )
  10514. {// protection against attempts to read an empty backup / write to a full backup
  10515. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10516. flag ? "read an empty backup" : "write to a full backup",
  10517. group->skill_id, group->skill_lv, group->src_id);
  10518. return false;
  10519. }
  10520. prevflag = flag;
  10521. if( !flag )
  10522. { //Transform
  10523. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10524. // backup
  10525. backup.skill_id = group->skill_id;
  10526. backup.skill_lv = group->skill_lv;
  10527. backup.unit_id = group->unit_id;
  10528. backup.target_flag = group->target_flag;
  10529. backup.bl_flag = group->bl_flag;
  10530. backup.interval = group->interval;
  10531. // replace
  10532. group->skill_id = skill_id;
  10533. group->skill_lv = 1;
  10534. group->unit_id = skill_get_unit_id(skill_id,0);
  10535. group->target_flag = skill_get_unit_target(skill_id);
  10536. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10537. group->interval = skill_get_unit_interval(skill_id);
  10538. }
  10539. else
  10540. { //Restore
  10541. group->skill_id = backup.skill_id;
  10542. group->skill_lv = backup.skill_lv;
  10543. group->unit_id = backup.unit_id;
  10544. group->target_flag = backup.target_flag;
  10545. group->bl_flag = backup.bl_flag;
  10546. group->interval = backup.interval;
  10547. }
  10548. return true;
  10549. }
  10550. /**
  10551. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  10552. **/
  10553. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  10554. struct block_list *target = NULL;
  10555. struct mob_data *md = ((TBL_MOB*)bl);
  10556. nullpo_ret(bl);
  10557. nullpo_ret(md);
  10558. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  10559. return 0;
  10560. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  10561. return 0;
  10562. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  10563. mob_unlocktarget(md,gettick());
  10564. mob_stop_walking(md,1);
  10565. }
  10566. return 0;
  10567. }
  10568. /*==========================================
  10569. * Initializes and sets a ground skill.
  10570. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10571. *------------------------------------------*/
  10572. struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  10573. {
  10574. struct skill_unit_group *group;
  10575. int i,limit,val1=0,val2=0,val3=0;
  10576. int target,interval,range,unit_flag,req_item=0;
  10577. struct s_skill_unit_layout *layout;
  10578. struct map_session_data *sd;
  10579. struct status_data *status;
  10580. struct status_change *sc;
  10581. int active_flag=1;
  10582. int subunt=0;
  10583. nullpo_retr(NULL, src);
  10584. limit = skill_get_time(skill_id,skill_lv);
  10585. range = skill_get_unit_range(skill_id,skill_lv);
  10586. interval = skill_get_unit_interval(skill_id);
  10587. target = skill_get_unit_target(skill_id);
  10588. unit_flag = skill_get_unit_flag(skill_id);
  10589. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  10590. sd = BL_CAST(BL_PC, src);
  10591. status = status_get_status_data(src);
  10592. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  10593. switch( skill_id ) {
  10594. case MH_STEINWAND:
  10595. case MG_SAFETYWALL:
  10596. #ifdef RENEWAL
  10597. if(skill_id == MH_STEINWAND)
  10598. val2 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  10599. else
  10600. val2 = status_get_max_hp(src) * 3;
  10601. #else
  10602. val2 = skill_lv+1;
  10603. #endif
  10604. break;
  10605. case MG_FIREWALL:
  10606. if(sc && sc->data[SC_VIOLENTGALE])
  10607. limit = limit*3/2;
  10608. val2=4+skill_lv;
  10609. break;
  10610. case AL_WARP:
  10611. val1=skill_lv+6;
  10612. if(!(flag&1))
  10613. limit=2000;
  10614. else // previous implementation (not used anymore)
  10615. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  10616. if( src->type != BL_SKILL ) return NULL;
  10617. group = ((TBL_SKILL*)src)->group;
  10618. src = map_id2bl(group->src_id);
  10619. if( !src ) return NULL;
  10620. val2 = group->val2; //Copy the (x,y) position you warp to
  10621. val3 = group->val3; //as well as the mapindex to warp to.
  10622. }
  10623. break;
  10624. case HP_BASILICA:
  10625. val1 = src->id; // Store caster id.
  10626. break;
  10627. case PR_SANCTUARY:
  10628. case NPC_EVILLAND:
  10629. val1=(skill_lv+3)*2;
  10630. break;
  10631. case WZ_FIREPILLAR:
  10632. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10633. return NULL;
  10634. if((flag&1)!=0)
  10635. limit=1000;
  10636. val1=skill_lv+2;
  10637. break;
  10638. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  10639. case AM_DEMONSTRATION:
  10640. case GN_HELLS_PLANT:
  10641. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10642. return NULL;
  10643. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  10644. && (src->type&battle_config.vs_traps_bctall))
  10645. target = BCT_ALL;
  10646. break;
  10647. case HT_ANKLESNARE:
  10648. if( flag&2 ) val3 = SC_ESCAPE;
  10649. case HT_SHOCKWAVE:
  10650. val1=skill_lv*15+10;
  10651. case HT_SANDMAN:
  10652. case MA_SANDMAN:
  10653. case HT_CLAYMORETRAP:
  10654. case HT_SKIDTRAP:
  10655. case MA_SKIDTRAP:
  10656. case HT_LANDMINE:
  10657. case MA_LANDMINE:
  10658. case HT_FLASHER:
  10659. case HT_FREEZINGTRAP:
  10660. case MA_FREEZINGTRAP:
  10661. case HT_BLASTMINE:
  10662. /**
  10663. * Ranger
  10664. **/
  10665. case RA_ELECTRICSHOCKER:
  10666. case RA_CLUSTERBOMB:
  10667. case RA_MAGENTATRAP:
  10668. case RA_COBALTTRAP:
  10669. case RA_MAIZETRAP:
  10670. case RA_VERDURETRAP:
  10671. case RA_FIRINGTRAP:
  10672. case RA_ICEBOUNDTRAP:
  10673. /**
  10674. * Rebellion
  10675. **/
  10676. case RL_B_TRAP:
  10677. {
  10678. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  10679. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  10680. if( req.itemid[i] )
  10681. req_item = req.itemid[i];
  10682. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  10683. limit *= 4; // longer trap times in WOE [celest]
  10684. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  10685. target = BCT_ALL;
  10686. }
  10687. break;
  10688. case SA_LANDPROTECTOR:
  10689. case SA_VOLCANO:
  10690. case SA_DELUGE:
  10691. case SA_VIOLENTGALE:
  10692. {
  10693. struct skill_unit_group *old_sg;
  10694. if ((old_sg = skill_locate_element_field(src)) != NULL)
  10695. { //HelloKitty confirmed that these are interchangeable,
  10696. //so you can change element and not consume gemstones.
  10697. if ((
  10698. old_sg->skill_id == SA_VOLCANO ||
  10699. old_sg->skill_id == SA_DELUGE ||
  10700. old_sg->skill_id == SA_VIOLENTGALE
  10701. ) && old_sg->limit > 0)
  10702. { //Use the previous limit (minus the elapsed time) [Skotlex]
  10703. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  10704. if (limit < 0) //This can happen...
  10705. limit = skill_get_time(skill_id,skill_lv);
  10706. }
  10707. skill_clear_group(src,1);
  10708. }
  10709. break;
  10710. }
  10711. case BA_WHISTLE:
  10712. val1 = skill_lv +status->agi/10; // Flee increase
  10713. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  10714. if(sd){
  10715. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10716. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  10717. }
  10718. break;
  10719. case DC_HUMMING:
  10720. val1 = 2*skill_lv+status->dex/10; // Hit increase
  10721. #ifdef RENEWAL
  10722. val1 *= 2;
  10723. #endif
  10724. if(sd)
  10725. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10726. break;
  10727. case BA_POEMBRAGI:
  10728. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  10729. //For some reason at level 10 the base delay reduction is 50%.
  10730. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  10731. if(sd){
  10732. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10733. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10734. }
  10735. break;
  10736. case DC_DONTFORGETME:
  10737. val1 = status->dex/10 + 3*skill_lv + 5; // ASPD decrease
  10738. val2 = status->agi/10 + 3*skill_lv + 5; // Movement speed adjustment.
  10739. if(sd){
  10740. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10741. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  10742. }
  10743. break;
  10744. case BA_APPLEIDUN:
  10745. val1 = 5+2*skill_lv+status->vit/10; // MaxHP percent increase
  10746. if(sd)
  10747. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10748. break;
  10749. case DC_SERVICEFORYOU:
  10750. //val1: MaxSP percent increase
  10751. val1 = 15+skill_lv+(status->int_/10); //Bonus rate by Dancer's INT
  10752. //val2: SP cost reduction
  10753. val2 = 20+3*skill_lv;
  10754. if(sd) val2 += (pc_checkskill(sd,DC_DANCINGLESSON)+1)/2; //Bonus rate by DC_DANCINGLESSON
  10755. val2 += status->int_/10; //Bonus rate by Dancer's INT
  10756. break;
  10757. case BA_ASSASSINCROSS:
  10758. val1 = 100+(10*skill_lv)+status->agi; // ASPD increase
  10759. if(sd)
  10760. val1 += 10*((pc_checkskill(sd,BA_MUSICALLESSON)+1)/2); //aspd +1% per 2lvl
  10761. break;
  10762. case DC_FORTUNEKISS:
  10763. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  10764. if(sd)
  10765. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10766. val1*=10; //Because every 10 crit is an actual cri point.
  10767. break;
  10768. case BD_DRUMBATTLEFIELD:
  10769. #ifdef RENEWAL
  10770. val1 = (skill_lv+5)*25; //Watk increase
  10771. val2 = skill_lv*10; //Def increase
  10772. #else
  10773. val1 = (skill_lv+1)*25; //Watk increase
  10774. val2 = (skill_lv+1)*2; //Def increase
  10775. #endif
  10776. break;
  10777. case BD_RINGNIBELUNGEN:
  10778. val1 = (skill_lv+2)*25; //Watk increase
  10779. break;
  10780. case BD_RICHMANKIM:
  10781. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  10782. break;
  10783. case BD_SIEGFRIED:
  10784. val1 = 55 + skill_lv*5; //Elemental Resistance
  10785. val2 = skill_lv*10; //Status ailment resistance
  10786. break;
  10787. case WE_CALLPARTNER:
  10788. if (sd) val1 = sd->status.partner_id;
  10789. break;
  10790. case WE_CALLPARENT:
  10791. if (sd) {
  10792. val1 = sd->status.father;
  10793. val2 = sd->status.mother;
  10794. }
  10795. break;
  10796. case WE_CALLBABY:
  10797. if (sd) val1 = sd->status.child;
  10798. break;
  10799. case NJ_KAENSIN:
  10800. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  10801. val2 = (skill_lv+1)/2 + 4;
  10802. break;
  10803. case NJ_SUITON:
  10804. skill_clear_group(src, 1);
  10805. break;
  10806. case GS_GROUNDDRIFT:
  10807. {
  10808. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  10809. val1 = status->rhw.ele;
  10810. if (!val1)
  10811. val1=element[rnd()%5];
  10812. switch (val1)
  10813. {
  10814. case ELE_FIRE:
  10815. subunt++;
  10816. case ELE_WATER:
  10817. subunt++;
  10818. case ELE_POISON:
  10819. subunt++;
  10820. case ELE_DARK:
  10821. subunt++;
  10822. case ELE_WIND:
  10823. break;
  10824. default:
  10825. subunt=rnd()%5;
  10826. break;
  10827. }
  10828. break;
  10829. }
  10830. case GC_POISONSMOKE:
  10831. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  10832. return NULL;
  10833. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  10834. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  10835. limit = 4000 + 2000 * skill_lv;
  10836. break;
  10837. case GD_LEADERSHIP:
  10838. case GD_GLORYWOUNDS:
  10839. case GD_SOULCOLD:
  10840. case GD_HAWKEYES:
  10841. limit = 1000000;//it doesn't matter
  10842. break;
  10843. case LG_BANDING:
  10844. limit = -1;
  10845. break;
  10846. case WM_REVERBERATION:
  10847. interval = limit;
  10848. val2 = 1;
  10849. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  10850. case WM_SEVERE_RAINSTORM:
  10851. case SO_WATER_INSIGNIA:
  10852. case SO_FIRE_INSIGNIA:
  10853. case SO_WIND_INSIGNIA:
  10854. case SO_EARTH_INSIGNIA:
  10855. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10856. return NULL;
  10857. break;
  10858. case SO_CLOUD_KILL:
  10859. skill_clear_group(src, 4);
  10860. break;
  10861. case SO_WARMER:
  10862. skill_clear_group(src, 8);
  10863. break;
  10864. case GN_WALLOFTHORN:
  10865. if( flag&1 )
  10866. limit = 3000;
  10867. val3 = (x<<16)|y;
  10868. break;
  10869. case KO_ZENKAI:
  10870. if( sd ){
  10871. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  10872. if( i < 5 ){
  10873. val1 = sd->talisman[i]; // no. of aura
  10874. val2 = i; // aura type
  10875. limit += val1 * 1000;
  10876. subunt = i - 1;
  10877. pc_del_talisman(sd, sd->talisman[i], i);
  10878. }
  10879. }
  10880. break;
  10881. }
  10882. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
  10883. group->val1=val1;
  10884. group->val2=val2;
  10885. group->val3=val3;
  10886. group->target_flag=target;
  10887. group->bl_flag= skill_get_unit_bl_target(skill_id);
  10888. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  10889. 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
  10890. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  10891. group->item_id = req_item;
  10892. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  10893. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  10894. active_flag = 0;
  10895. if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
  10896. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  10897. if (sd)
  10898. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  10899. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  10900. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  10901. }
  10902. if (group->state.song_dance) {
  10903. if(sd){
  10904. sd->skill_id_dance = skill_id;
  10905. sd->skill_lv_dance = skill_lv;
  10906. }
  10907. if (
  10908. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
  10909. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  10910. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  10911. )
  10912. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  10913. }
  10914. limit = group->limit;
  10915. for( i = 0; i < layout->count; i++ )
  10916. {
  10917. struct skill_unit *unit;
  10918. int ux = x + layout->dx[i];
  10919. int uy = y + layout->dy[i];
  10920. int val1 = skill_lv;
  10921. int val2 = 0;
  10922. int alive = 1;
  10923. // are the coordinates out of range?
  10924. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  10925. continue;
  10926. }
  10927. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  10928. continue; // don't place skill units on walls (except for songs/dances/encores)
  10929. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  10930. continue; // no path between cell and center of casting.
  10931. switch( skill_id )
  10932. {
  10933. case MG_FIREWALL:
  10934. case NJ_KAENSIN:
  10935. val2=group->val2;
  10936. break;
  10937. case WZ_ICEWALL:
  10938. val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  10939. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  10940. break;
  10941. case HT_LANDMINE:
  10942. case MA_LANDMINE:
  10943. case HT_ANKLESNARE:
  10944. case HT_SHOCKWAVE:
  10945. case HT_SANDMAN:
  10946. case MA_SANDMAN:
  10947. case HT_FLASHER:
  10948. case HT_FREEZINGTRAP:
  10949. case MA_FREEZINGTRAP:
  10950. case HT_TALKIEBOX:
  10951. case HT_SKIDTRAP:
  10952. case MA_SKIDTRAP:
  10953. case HT_CLAYMORETRAP:
  10954. case HT_BLASTMINE:
  10955. case RA_ELECTRICSHOCKER:
  10956. case RA_CLUSTERBOMB:
  10957. case RA_MAGENTATRAP:
  10958. case RA_COBALTTRAP:
  10959. case RA_MAIZETRAP:
  10960. case RA_VERDURETRAP:
  10961. case RA_FIRINGTRAP:
  10962. case RA_ICEBOUNDTRAP:
  10963. case RL_B_TRAP:
  10964. val1 = 3500;
  10965. break;
  10966. case GS_DESPERADO:
  10967. val1 = abs(layout->dx[i]);
  10968. val2 = abs(layout->dy[i]);
  10969. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  10970. if (val2 > val1) val1 = val2;
  10971. if (val1) val1--;
  10972. val1 = 36 -12*val1;
  10973. } else //Diagonal edges
  10974. val1 = 28 -4*val1 -4*val2;
  10975. if (val1 < 1) val1 = 1;
  10976. val2 = 0;
  10977. break;
  10978. case WM_REVERBERATION:
  10979. val1 = 1 + skill_lv;
  10980. break;
  10981. case GN_WALLOFTHORN:
  10982. val1 = 2000 + 2000 * skill_lv;
  10983. break;
  10984. default:
  10985. if (group->state.song_dance&0x1)
  10986. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  10987. break;
  10988. }
  10989. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  10990. val2 |= UF_RANGEDSINGLEUNIT; // center.
  10991. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  10992. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  10993. if( range <= 0 )
  10994. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  10995. if( !alive )
  10996. continue;
  10997. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  10998. unit->limit=limit;
  10999. unit->range=range;
  11000. if (skill_id == PF_FOGWALL && alive == 2)
  11001. { //Double duration of cells on top of Deluge/Suiton
  11002. unit->limit *= 2;
  11003. group->limit = unit->limit;
  11004. }
  11005. // execute on all targets standing on this cell
  11006. if (range==0 && active_flag)
  11007. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11008. }
  11009. if (!group->alive_count)
  11010. { //No cells? Something that was blocked completely by Land Protector?
  11011. skill_delunitgroup(group);
  11012. return NULL;
  11013. }
  11014. //success, unit created.
  11015. switch( skill_id ) {
  11016. case WZ_ICEWALL:
  11017. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  11018. break;
  11019. case NJ_TATAMIGAESHI: //Store number of tiles.
  11020. group->val1 = group->alive_count;
  11021. break;
  11022. }
  11023. return group;
  11024. }
  11025. /*==========================================
  11026. *
  11027. *------------------------------------------*/
  11028. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  11029. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11030. {
  11031. struct skill_unit_group *sg;
  11032. struct block_list *ss;
  11033. struct status_change *sc;
  11034. struct status_change_entry *sce;
  11035. enum sc_type type;
  11036. uint16 skill_id;
  11037. nullpo_ret(src);
  11038. nullpo_ret(bl);
  11039. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  11040. return 0;
  11041. nullpo_ret(sg=src->group);
  11042. nullpo_ret(ss=map_id2bl(sg->src_id));
  11043. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11044. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11045. return 0; //AoE skills are ineffective. [Skotlex]
  11046. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11047. return 0; //Songs don't work in Basilica
  11048. sc = status_get_sc(bl);
  11049. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN)
  11050. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11051. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11052. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11053. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11054. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11055. type = status_skill2sc(sg->skill_id);
  11056. sce = (sc && type != -1)?sc->data[type]:NULL;
  11057. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11058. switch (sg->unit_id) {
  11059. case UNT_SPIDERWEB:
  11060. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11061. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11062. sc->data[SC_SPIDERWEB]->val2++;
  11063. break;
  11064. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  11065. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11066. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
  11067. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11068. if( td )
  11069. sec = DIFF_TICK(td->tick, tick);
  11070. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  11071. clif_fixpos(bl);
  11072. sg->val2 = bl->id;
  11073. }
  11074. else
  11075. sec = 3000; //Couldn't trap it?
  11076. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11077. }
  11078. break;
  11079. case UNT_SAFETYWALL:
  11080. if (!sce)
  11081. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11082. break;
  11083. case UNT_BLOODYLUST:
  11084. if (sg->src_id == bl->id)
  11085. break; //Does not affect the caster.
  11086. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11087. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11088. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11089. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11090. break;
  11091. case UNT_PNEUMA:
  11092. case UNT_CHAOSPANIC:
  11093. if (!sce)
  11094. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11095. break;
  11096. case UNT_WARP_WAITING: {
  11097. int working = sg->val1&0xffff;
  11098. if(bl->type==BL_PC && !working){
  11099. struct map_session_data *sd = (struct map_session_data *)bl;
  11100. if((!sd->chatID || battle_config.chat_warpportal)
  11101. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  11102. {
  11103. int x = sg->val2>>16;
  11104. int y = sg->val2&0xffff;
  11105. int count = sg->val1>>16;
  11106. unsigned short m = sg->val3;
  11107. if( --count <= 0 )
  11108. skill_delunitgroup(sg);
  11109. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11110. working = 1;/* we break it because officials break it, lovely stuff. */
  11111. sg->val1 = (count<<16)|working;
  11112. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11113. }
  11114. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11115. int16 m = map_mapindex2mapid(sg->val3);
  11116. if (m < 0) break; //Map not available on this map-server.
  11117. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11118. }
  11119. }
  11120. break;
  11121. case UNT_QUAGMIRE:
  11122. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  11123. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11124. break;
  11125. case UNT_VOLCANO:
  11126. case UNT_DELUGE:
  11127. case UNT_VIOLENTGALE:
  11128. if(!sce)
  11129. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11130. break;
  11131. case UNT_SUITON:
  11132. if(!sce)
  11133. sc_start4(ss, bl,type,100,sg->skill_lv,
  11134. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11135. 0,0,sg->limit);
  11136. break;
  11137. case UNT_HERMODE:
  11138. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11139. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11140. case UNT_RICHMANKIM:
  11141. case UNT_ETERNALCHAOS:
  11142. case UNT_DRUMBATTLEFIELD:
  11143. case UNT_RINGNIBELUNGEN:
  11144. case UNT_ROKISWEIL:
  11145. case UNT_INTOABYSS:
  11146. case UNT_SIEGFRIED:
  11147. //Needed to check when a dancer/bard leaves their ensemble area.
  11148. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11149. return skill_id;
  11150. if (!sce)
  11151. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11152. break;
  11153. case UNT_WHISTLE:
  11154. case UNT_ASSASSINCROSS:
  11155. case UNT_POEMBRAGI:
  11156. case UNT_APPLEIDUN:
  11157. case UNT_HUMMING:
  11158. case UNT_DONTFORGETME:
  11159. case UNT_FORTUNEKISS:
  11160. case UNT_SERVICEFORYOU:
  11161. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11162. return 0;
  11163. if (!sc) return 0;
  11164. if (!sce)
  11165. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11166. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11167. sce->val4 = 0; //remove the mark that we stepped out
  11168. delete_timer(sce->timer, status_change_timer);
  11169. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11170. }
  11171. break;
  11172. case UNT_FOGWALL:
  11173. if (!sce)
  11174. {
  11175. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11176. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11177. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11178. }
  11179. break;
  11180. case UNT_GRAVITATION:
  11181. if (!sce)
  11182. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11183. break;
  11184. // officially, icewall has no problems existing on occupied cells [ultramage]
  11185. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11186. // src->val1 = 0;
  11187. // if(src->limit + sg->tick > tick + 700)
  11188. // src->limit = DIFF_TICK(tick+700,sg->tick);
  11189. // break;
  11190. case UNT_MOONLIT:
  11191. //Knockback out of area if affected char isn't in Moonlit effect
  11192. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11193. break;
  11194. if (ss == bl) //Also needed to prevent infinite loop crash.
  11195. break;
  11196. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11197. break;
  11198. case UNT_WALLOFTHORN:
  11199. if( status_get_mode(bl)&MD_BOSS )
  11200. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  11201. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  11202. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11203. break;
  11204. case UNT_VOLCANIC_ASH:
  11205. if (!sce)
  11206. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11207. break;
  11208. case UNT_GD_LEADERSHIP:
  11209. case UNT_GD_GLORYWOUNDS:
  11210. case UNT_GD_SOULCOLD:
  11211. case UNT_GD_HAWKEYES:
  11212. if ( !sce )
  11213. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11214. break;
  11215. }
  11216. return skill_id;
  11217. }
  11218. /*==========================================
  11219. *
  11220. *------------------------------------------*/
  11221. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11222. {
  11223. struct skill_unit_group *sg;
  11224. struct block_list *ss;
  11225. TBL_PC* tsd;
  11226. struct status_data *tstatus;
  11227. struct status_change *tsc;
  11228. struct skill_unit_group_tickset *ts;
  11229. enum sc_type type;
  11230. uint16 skill_id;
  11231. int diff=0;
  11232. nullpo_ret(src);
  11233. nullpo_ret(bl);
  11234. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  11235. return 0;
  11236. nullpo_ret(sg=src->group);
  11237. nullpo_ret(ss=map_id2bl(sg->src_id));
  11238. tsd = BL_CAST(BL_PC, bl);
  11239. tsc = status_get_sc(bl);
  11240. tstatus = status_get_status_data(bl);
  11241. type = status_skill2sc(sg->skill_id);
  11242. skill_id = sg->skill_id;
  11243. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  11244. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11245. if (sg->interval == -1) {
  11246. switch (sg->unit_id) {
  11247. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11248. case UNT_FIREPILLAR_ACTIVE:
  11249. case UNT_ELECTRICSHOCKER:
  11250. case UNT_MANHOLE:
  11251. return 0;
  11252. default:
  11253. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11254. return 0;
  11255. }
  11256. }
  11257. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11258. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11259. diff = DIFF_TICK(tick,ts->tick);
  11260. if (diff < 0)
  11261. return 0;
  11262. ts->tick = tick+sg->interval;
  11263. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11264. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  11265. }
  11266. switch (sg->unit_id) {
  11267. case UNT_FIREWALL:
  11268. case UNT_KAEN: {
  11269. int count=0;
  11270. const int x = bl->x, y = bl->y;
  11271. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  11272. break;
  11273. //Take into account these hit more times than the timer interval can handle.
  11274. do
  11275. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11276. while(--src->val2 && x == bl->x && y == bl->y &&
  11277. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11278. if (src->val2<=0)
  11279. skill_delunit(src);
  11280. }
  11281. break;
  11282. case UNT_SANCTUARY:
  11283. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11284. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11285. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  11286. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11287. } else {
  11288. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11289. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11290. #ifdef RENEWAL
  11291. if( md && md->mob_id == MOBID_EMPERIUM )
  11292. break;
  11293. #endif
  11294. if( md && mob_is_battleground(md) )
  11295. break;
  11296. if( tstatus->hp >= tstatus->max_hp )
  11297. break;
  11298. if( status_isimmune(bl) )
  11299. heal = 0;
  11300. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11301. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11302. heal = ~heal + 1;
  11303. status_heal(bl, heal, 0, 0);
  11304. if( diff >= 500 )
  11305. sg->val1--;
  11306. }
  11307. if( sg->val1 <= 0 )
  11308. skill_delunitgroup(sg);
  11309. break;
  11310. case UNT_EVILLAND:
  11311. //Will heal demon and undead element monsters, but not players.
  11312. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11313. { //Damage enemies
  11314. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11315. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11316. } else {
  11317. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11318. if (tstatus->hp >= tstatus->max_hp)
  11319. break;
  11320. if (status_isimmune(bl))
  11321. heal = 0;
  11322. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11323. status_heal(bl, heal, 0, 0);
  11324. }
  11325. break;
  11326. case UNT_MAGNUS:
  11327. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11328. break;
  11329. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11330. break;
  11331. case UNT_DUMMYSKILL:
  11332. switch (sg->skill_id)
  11333. {
  11334. case SG_SUN_WARM: //SG skills [Komurka]
  11335. case SG_MOON_WARM:
  11336. case SG_STAR_WARM:
  11337. {
  11338. int count = 0;
  11339. const int x = bl->x, y = bl->y;
  11340. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11341. do
  11342. {
  11343. if( bl->type == BL_PC )
  11344. status_zap(bl, 0, 15); // sp damage to players
  11345. else // mobs
  11346. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  11347. {
  11348. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11349. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11350. }
  11351. else
  11352. { //should end when out of sp.
  11353. sg->limit = DIFF_TICK(tick,sg->tick);
  11354. break;
  11355. }
  11356. } while( x == bl->x && y == bl->y &&
  11357. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11358. }
  11359. break;
  11360. /**
  11361. * The storm gust counter was dropped in renewal
  11362. **/
  11363. #ifndef RENEWAL
  11364. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11365. if (tsc)
  11366. tsc->sg_counter++; //SG hit counter.
  11367. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11368. tsc->sg_counter=0; //Attack absorbed.
  11369. break;
  11370. #endif
  11371. case GS_DESPERADO:
  11372. if (rnd()%100 < src->val1)
  11373. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11374. break;
  11375. case GN_CRAZYWEED_ATK:
  11376. if( bl->type == BL_SKILL ){
  11377. struct skill_unit *su = (struct skill_unit *)bl;
  11378. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11379. break;
  11380. }
  11381. default:
  11382. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11383. }
  11384. break;
  11385. case UNT_FIREPILLAR_WAITING:
  11386. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  11387. skill_delunit(src);
  11388. break;
  11389. case UNT_SKIDTRAP:
  11390. {
  11391. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11392. sg->unit_id = UNT_USED_TRAPS;
  11393. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11394. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11395. }
  11396. break;
  11397. case UNT_ANKLESNARE:
  11398. case UNT_MANHOLE:
  11399. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11400. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11401. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  11402. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11403. if( td )
  11404. sec = DIFF_TICK(td->tick, tick);
  11405. if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) {
  11406. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11407. clif_fixpos(bl);
  11408. }
  11409. sg->val2 = bl->id;
  11410. } else
  11411. sec = 3000; //Couldn't trap it?
  11412. if( sg->unit_id == UNT_ANKLESNARE ) {
  11413. clif_skillunit_update(&src->bl);
  11414. /**
  11415. * If you're snared from a trap that was invisible this makes the trap be
  11416. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11417. * bugreport:3961
  11418. **/
  11419. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  11420. }
  11421. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11422. sg->interval = -1;
  11423. src->range = 0;
  11424. }
  11425. break;
  11426. case UNT_ELECTRICSHOCKER:
  11427. if( bl->id != ss->id ) {
  11428. if( status_get_mode(bl)&MD_BOSS )
  11429. break;
  11430. 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), 8) ) {
  11431. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  11432. clif_fixpos(bl);
  11433. }
  11434. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  11435. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11436. }
  11437. break;
  11438. case UNT_VENOMDUST:
  11439. if(tsc && !tsc->data[type])
  11440. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  11441. break;
  11442. case UNT_MAGENTATRAP:
  11443. case UNT_COBALTTRAP:
  11444. case UNT_MAIZETRAP:
  11445. case UNT_VERDURETRAP:
  11446. if( bl->type == BL_PC )// it won't work on players
  11447. break;
  11448. case UNT_FIRINGTRAP:
  11449. case UNT_ICEBOUNDTRAP:
  11450. case UNT_CLUSTERBOMB:
  11451. if( bl->id == ss->id )// it won't trigger on caster
  11452. break;
  11453. case UNT_LANDMINE:
  11454. case UNT_CLAYMORETRAP:
  11455. case UNT_BLASTMINE:
  11456. case UNT_SHOCKWAVE:
  11457. case UNT_SANDMAN:
  11458. case UNT_FLASHER:
  11459. case UNT_FREEZINGTRAP:
  11460. case UNT_FIREPILLAR_ACTIVE:
  11461. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11462. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11463. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  11464. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  11465. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  11466. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11467. break;
  11468. case UNT_TALKIEBOX:
  11469. if (sg->src_id == bl->id)
  11470. break;
  11471. if (sg->val2 == 0){
  11472. clif_talkiebox(&src->bl, sg->valstr);
  11473. sg->unit_id = UNT_USED_TRAPS;
  11474. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11475. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11476. sg->val2 = -1;
  11477. }
  11478. break;
  11479. case UNT_LULLABY:
  11480. if (ss->id == bl->id)
  11481. break;
  11482. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11483. break;
  11484. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  11485. if (ss->id != bl->id)
  11486. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11487. break;
  11488. case UNT_DISSONANCE:
  11489. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11490. break;
  11491. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  11492. {
  11493. int heal;
  11494. #ifdef RENEWAL
  11495. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11496. if( md && md->mob_id == MOBID_EMPERIUM )
  11497. break;
  11498. #endif
  11499. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  11500. break; // affects self only when soullinked
  11501. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  11502. if( tsc->data[SC_AKAITSUKI] && heal )
  11503. heal = ~heal + 1;
  11504. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11505. status_heal(bl, heal, 0, 0);
  11506. break;
  11507. }
  11508. case UNT_TATAMIGAESHI:
  11509. case UNT_DEMONSTRATION:
  11510. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11511. break;
  11512. case UNT_GOSPEL:
  11513. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  11514. break;
  11515. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  11516. { // Support Effect only on party, not guild
  11517. int heal;
  11518. int i = rnd()%13; // Positive buff count
  11519. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  11520. switch (i)
  11521. {
  11522. case 0: // Heal 1~9999 HP
  11523. heal = rnd() %9999+1;
  11524. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  11525. status_heal(bl,heal,0,0);
  11526. break;
  11527. case 1: // End all negative status
  11528. status_change_clear_buffs(bl,6);
  11529. if (tsd) clif_gospel_info(tsd, 0x15);
  11530. break;
  11531. case 2: // Immunity to all status
  11532. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  11533. if (tsd) clif_gospel_info(tsd, 0x16);
  11534. break;
  11535. case 3: // MaxHP +100%
  11536. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  11537. if (tsd) clif_gospel_info(tsd, 0x17);
  11538. break;
  11539. case 4: // MaxSP +100%
  11540. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  11541. if (tsd) clif_gospel_info(tsd, 0x18);
  11542. break;
  11543. case 5: // All stats +20
  11544. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  11545. if (tsd) clif_gospel_info(tsd, 0x19);
  11546. break;
  11547. case 6: // Level 10 Blessing
  11548. sc_start(ss, bl,SC_BLESSING,100,10,time);
  11549. break;
  11550. case 7: // Level 10 Increase AGI
  11551. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  11552. break;
  11553. case 8: // Enchant weapon with Holy element
  11554. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  11555. if (tsd) clif_gospel_info(tsd, 0x1c);
  11556. break;
  11557. case 9: // Enchant armor with Holy element
  11558. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  11559. if (tsd) clif_gospel_info(tsd, 0x1d);
  11560. break;
  11561. case 10: // DEF +25%
  11562. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  11563. if (tsd) clif_gospel_info(tsd, 0x1e);
  11564. break;
  11565. case 11: // ATK +100%
  11566. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  11567. if (tsd) clif_gospel_info(tsd, 0x1f);
  11568. break;
  11569. case 12: // HIT/Flee +50
  11570. sc_start(ss, bl,SC_INCHIT,100,50,time);
  11571. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  11572. if (tsd) clif_gospel_info(tsd, 0x20);
  11573. break;
  11574. }
  11575. }
  11576. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11577. { // Offensive Effect
  11578. int i = rnd()%9; // Negative buff count
  11579. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  11580. switch (i)
  11581. {
  11582. case 0: // Deal 1~9999 damage
  11583. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11584. break;
  11585. case 1: // Curse
  11586. sc_start(ss, bl,SC_CURSE,100,1,time);
  11587. break;
  11588. case 2: // Blind
  11589. sc_start(ss, bl,SC_BLIND,100,1,time);
  11590. break;
  11591. case 3: // Poison
  11592. sc_start(ss, bl,SC_POISON,100,1,time);
  11593. break;
  11594. case 4: // Level 10 Provoke
  11595. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  11596. break;
  11597. case 5: // DEF -100%
  11598. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  11599. break;
  11600. case 6: // ATK -100%
  11601. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  11602. break;
  11603. case 7: // Flee -100%
  11604. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  11605. break;
  11606. case 8: // Speed/ASPD -25%
  11607. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  11608. break;
  11609. }
  11610. }
  11611. break;
  11612. case UNT_BASILICA:
  11613. {
  11614. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  11615. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11616. { // knock-back any enemy except Boss
  11617. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  11618. clif_fixpos(bl);
  11619. }
  11620. if( sg->src_id != bl->id && i <= 0 )
  11621. sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  11622. }
  11623. break;
  11624. case UNT_GRAVITATION:
  11625. case UNT_EARTHSTRAIN:
  11626. case UNT_FIREWALK:
  11627. case UNT_ELECTRICWALK:
  11628. case UNT_PSYCHIC_WAVE:
  11629. case UNT_MAGMA_ERUPTION:
  11630. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11631. break;
  11632. case UNT_GROUNDDRIFT_WIND:
  11633. case UNT_GROUNDDRIFT_DARK:
  11634. case UNT_GROUNDDRIFT_POISON:
  11635. case UNT_GROUNDDRIFT_WATER:
  11636. case UNT_GROUNDDRIFT_FIRE:
  11637. map_foreachinrange(skill_trap_splash,&src->bl,
  11638. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  11639. &src->bl,tick);
  11640. sg->unit_id = UNT_USED_TRAPS;
  11641. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  11642. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11643. break;
  11644. /**
  11645. * 3rd stuff
  11646. **/
  11647. case UNT_POISONSMOKE:
  11648. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  11649. sc_start(ss, bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  11650. break;
  11651. case UNT_EPICLESIS:
  11652. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  11653. {
  11654. if( ++sg->val2 % 3 == 0 ) {
  11655. int hp, sp;
  11656. switch( sg->skill_lv ) {
  11657. case 1: case 2: hp = 3; sp = 2; break;
  11658. case 3: case 4: hp = 4; sp = 3; break;
  11659. case 5: default: hp = 5; sp = 4; break;
  11660. }
  11661. hp = tstatus->max_hp * hp / 100;
  11662. sp = tstatus->max_sp * sp / 100;
  11663. status_heal(bl, hp, sp, 3);
  11664. sc_start(ss, bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  11665. }
  11666. // Reveal hidden players every 5 seconds.
  11667. if( sg->val2 % 5 == 0 ) {
  11668. // Doesn't remove Invisibility or Chase Walk.
  11669. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  11670. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  11671. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  11672. }
  11673. }
  11674. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  11675. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  11676. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  11677. break;
  11678. case UNT_STEALTHFIELD:
  11679. if( bl->id == sg->src_id )
  11680. break; // Dont work on Self (video shows that)
  11681. case UNT_NEUTRALBARRIER:
  11682. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  11683. break;
  11684. case UNT_DIMENSIONDOOR:
  11685. if( tsd && !map[bl->m].flag.noteleport )
  11686. pc_randomwarp(tsd,3);
  11687. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  11688. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  11689. break;
  11690. case UNT_REVERBERATION:
  11691. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  11692. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11693. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11694. sg->unit_id = UNT_USED_TRAPS;
  11695. break;
  11696. case UNT_SEVERE_RAINSTORM:
  11697. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11698. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  11699. break;
  11700. case UNT_NETHERWORLD:
  11701. if( !(status_get_mode(bl)&MD_BOSS) ) {
  11702. if( !(tsc && tsc->data[type]) )
  11703. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11704. }
  11705. break;
  11706. case UNT_THORNS_TRAP:
  11707. if( tsc ) {
  11708. if( !sg->val2 ) {
  11709. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  11710. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  11711. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11712. if( td )
  11713. sec = DIFF_TICK(td->tick, tick);
  11714. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  11715. clif_fixpos(bl);
  11716. sg->val2 = bl->id;
  11717. } else
  11718. sec = 3000; // Couldn't trap it?
  11719. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  11720. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  11721. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  11722. }
  11723. break;
  11724. case UNT_DEMONIC_FIRE: {
  11725. TBL_PC* sd = BL_CAST(BL_PC, ss);
  11726. switch( sg->val2 ) {
  11727. case 1:
  11728. case 2:
  11729. default:
  11730. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11731. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  11732. break;
  11733. case 3:
  11734. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl, CR_ACIDDEMONSTRATION, ((sd) ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv), tick, 0);
  11735. break;
  11736. }
  11737. }
  11738. break;
  11739. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11740. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11741. break;
  11742. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11743. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11744. break;
  11745. case UNT_HELLS_PLANT:
  11746. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  11747. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  11748. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  11749. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  11750. break;
  11751. case UNT_CLOUD_KILL:
  11752. if(tsc && !tsc->data[type])
  11753. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  11754. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11755. break;
  11756. case UNT_WARMER:
  11757. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  11758. int hp = tstatus->max_hp * sg->skill_lv / 100;
  11759. struct status_change *ssc = status_get_sc(ss);
  11760. if( ssc && ssc->data[SC_HEATER_OPTION] )
  11761. hp *= 3 / 100;
  11762. if( tstatus->hp != tstatus->max_hp )
  11763. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  11764. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  11765. hp = ~hp + 1;
  11766. status_heal(bl, hp, 0, 0);
  11767. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11768. }
  11769. break;
  11770. case UNT_FIRE_INSIGNIA:
  11771. case UNT_WATER_INSIGNIA:
  11772. case UNT_WIND_INSIGNIA:
  11773. case UNT_EARTH_INSIGNIA:
  11774. case UNT_ZEPHYR:
  11775. sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval);
  11776. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  11777. int hp = tstatus->max_hp / 100; //+1% each 5s
  11778. if ((sg->val3) % 5) { //each 5s
  11779. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  11780. status_heal(bl, hp, 0, 2);
  11781. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  11782. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  11783. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  11784. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  11785. ){
  11786. status_heal(bl, -hp, 0, 0);
  11787. }
  11788. }
  11789. sg->val3++; //timer
  11790. if (sg->val3 > 5) sg->val3 = 0;
  11791. }
  11792. break;
  11793. case UNT_VACUUM_EXTREME:
  11794. if ( tsc && tsc->data[SC_HALLUCINATIONWALK] )
  11795. return 0;
  11796. else {
  11797. sg->limit -= 100 * tstatus->str/20;
  11798. sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
  11799. }
  11800. break;
  11801. case UNT_BANDING:
  11802. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  11803. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&src->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  11804. break;
  11805. case UNT_FIRE_MANTLE:
  11806. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11807. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11808. break;
  11809. case UNT_ZENKAI_WATER:
  11810. case UNT_ZENKAI_LAND:
  11811. case UNT_ZENKAI_FIRE:
  11812. case UNT_ZENKAI_WIND:
  11813. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  11814. switch( sg->unit_id ){
  11815. case UNT_ZENKAI_WATER:
  11816. sc_start(ss, bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11817. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11818. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11819. break;
  11820. case UNT_ZENKAI_LAND:
  11821. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11822. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11823. break;
  11824. case UNT_ZENKAI_FIRE:
  11825. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11826. break;
  11827. case UNT_ZENKAI_WIND:
  11828. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11829. sc_start(ss,bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11830. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11831. break;
  11832. }
  11833. }else
  11834. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  11835. break;
  11836. case UNT_MAKIBISHI:
  11837. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11838. sg->limit = DIFF_TICK(tick, sg->tick);
  11839. sg->unit_id = UNT_USED_TRAPS;
  11840. break;
  11841. case UNT_LAVA_SLIDE:
  11842. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11843. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  11844. sg->limit = DIFF_TICK(tick, sg->tick);
  11845. break;
  11846. case UNT_POISON_MIST:
  11847. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11848. 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), 2|8);
  11849. break;
  11850. case UNT_B_TRAP:
  11851. sc_start(ss,bl,SC_B_TRAP,100,sg->skill_lv,max(status_get_str(bl) * 150,5000)); //(custom)
  11852. sg->unit_id = UNT_USED_TRAPS;
  11853. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11854. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11855. break;
  11856. /*case UNT_FIRE_RAIN:
  11857. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  11858. break;*/
  11859. }
  11860. if (bl->type == BL_MOB && ss != bl)
  11861. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  11862. return skill_id;
  11863. }
  11864. /*==========================================
  11865. * Triggered when a char steps out of a skill cell
  11866. *------------------------------------------*/
  11867. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11868. {
  11869. struct skill_unit_group *sg;
  11870. struct status_change *sc;
  11871. struct status_change_entry *sce;
  11872. enum sc_type type;
  11873. nullpo_ret(src);
  11874. nullpo_ret(bl);
  11875. nullpo_ret(sg=src->group);
  11876. sc = status_get_sc(bl);
  11877. type = status_skill2sc(sg->skill_id);
  11878. sce = (sc && type != -1)?sc->data[type]:NULL;
  11879. if( bl->prev==NULL ||
  11880. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  11881. return 0;
  11882. switch(sg->unit_id){
  11883. case UNT_SAFETYWALL:
  11884. case UNT_PNEUMA:
  11885. case UNT_EPICLESIS://Arch Bishop
  11886. case UNT_NEUTRALBARRIER:
  11887. case UNT_STEALTHFIELD:
  11888. if (sce)
  11889. status_change_end(bl, type, INVALID_TIMER);
  11890. break;
  11891. case UNT_BASILICA:
  11892. if (sce)
  11893. status_change_end(bl, type, INVALID_TIMER);
  11894. break;
  11895. case UNT_HERMODE: //Clear Hermode if the owner moved.
  11896. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  11897. status_change_end(bl, type, INVALID_TIMER);
  11898. break;
  11899. case UNT_SPIDERWEB:
  11900. {
  11901. struct block_list *target = map_id2bl(sg->val2);
  11902. if (target && target==bl) {
  11903. if (sce && sce->val3 == sg->group_id)
  11904. status_change_end(bl, type, INVALID_TIMER);
  11905. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11906. }
  11907. break;
  11908. }
  11909. case UNT_DISSONANCE:
  11910. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  11911. {
  11912. short i;
  11913. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  11914. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  11915. type = status_skill2sc(i);
  11916. sce = (sc && type != -1)?sc->data[type]:NULL;
  11917. if(sce)
  11918. return i;
  11919. }
  11920. }
  11921. }
  11922. case UNT_WHISTLE:
  11923. case UNT_ASSASSINCROSS:
  11924. case UNT_POEMBRAGI:
  11925. case UNT_APPLEIDUN:
  11926. case UNT_HUMMING:
  11927. case UNT_DONTFORGETME:
  11928. case UNT_FORTUNEKISS:
  11929. case UNT_SERVICEFORYOU:
  11930. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11931. return -1;
  11932. }
  11933. return sg->skill_id;
  11934. }
  11935. /*==========================================
  11936. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  11937. *------------------------------------------*/
  11938. int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
  11939. {
  11940. struct status_change *sc;
  11941. struct status_change_entry *sce;
  11942. enum sc_type type;
  11943. sc = status_get_sc(bl);
  11944. if (sc && !sc->count)
  11945. sc = NULL;
  11946. type = status_skill2sc(skill_id);
  11947. sce = (sc && type != -1)?sc->data[type]:NULL;
  11948. switch (skill_id)
  11949. {
  11950. case WZ_QUAGMIRE:
  11951. if (bl->type==BL_MOB)
  11952. break;
  11953. if (sce)
  11954. status_change_end(bl, type, INVALID_TIMER);
  11955. break;
  11956. case BD_LULLABY:
  11957. case BD_RICHMANKIM:
  11958. case BD_ETERNALCHAOS:
  11959. case BD_DRUMBATTLEFIELD:
  11960. case BD_RINGNIBELUNGEN:
  11961. case BD_ROKISWEIL:
  11962. case BD_INTOABYSS:
  11963. case BD_SIEGFRIED:
  11964. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  11965. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  11966. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  11967. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  11968. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  11969. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  11970. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  11971. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11972. }
  11973. case MH_STEINWAND:
  11974. case MG_SAFETYWALL:
  11975. case AL_PNEUMA:
  11976. case SA_VOLCANO:
  11977. case SA_DELUGE:
  11978. case SA_VIOLENTGALE:
  11979. case CG_HERMODE:
  11980. case HW_GRAVITATION:
  11981. case HP_BASILICA:
  11982. case NJ_SUITON:
  11983. case SC_MAELSTROM:
  11984. case EL_WATER_BARRIER:
  11985. case EL_ZEPHYR:
  11986. case EL_POWER_OF_GAIA:
  11987. case SO_FIRE_INSIGNIA:
  11988. case SO_WATER_INSIGNIA:
  11989. case SO_WIND_INSIGNIA:
  11990. case SO_EARTH_INSIGNIA:
  11991. case SC_BLOODYLUST:
  11992. if (sce)
  11993. status_change_end(bl, type, INVALID_TIMER);
  11994. break;
  11995. case BA_DISSONANCE:
  11996. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  11997. {
  11998. short i;
  11999. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12000. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12001. type = status_skill2sc(i);
  12002. sce = (sc && type != -1)?sc->data[type]:NULL;
  12003. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12004. delete_timer(sce->timer, status_change_timer);
  12005. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12006. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12007. }
  12008. }
  12009. }
  12010. }
  12011. break;
  12012. case BA_POEMBRAGI:
  12013. case BA_WHISTLE:
  12014. case BA_ASSASSINCROSS:
  12015. case BA_APPLEIDUN:
  12016. case DC_HUMMING:
  12017. case DC_DONTFORGETME:
  12018. case DC_FORTUNEKISS:
  12019. case DC_SERVICEFORYOU:
  12020. if (sce)
  12021. {
  12022. delete_timer(sce->timer, status_change_timer);
  12023. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12024. //not possible on our current implementation.
  12025. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12026. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12027. }
  12028. break;
  12029. case PF_FOGWALL:
  12030. if (sce)
  12031. {
  12032. status_change_end(bl, type, INVALID_TIMER);
  12033. if ((sce=sc->data[SC_BLIND]))
  12034. {
  12035. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12036. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12037. else {
  12038. delete_timer(sce->timer, status_change_timer);
  12039. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12040. }
  12041. }
  12042. }
  12043. break;
  12044. case GD_LEADERSHIP:
  12045. case GD_GLORYWOUNDS:
  12046. case GD_SOULCOLD:
  12047. case GD_HAWKEYES:
  12048. if( !(sce && sce->val4) )
  12049. status_change_end(bl, type, INVALID_TIMER);
  12050. break;
  12051. }
  12052. return skill_id;
  12053. }
  12054. /*==========================================
  12055. * Invoked when a unit cell has been placed/removed/deleted.
  12056. * flag values:
  12057. * flag&1: Invoke onplace function (otherwise invoke onout)
  12058. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12059. * flag&8: Recursive
  12060. *------------------------------------------*/
  12061. static int skill_unit_effect (struct block_list* bl, va_list ap)
  12062. {
  12063. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12064. struct skill_unit_group* group = unit->group;
  12065. unsigned int tick = va_arg(ap,unsigned int);
  12066. unsigned int flag = va_arg(ap,unsigned int);
  12067. uint16 skill_id;
  12068. bool dissonance = false;
  12069. bool isTarget = false;
  12070. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12071. return 0;
  12072. nullpo_ret(group);
  12073. if( !(flag&8) ) {
  12074. dissonance = skill_dance_switch(unit, 0);
  12075. //Target-type check.
  12076. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12077. }
  12078. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12079. skill_id = group->skill_id;
  12080. if( isTarget ){
  12081. if( flag&1 )
  12082. skill_unit_onplace(unit,bl,tick);
  12083. else {
  12084. if( skill_unit_onout(unit,bl,tick) == -1 )
  12085. return 0; // Don't let a Bard/Dancer update their own song timer
  12086. }
  12087. if( flag&4 )
  12088. skill_unit_onleft(skill_id, bl, tick);
  12089. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12090. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12091. if( dissonance ) {
  12092. skill_dance_switch(unit, 1);
  12093. //we placed a dissonance, let's update
  12094. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12095. }
  12096. return 0;
  12097. }
  12098. /*==========================================
  12099. *
  12100. *------------------------------------------*/
  12101. int64 skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int64 damage, unsigned int tick)
  12102. {
  12103. struct skill_unit_group *sg;
  12104. nullpo_ret(src);
  12105. nullpo_ret(sg=src->group);
  12106. switch( sg->unit_id ) {
  12107. case UNT_BLASTMINE:
  12108. case UNT_SKIDTRAP:
  12109. case UNT_LANDMINE:
  12110. case UNT_SHOCKWAVE:
  12111. case UNT_SANDMAN:
  12112. case UNT_FLASHER:
  12113. case UNT_CLAYMORETRAP:
  12114. case UNT_FREEZINGTRAP:
  12115. case UNT_TALKIEBOX:
  12116. case UNT_ANKLESNARE:
  12117. case UNT_ICEWALL:
  12118. case UNT_REVERBERATION:
  12119. case UNT_WALLOFTHORN:
  12120. src->val1-=(int)cap_value(damage,INT_MIN,INT_MAX);
  12121. break;
  12122. default:
  12123. damage = 0;
  12124. break;
  12125. }
  12126. return damage;
  12127. }
  12128. /*==========================================
  12129. *
  12130. *------------------------------------------*/
  12131. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12132. {
  12133. int *c, skill_id;
  12134. struct block_list *src;
  12135. struct map_session_data *sd;
  12136. struct map_session_data *tsd;
  12137. int *p_sd; //Contains the list of characters found.
  12138. nullpo_ret(bl);
  12139. nullpo_ret(tsd=(struct map_session_data*)bl);
  12140. nullpo_ret(src=va_arg(ap,struct block_list *));
  12141. nullpo_ret(sd=(struct map_session_data*)src);
  12142. c=va_arg(ap,int *);
  12143. p_sd = va_arg(ap, int *);
  12144. skill_id = va_arg(ap,int);
  12145. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12146. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12147. if (bl == src)
  12148. return 0;
  12149. if(pc_isdead(tsd))
  12150. return 0;
  12151. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12152. return 0;
  12153. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12154. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12155. p_sd[(*c)++] = tsd->bl.id;
  12156. return 1;
  12157. } else {
  12158. switch(skill_id) {
  12159. case PR_BENEDICTIO: {
  12160. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12161. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12162. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12163. && sd->status.sp >= 10)
  12164. p_sd[(*c)++]=tsd->bl.id;
  12165. return 1;
  12166. }
  12167. case AB_ADORAMUS:
  12168. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12169. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12170. p_sd[(*c)++] = tsd->bl.id;
  12171. return 1;
  12172. case WL_COMET:
  12173. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12174. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12175. p_sd[(*c)++] = tsd->bl.id;
  12176. return 1;
  12177. case LG_RAYOFGENESIS:
  12178. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12179. tsd->sc.data[SC_BANDING] )
  12180. p_sd[(*c)++] = tsd->bl.id;
  12181. return 1;
  12182. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12183. {
  12184. uint16 skill_lv;
  12185. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12186. return 0;
  12187. if (sd->status.sex != tsd->status.sex &&
  12188. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12189. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12190. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12191. sd->status.party_id && tsd->status.party_id &&
  12192. sd->status.party_id == tsd->status.party_id &&
  12193. !tsd->sc.data[SC_DANCING])
  12194. {
  12195. p_sd[(*c)++]=tsd->bl.id;
  12196. return skill_lv;
  12197. } else {
  12198. return 0;
  12199. }
  12200. }
  12201. break;
  12202. }
  12203. }
  12204. return 0;
  12205. }
  12206. /*==========================================
  12207. * Checks and stores partners for ensemble skills [Skotlex]
  12208. *------------------------------------------*/
  12209. int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12210. {
  12211. static int c=0;
  12212. static int p_sd[2] = { 0, 0 };
  12213. int i;
  12214. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12215. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12216. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12217. if (cast_flag) { //Execute the skill on the partners.
  12218. struct map_session_data* tsd;
  12219. switch (skill_id) {
  12220. case PR_BENEDICTIO:
  12221. for (i = 0; i < c; i++) {
  12222. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12223. status_charge(&tsd->bl, 0, 10);
  12224. }
  12225. return c;
  12226. case AB_ADORAMUS:
  12227. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12228. i = 2 * (*skill_lv);
  12229. status_charge(&tsd->bl, 0, i);
  12230. }
  12231. break;
  12232. case WM_GREAT_ECHO:
  12233. for( i = 0; i < c; i++ ) {
  12234. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12235. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12236. }
  12237. break;
  12238. default: //Warning: Assuming Ensemble skills here (for speed)
  12239. if( is_chorus )
  12240. break;//Chorus skills are not to be parsed as ensambles
  12241. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12242. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12243. 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);
  12244. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12245. tsd->skill_id_dance = skill_id;
  12246. tsd->skill_lv_dance = *skill_lv;
  12247. }
  12248. return c;
  12249. }
  12250. }
  12251. //Else: new search for partners.
  12252. c = 0;
  12253. memset (p_sd, 0, sizeof(p_sd));
  12254. if( is_chorus )
  12255. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12256. else
  12257. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12258. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12259. *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.
  12260. return c;
  12261. }
  12262. /*==========================================
  12263. * Sub function to count how many spawned mob is around
  12264. * return :
  12265. * x : numbers of mob of class with special ai
  12266. *------------------------------------------*/
  12267. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  12268. {
  12269. int *c,src_id,mob_class,skill;
  12270. uint16 ai;
  12271. struct mob_data *md;
  12272. md=(struct mob_data*)bl;
  12273. src_id=va_arg(ap,int);
  12274. mob_class=va_arg(ap,int);
  12275. skill=va_arg(ap,int);
  12276. c=va_arg(ap,int *);
  12277. 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);
  12278. if( md->master_id != src_id || md->special_state.ai != ai)
  12279. return 0; //Non alchemist summoned mobs have nothing to do here.
  12280. if(md->mob_id==mob_class)
  12281. (*c)++;
  12282. return 1;
  12283. }
  12284. /*==========================================
  12285. * Determines if a given skill should be made to consume ammo
  12286. * when used by the player. [Skotlex]
  12287. *------------------------------------------*/
  12288. int skill_isammotype (struct map_session_data *sd, int skill)
  12289. {
  12290. return (
  12291. battle_config.arrow_decrement==2 &&
  12292. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12293. skill != HT_PHANTASMIC &&
  12294. skill_get_type(skill) == BF_WEAPON &&
  12295. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  12296. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  12297. );
  12298. }
  12299. /** Check skill condition when cast begin
  12300. * NOTE: For ammo, only check if the skill need ammo, for checking ammo requirement (type and amount) will be skill_check_condition_castend
  12301. * @param sd Player who uses skill
  12302. * @param skill_id ID of used skill
  12303. * @param skill_lv Level of used skill
  12304. * @return true: All condition passed, false: Failed
  12305. */
  12306. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  12307. struct status_data *status;
  12308. struct status_change *sc;
  12309. struct skill_condition require;
  12310. int i;
  12311. uint32 inf2, inf3;
  12312. nullpo_retr(false,sd);
  12313. if (sd->chatID) return false;
  12314. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12315. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12316. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12317. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12318. return true;
  12319. }
  12320. switch( sd->menuskill_id ) {
  12321. case AM_PHARMACY:
  12322. switch( skill_id ) {
  12323. case AM_PHARMACY:
  12324. case AC_MAKINGARROW:
  12325. case BS_REPAIRWEAPON:
  12326. case AM_TWILIGHT1:
  12327. case AM_TWILIGHT2:
  12328. case AM_TWILIGHT3:
  12329. return false;
  12330. }
  12331. break;
  12332. case GN_MIX_COOKING:
  12333. case GN_MAKEBOMB:
  12334. case GN_S_PHARMACY:
  12335. case GN_CHANGEMATERIAL:
  12336. if( sd->menuskill_id != skill_id )
  12337. return false;
  12338. break;
  12339. }
  12340. status = &sd->battle_status;
  12341. sc = &sd->sc;
  12342. if( !sc->count )
  12343. sc = NULL;
  12344. if( sd->skillitem == skill_id )
  12345. {
  12346. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12347. sd->state.abra_flag = 0;
  12348. else
  12349. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12350. if( (i = sd->itemindex) == -1 ||
  12351. sd->status.inventory[i].nameid != sd->itemid ||
  12352. sd->inventory_data[i] == NULL ||
  12353. !sd->inventory_data[i]->flag.delay_consume ||
  12354. sd->status.inventory[i].amount < 1
  12355. )
  12356. { //Something went wrong, item exploit?
  12357. sd->itemid = sd->itemindex = -1;
  12358. return false;
  12359. }
  12360. //Consume
  12361. sd->itemid = sd->itemindex = -1;
  12362. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12363. ; //Do not consume item.
  12364. else if( sd->status.inventory[i].expire_time == 0 )
  12365. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12366. }
  12367. return true;
  12368. }
  12369. if( pc_is90overweight(sd) ) {
  12370. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12371. return false;
  12372. }
  12373. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12374. return false;
  12375. //Checks if disabling skill - in which case no SP requirements are necessary
  12376. if( sc && skill_disable_check(sc,skill_id))
  12377. return true;
  12378. inf3 = skill_get_inf3(skill_id);
  12379. // Check the skills that can be used while mounted on a warg
  12380. if( pc_isridingwug(sd) ) {
  12381. if(!(inf3&INF3_USABLE_WARG))
  12382. return false; // in official there is no message.
  12383. }
  12384. if( pc_ismadogear(sd) ) {
  12385. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12386. //Only Mechanic exlcusive skill can be used.
  12387. if(inf3&INF3_DIS_MADO){
  12388. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12389. return false;
  12390. }
  12391. }
  12392. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12393. return false;
  12394. require = skill_get_requirement(sd,skill_id,skill_lv);
  12395. //Can only update state when weapon/arrow info is checked.
  12396. sd->state.arrow_atk = require.ammo?1:0;
  12397. // perform skill-group checks
  12398. inf2 = skill_get_inf2(skill_id);
  12399. if(inf2&INF2_CHORUS_SKILL) {
  12400. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  12401. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12402. return false;
  12403. }
  12404. }
  12405. else if(inf2&INF2_ENSEMBLE_SKILL) {
  12406. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  12407. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12408. return false;
  12409. }
  12410. }
  12411. // perform skill-specific checks (and actions)
  12412. switch( skill_id ) {
  12413. case SO_SPELLFIST:
  12414. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  12415. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12416. return false;
  12417. }
  12418. case SA_CASTCANCEL:
  12419. if(sd->ud.skilltimer == INVALID_TIMER) {
  12420. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12421. return false;
  12422. }
  12423. break;
  12424. case AS_CLOAKING:
  12425. {
  12426. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  12427. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  12428. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12429. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12430. int i;
  12431. ARR_FIND( 0, 8, i, map_getcell(sd->bl.m, sd->bl.x+dx[i], sd->bl.y+dy[i], CELL_CHKNOPASS) != 0 );
  12432. if( i == 8 ) {
  12433. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12434. return false;
  12435. }
  12436. }
  12437. break;
  12438. }
  12439. case AL_WARP:
  12440. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  12441. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  12442. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  12443. return false;
  12444. }
  12445. break;
  12446. case MO_CALLSPIRITS:
  12447. if(sc && sc->data[SC_RAISINGDRAGON])
  12448. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  12449. if(sd->spiritball >= skill_lv) {
  12450. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12451. return false;
  12452. }
  12453. break;
  12454. case MO_FINGEROFFENSIVE:
  12455. case GS_FLING:
  12456. case SR_RAMPAGEBLASTER:
  12457. case SR_RIDEINLIGHTNING:
  12458. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  12459. sd->spiritball_old = require.spiritball = sd->spiritball;
  12460. else
  12461. sd->spiritball_old = require.spiritball;
  12462. break;
  12463. case MO_CHAINCOMBO:
  12464. if(!sc)
  12465. return false;
  12466. if(sc->data[SC_BLADESTOP])
  12467. break;
  12468. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  12469. break;
  12470. return false;
  12471. case MO_COMBOFINISH:
  12472. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  12473. return false;
  12474. break;
  12475. case CH_TIGERFIST:
  12476. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  12477. return false;
  12478. break;
  12479. case CH_CHAINCRUSH:
  12480. if(!(sc && sc->data[SC_COMBO]))
  12481. return false;
  12482. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  12483. return false;
  12484. break;
  12485. case MO_EXTREMITYFIST:
  12486. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  12487. // return false;
  12488. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  12489. break;
  12490. if( sc && sc->data[SC_COMBO] ) {
  12491. switch(sc->data[SC_COMBO]->val1) {
  12492. case MO_COMBOFINISH:
  12493. case CH_TIGERFIST:
  12494. case CH_CHAINCRUSH:
  12495. break;
  12496. default:
  12497. return false;
  12498. }
  12499. }
  12500. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  12501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12502. return false;
  12503. }
  12504. break;
  12505. case TK_MISSION:
  12506. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  12507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12508. return false;
  12509. }
  12510. break;
  12511. case TK_READYCOUNTER:
  12512. case TK_READYDOWN:
  12513. case TK_READYSTORM:
  12514. case TK_READYTURN:
  12515. case TK_JUMPKICK:
  12516. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  12517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12518. return false;
  12519. }
  12520. break;
  12521. case TK_TURNKICK:
  12522. case TK_STORMKICK:
  12523. case TK_DOWNKICK:
  12524. case TK_COUNTER:
  12525. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  12526. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  12527. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  12528. return false; //Combo needs to be ready
  12529. if (sc->data[SC_COMBO]->val3) { //Kick chain
  12530. //Do not repeat a kick.
  12531. if (sc->data[SC_COMBO]->val3 != skill_id)
  12532. break;
  12533. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  12534. return false;
  12535. }
  12536. if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  12537. unit_cancel_combo(&sd->bl);
  12538. return false;
  12539. }
  12540. break; //Combo ready.
  12541. case BD_ADAPTATION:
  12542. {
  12543. int time;
  12544. if(!(sc && sc->data[SC_DANCING])) {
  12545. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12546. return false;
  12547. }
  12548. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  12549. if (skill_get_time(
  12550. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  12551. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  12552. - time < skill_get_time2(skill_id,skill_lv))
  12553. {
  12554. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12555. return false;
  12556. }
  12557. }
  12558. break;
  12559. case PR_BENEDICTIO:
  12560. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  12561. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12562. return false;
  12563. }
  12564. break;
  12565. case SL_SMA:
  12566. if(!(sc && sc->data[SC_SMA]))
  12567. return false;
  12568. break;
  12569. case HT_POWER:
  12570. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  12571. return false;
  12572. break;
  12573. case CG_HERMODE:
  12574. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  12575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12576. return false;
  12577. }
  12578. break;
  12579. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  12580. {
  12581. int i,range = skill_get_splash(skill_id, skill_lv)+1;
  12582. int size = range*2+1;
  12583. for (i=0;i<size*size;i++) {
  12584. int x = sd->bl.x+(i%size-range);
  12585. int y = sd->bl.y+(i/size-range);
  12586. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  12587. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12588. return false;
  12589. }
  12590. }
  12591. }
  12592. break;
  12593. case PR_REDEMPTIO:
  12594. {
  12595. int exp;
  12596. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  12597. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  12598. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  12599. return false;
  12600. }
  12601. break;
  12602. }
  12603. case HP_BASILICA:
  12604. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  12605. if( sd ) {
  12606. int i,range = skill_get_unit_range(skill_id,skill_lv)+1;
  12607. int size = range*2+1;
  12608. for( i=0;i<size*size;i++ ) {
  12609. int x = sd->bl.x+(i%size-range);
  12610. int y = sd->bl.y+(i/size-range);
  12611. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  12612. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12613. return false;
  12614. }
  12615. }
  12616. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  12617. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12618. return false;
  12619. }
  12620. }
  12621. }
  12622. break;
  12623. case AM_TWILIGHT2:
  12624. case AM_TWILIGHT3:
  12625. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  12626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12627. return false;
  12628. }
  12629. break;
  12630. case SG_SUN_WARM:
  12631. case SG_MOON_WARM:
  12632. case SG_STAR_WARM:
  12633. if (sc && sc->data[SC_MIRACLE])
  12634. break;
  12635. i = skill_id-SG_SUN_WARM;
  12636. if (sd->bl.m == sd->feel_map[i].m)
  12637. break;
  12638. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12639. return false;
  12640. break;
  12641. case SG_SUN_COMFORT:
  12642. case SG_MOON_COMFORT:
  12643. case SG_STAR_COMFORT:
  12644. if (sc && sc->data[SC_MIRACLE])
  12645. break;
  12646. i = skill_id-SG_SUN_COMFORT;
  12647. if (sd->bl.m == sd->feel_map[i].m &&
  12648. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  12649. break;
  12650. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12651. return false;
  12652. case SG_FUSION:
  12653. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  12654. break;
  12655. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  12656. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  12657. if( require.sp > 0 ) {
  12658. if (status->sp < (unsigned int)require.sp)
  12659. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12660. else
  12661. status_zap(&sd->bl, 0, require.sp);
  12662. }
  12663. return false;
  12664. case GD_BATTLEORDER:
  12665. case GD_REGENERATION:
  12666. case GD_RESTORE:
  12667. if (!map_flag_gvg2(sd->bl.m)) {
  12668. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12669. return false;
  12670. }
  12671. case GD_EMERGENCYCALL:
  12672. case GD_ITEMEMERGENCYCALL:
  12673. // other checks were already done in skill_isNotOk()
  12674. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  12675. return false;
  12676. break;
  12677. case GS_GLITTERING:
  12678. if(sd->spiritball >= 10) {
  12679. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12680. return false;
  12681. }
  12682. break;
  12683. case NJ_ISSEN:
  12684. #ifdef RENEWAL
  12685. if (status->hp < (status->hp/100)) {
  12686. #else
  12687. if (status->hp < 2) {
  12688. #endif
  12689. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12690. return false;
  12691. }
  12692. case NJ_BUNSINJYUTSU:
  12693. if (!(sc && sc->data[SC_NEN])) {
  12694. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12695. return false;
  12696. }
  12697. break;
  12698. case NJ_ZENYNAGE:
  12699. case KO_MUCHANAGE:
  12700. if(sd->status.zeny < require.zeny) {
  12701. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12702. return false;
  12703. }
  12704. break;
  12705. case PF_HPCONVERSION:
  12706. if (status->sp == status->max_sp)
  12707. return false; //Unusable when at full SP.
  12708. break;
  12709. case AM_CALLHOMUN: //Can't summon if a hom is already out
  12710. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  12711. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12712. return false;
  12713. }
  12714. break;
  12715. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  12716. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  12717. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12718. return false;
  12719. }
  12720. break;
  12721. /**
  12722. * Arch Bishop
  12723. **/
  12724. case AB_ANCILLA:
  12725. {
  12726. int count = 0;
  12727. for( i = 0; i < MAX_INVENTORY; i ++ )
  12728. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  12729. count += sd->status.inventory[i].amount;
  12730. if( count >= 3 ) {
  12731. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  12732. return false;
  12733. }
  12734. }
  12735. break;
  12736. /**
  12737. * Keeping as a note:
  12738. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  12739. **/
  12740. //case AB_LAUDAAGNUS:
  12741. //case AB_LAUDARAMUS:
  12742. // if( !sd->status.party_id ) {
  12743. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12744. // return false;
  12745. // }
  12746. // break;
  12747. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  12748. /**
  12749. * Warlock
  12750. **/
  12751. case WL_COMET:
  12752. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  12753. && sd->special_state.no_gemstone == 0
  12754. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  12755. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  12756. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12757. return false;
  12758. }
  12759. break;
  12760. case WL_SUMMONFB:
  12761. case WL_SUMMONBL:
  12762. case WL_SUMMONWB:
  12763. case WL_SUMMONSTONE:
  12764. if( sc ) {
  12765. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  12766. if( i == SC_SPHERE_5+1 ) { // No more free slots
  12767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  12768. return false;
  12769. }
  12770. }
  12771. break;
  12772. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  12773. if( sc ) {
  12774. int j = 0;
  12775. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  12776. if( sc->data[i] ) {
  12777. j++;
  12778. }
  12779. if( j < 4 ) { // Need 4 spheres minimum
  12780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12781. return false;
  12782. }
  12783. }
  12784. else { // no status at all? no spheres present
  12785. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12786. return false;
  12787. }
  12788. break;
  12789. /**
  12790. * Guillotine Cross
  12791. **/
  12792. case GC_HALLUCINATIONWALK:
  12793. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  12794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12795. return false;
  12796. }
  12797. break;
  12798. case GC_COUNTERSLASH:
  12799. case GC_WEAPONCRUSH:
  12800. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  12801. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  12802. return false;
  12803. }
  12804. break;
  12805. /**
  12806. * Ranger
  12807. **/
  12808. case RA_WUGMASTERY:
  12809. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  12810. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12811. return false;
  12812. }
  12813. break;
  12814. case RA_WUGSTRIKE:
  12815. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  12816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12817. return false;
  12818. }
  12819. break;
  12820. case RA_WUGRIDER:
  12821. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  12822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12823. return false;
  12824. }
  12825. break;
  12826. case RA_WUGDASH:
  12827. if(!pc_isridingwug(sd)) {
  12828. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12829. return false;
  12830. }
  12831. break;
  12832. /**
  12833. * Royal Guard
  12834. **/
  12835. case LG_BANDING:
  12836. if( sc && sc->data[SC_INSPIRATION] ) {
  12837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12838. return false;
  12839. }
  12840. break;
  12841. case LG_PRESTIGE:
  12842. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  12843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12844. return false;
  12845. }
  12846. break;
  12847. case LG_RAGEBURST:
  12848. if( sd->spiritball == 0 ) {
  12849. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  12850. return false;
  12851. }
  12852. sd->spiritball_old = require.spiritball = sd->spiritball;
  12853. break;
  12854. case LG_RAYOFGENESIS:
  12855. if( sc && sc->data[SC_INSPIRATION] )
  12856. return true; // Don't check for partner.
  12857. if( !(sc && sc->data[SC_BANDING]) ) {
  12858. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12859. return false;
  12860. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  12861. return false; // Just fails, no msg here.
  12862. break;
  12863. case LG_HESPERUSLIT:
  12864. if( !sc || !sc->data[SC_BANDING] ) {
  12865. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12866. return false;
  12867. }
  12868. break;
  12869. case SR_FALLENEMPIRE:
  12870. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  12871. return false;
  12872. break;
  12873. case SR_CRESCENTELBOW:
  12874. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  12875. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  12876. return false;
  12877. }
  12878. break;
  12879. case SR_CURSEDCIRCLE:
  12880. if (map_flag_gvg(sd->bl.m)) {
  12881. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  12882. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  12883. char output[128];
  12884. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  12885. clif_colormes(sd,color_table[COLOR_RED], output);
  12886. return false;
  12887. }
  12888. }
  12889. if( sd->spiritball > 0 )
  12890. sd->spiritball_old = require.spiritball = sd->spiritball;
  12891. else {
  12892. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12893. return false;
  12894. }
  12895. break;
  12896. case SR_GATEOFHELL:
  12897. if( sd->spiritball > 0 )
  12898. sd->spiritball_old = require.spiritball;
  12899. break;
  12900. case SC_MANHOLE:
  12901. case SC_DIMENSIONDOOR:
  12902. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  12903. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12904. return false;
  12905. }
  12906. break;
  12907. case WM_GREAT_ECHO: {
  12908. int count;
  12909. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  12910. if( count < 1 ) {
  12911. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  12912. return false;
  12913. } else
  12914. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  12915. }
  12916. break;
  12917. case SO_FIREWALK:
  12918. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  12919. if( sc && sc->data[SC_PROPERTYWALK] &&
  12920. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  12921. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12922. return false;
  12923. }
  12924. break;
  12925. case SO_EL_CONTROL:
  12926. if( !sd->status.ele_id || !sd->ed ) {
  12927. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12928. return false;
  12929. }
  12930. break;
  12931. case RETURN_TO_ELDICASTES:
  12932. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  12933. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12934. return false;
  12935. }
  12936. break;
  12937. case LG_REFLECTDAMAGE:
  12938. case CR_REFLECTSHIELD:
  12939. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  12940. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12941. return false;
  12942. }
  12943. break;
  12944. case KO_KAHU_ENTEN:
  12945. case KO_HYOUHU_HUBUKI:
  12946. case KO_KAZEHU_SEIRAN:
  12947. case KO_DOHU_KOUKAI:
  12948. {
  12949. int ttype = skill_get_ele(skill_id, skill_lv);
  12950. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  12951. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ) {
  12952. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12953. return false;
  12954. }
  12955. }
  12956. break;
  12957. case KO_KAIHOU:
  12958. case KO_ZENKAI:
  12959. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  12960. if( i > 4 ) {
  12961. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12962. return false;
  12963. }
  12964. break;
  12965. }
  12966. /* check state required */
  12967. switch (require.state) {
  12968. case ST_HIDDEN:
  12969. if(!pc_ishiding(sd)) {
  12970. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12971. return false;
  12972. }
  12973. break;
  12974. case ST_RIDING:
  12975. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  12976. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12977. return false;
  12978. }
  12979. break;
  12980. case ST_FALCON:
  12981. if(!pc_isfalcon(sd)) {
  12982. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12983. return false;
  12984. }
  12985. break;
  12986. case ST_CART:
  12987. if(!pc_iscarton(sd)) {
  12988. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  12989. return false;
  12990. }
  12991. break;
  12992. case ST_SHIELD:
  12993. if(sd->status.shield <= 0) {
  12994. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12995. return false;
  12996. }
  12997. break;
  12998. case ST_RECOV_WEIGHT_RATE:
  12999. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13000. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13001. return false;
  13002. }
  13003. break;
  13004. case ST_MOVE_ENABLE:
  13005. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13006. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13007. if (!unit_can_move(&sd->bl)) {
  13008. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13009. return false;
  13010. }
  13011. break;
  13012. case ST_WATER:
  13013. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13014. break;
  13015. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13016. break;
  13017. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13018. return false;
  13019. case ST_RIDINGDRAGON:
  13020. if( !pc_isridingdragon(sd) ) {
  13021. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13022. return false;
  13023. }
  13024. break;
  13025. case ST_WUG:
  13026. if( !pc_iswug(sd) ) {
  13027. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13028. return false;
  13029. }
  13030. break;
  13031. case ST_RIDINGWUG:
  13032. if( !pc_isridingwug(sd) ) {
  13033. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13034. return false;
  13035. }
  13036. break;
  13037. case ST_MADO:
  13038. if( !pc_ismadogear(sd) ) {
  13039. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13040. return false;
  13041. }
  13042. break;
  13043. case ST_ELEMENTALSPIRIT:
  13044. if(!sd->ed) {
  13045. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13046. return false;
  13047. }
  13048. break;
  13049. case ST_PECO:
  13050. if(!pc_isriding(sd)) {
  13051. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13052. return false;
  13053. }
  13054. break;
  13055. }
  13056. /* check the status required */
  13057. if (require.status_count) {
  13058. uint8 i;
  13059. /* May has multiple requirements */
  13060. //if (!sc) {
  13061. // clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  13062. // return false;
  13063. //}
  13064. for (i = 0; i < require.status_count; i++) {
  13065. enum sc_type req_sc = require.status[i];
  13066. if (req_sc == SC_NONE)
  13067. continue;
  13068. switch (req_sc) {
  13069. /* Official fail msg */
  13070. case SC_PUSH_CART:
  13071. if (!sc || !sc->data[SC_PUSH_CART]) {
  13072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13073. return false;
  13074. }
  13075. break;
  13076. case SC_POISONINGWEAPON:
  13077. if (!sc || !sc->data[SC_POISONINGWEAPON]) {
  13078. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  13079. return false;
  13080. }
  13081. break;
  13082. default:
  13083. if (!sc || !sc->data[req_sc]) {
  13084. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  13085. return false;
  13086. }
  13087. break;
  13088. }
  13089. }
  13090. }
  13091. //check if equiped item
  13092. if (require.eqItem_count) {
  13093. for (i = 0; i < require.eqItem_count; i++) {
  13094. int reqeqit = require.eqItem[i];
  13095. if(!reqeqit) break; //no more required item get out of here
  13096. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13097. char output[128];
  13098. //Official use msgstringtable.txt for each skill failure
  13099. sprintf(output,msg_txt(sd,722),itemdb_jname(reqeqit));
  13100. clif_colormes(sd,color_table[COLOR_RED],output);
  13101. return false;
  13102. }
  13103. }
  13104. }
  13105. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13106. //mhp is the max-hp-requirement, that is,
  13107. //you must have this % or less of HP to cast it.
  13108. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13109. return false;
  13110. }
  13111. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13112. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13113. return false;
  13114. }
  13115. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13116. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13117. return false;
  13118. }
  13119. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13120. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13121. return false;
  13122. }
  13123. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13124. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13125. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13126. return false;
  13127. }
  13128. return true;
  13129. }
  13130. /** Check skill condition when cast end.
  13131. * NOTE: Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13132. * @param sd Player who uses skill
  13133. * @param skill_id ID of used skill
  13134. * @param skill_lv Level of used skill
  13135. * @return true: All condition passed, false: Failed
  13136. */
  13137. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  13138. struct skill_condition require;
  13139. struct status_data *status;
  13140. int i;
  13141. int index[MAX_SKILL_ITEM_REQUIRE];
  13142. nullpo_retr(false,sd);
  13143. if( sd->chatID )
  13144. return false;
  13145. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13146. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13147. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13148. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13149. return true;
  13150. }
  13151. switch( sd->menuskill_id ) { // Cast start or cast end??
  13152. case AM_PHARMACY:
  13153. switch( skill_id ) {
  13154. case AM_PHARMACY:
  13155. case AC_MAKINGARROW:
  13156. case BS_REPAIRWEAPON:
  13157. case AM_TWILIGHT1:
  13158. case AM_TWILIGHT2:
  13159. case AM_TWILIGHT3:
  13160. return false;
  13161. }
  13162. break;
  13163. case GN_MIX_COOKING:
  13164. case GN_MAKEBOMB:
  13165. case GN_S_PHARMACY:
  13166. case GN_CHANGEMATERIAL:
  13167. if( sd->menuskill_id != skill_id )
  13168. return false;
  13169. break;
  13170. }
  13171. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13172. return true;
  13173. if( pc_is90overweight(sd) ) {
  13174. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13175. return false;
  13176. }
  13177. // perform skill-specific checks (and actions)
  13178. switch( skill_id ) {
  13179. case PR_BENEDICTIO:
  13180. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13181. break;
  13182. case AM_CANNIBALIZE:
  13183. case AM_SPHEREMINE: {
  13184. int c=0;
  13185. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13186. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13187. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13188. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13189. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13190. if(c >= maxcount ||
  13191. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13192. { //Fails when: exceed max limit. There are other plant types already out.
  13193. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13194. return false;
  13195. }
  13196. }
  13197. break;
  13198. }
  13199. case NC_SILVERSNIPER:
  13200. case NC_MAGICDECOY: {
  13201. int c = 0;
  13202. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13203. int mob_class = MOBID_SILVERSNIPER;
  13204. if( skill_id == NC_MAGICDECOY )
  13205. mob_class = MOBID_MAGICDECOY_FIRE;
  13206. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13207. if( skill_id == NC_MAGICDECOY ) {
  13208. int j;
  13209. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13210. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13211. } else
  13212. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13213. if( c >= maxcount ) {
  13214. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13215. return false;
  13216. }
  13217. }
  13218. }
  13219. break;
  13220. case KO_ZANZOU: {
  13221. int c = 0;
  13222. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
  13223. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i)
  13224. {
  13225. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13226. return false;
  13227. }
  13228. break;
  13229. }
  13230. }
  13231. status = &sd->battle_status;
  13232. require = skill_get_requirement(sd,skill_id,skill_lv);
  13233. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13234. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13235. return false;
  13236. }
  13237. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13238. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13239. return false;
  13240. }
  13241. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13242. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13243. clif_arrow_fail(sd,0);
  13244. return false;
  13245. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13246. char e_msg[100];
  13247. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13249. return false;
  13250. }
  13251. else if (require.ammo&(1<<AMMO_KUNAI)) {
  13252. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  13253. return false;
  13254. }
  13255. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13256. skill_get_desc(skill_id),
  13257. require.ammo_qty,
  13258. itemdb_jname(sd->status.inventory[i].nameid));
  13259. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13260. return false;
  13261. }
  13262. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13263. //which is the closest we have to wrong ammo type. [Skotlex]
  13264. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13265. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13266. return false;
  13267. }
  13268. }
  13269. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13270. if( !require.itemid[i] )
  13271. continue;
  13272. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13273. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13274. //if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13275. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  13276. //else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13277. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  13278. //else {
  13279. //Official is using msgstringtable.txt for each requirement failure
  13280. char output[CHAT_SIZE_MAX];
  13281. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13282. //sprintf(output, "You need itemid=%d, amount=%d", require.itemid[i], require.amount[i]);
  13283. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  13284. clif_colormes(sd,color_table[COLOR_RED],output);
  13285. //}
  13286. return false;
  13287. }
  13288. }
  13289. return true;
  13290. }
  13291. /** Consume skill requirement
  13292. * @param sd Player who uses the skill
  13293. * @param skill_id ID of used skill
  13294. * @param skill_lv Level of used skill
  13295. * @param type Consume type
  13296. * type&1: consume the others (before skill was used);
  13297. * type&2: consume items (after skill was used)
  13298. */
  13299. void skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13300. {
  13301. struct skill_condition req;
  13302. nullpo_retv(sd);
  13303. req = skill_get_requirement(sd,skill_id,skill_lv);
  13304. if( type&1 ) {
  13305. switch( skill_id ) {
  13306. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13307. case MC_IDENTIFY:
  13308. case RL_D_TAIL:
  13309. req.sp = 0;
  13310. break;
  13311. case GS_DESPERADO:
  13312. if (sd->skill_id_old == RL_FALLEN_ANGEL) //Don't consume SP if triggered by Fallen Angel
  13313. req.sp = 0;
  13314. break;
  13315. default:
  13316. if(sd->state.autocast)
  13317. req.sp = 0;
  13318. break;
  13319. }
  13320. if(req.hp || req.sp)
  13321. status_zap(&sd->bl, req.hp, req.sp);
  13322. if(req.spiritball > 0)
  13323. pc_delspiritball(sd,req.spiritball,0);
  13324. else if(req.spiritball == -1) {
  13325. sd->spiritball_old = sd->spiritball;
  13326. pc_delspiritball(sd,sd->spiritball,0);
  13327. }
  13328. if(req.zeny > 0)
  13329. {
  13330. if( skill_id == NJ_ZENYNAGE )
  13331. req.zeny = 0; //Zeny is reduced on skill_attack.
  13332. if( sd->status.zeny < req.zeny )
  13333. req.zeny = sd->status.zeny;
  13334. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  13335. }
  13336. }
  13337. if( type&2 ) {
  13338. struct status_change *sc = &sd->sc;
  13339. int n,i;
  13340. if( !sc->count )
  13341. sc = NULL;
  13342. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13343. {
  13344. if( !req.itemid[i] )
  13345. continue;
  13346. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13347. continue; //Gemstones are checked, but not substracted from inventory.
  13348. switch( skill_id ){
  13349. case SA_SEISMICWEAPON:
  13350. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13351. continue;
  13352. break;
  13353. case SA_FLAMELAUNCHER:
  13354. case SA_VOLCANO:
  13355. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13356. continue;
  13357. break;
  13358. case SA_FROSTWEAPON:
  13359. case SA_DELUGE:
  13360. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13361. continue;
  13362. break;
  13363. case SA_LIGHTNINGLOADER:
  13364. case SA_VIOLENTGALE:
  13365. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13366. continue;
  13367. case RL_H_MINE:
  13368. if (sd->flicker)
  13369. continue;
  13370. break;
  13371. }
  13372. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  13373. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  13374. }
  13375. }
  13376. }
  13377. /**
  13378. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  13379. * @param sd Player's that will be checked
  13380. * @param skill_id Skill that's being used
  13381. * @param skill_lv Skill level of used skill
  13382. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  13383. */
  13384. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13385. {
  13386. struct skill_condition req;
  13387. struct status_data *status;
  13388. struct status_change *sc;
  13389. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  13390. uint16 idx;
  13391. memset(&req,0,sizeof(req));
  13392. if( !sd )
  13393. return req;
  13394. if( sd->skillitem == skill_id )
  13395. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  13396. sc = &sd->sc;
  13397. if( !sc->count )
  13398. sc = NULL;
  13399. //Checks if disabling skill - in which case no SP requirements are necessary
  13400. if( sc && skill_disable_check(sc,skill_id) )
  13401. return req;
  13402. idx = skill_get_index(skill_id);
  13403. if( idx == 0 ) // invalid skill id
  13404. return req;
  13405. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  13406. return req;
  13407. status = &sd->battle_status;
  13408. req.hp = skill_db[idx].require.hp[skill_lv-1];
  13409. hp_rate = skill_db[idx].require.hp_rate[skill_lv-1];
  13410. if(hp_rate > 0)
  13411. req.hp += (status->hp * hp_rate)/100;
  13412. else
  13413. req.hp += (status->max_hp * (-hp_rate))/100;
  13414. req.sp = skill_db[idx].require.sp[skill_lv-1];
  13415. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  13416. req.sp /= 2;
  13417. sp_rate = skill_db[idx].require.sp_rate[skill_lv-1];
  13418. if(sp_rate > 0)
  13419. req.sp += (status->sp * sp_rate)/100;
  13420. else
  13421. req.sp += (status->max_sp * (-sp_rate))/100;
  13422. if( sd->dsprate != 100 )
  13423. req.sp = req.sp * sd->dsprate / 100;
  13424. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  13425. if( i < ARRAYLENGTH(sd->skillusesprate) )
  13426. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  13427. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  13428. if( i < ARRAYLENGTH(sd->skillusesp) )
  13429. req.sp -= sd->skillusesp[i].val;
  13430. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  13431. if( sc ) {
  13432. if( sc->data[SC__LAZINESS] )
  13433. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  13434. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  13435. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  13436. if( sc->data[SC_RECOGNIZEDSPELL] )
  13437. req.sp += req.sp / 4;
  13438. if( sc->data[SC_OFFERTORIUM])
  13439. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  13440. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  13441. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  13442. }
  13443. req.zeny = skill_db[idx].require.zeny[skill_lv-1];
  13444. if( sc && sc->data[SC__UNLUCKY] ) {
  13445. if(sc->data[SC__UNLUCKY]->val1 < 3)
  13446. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  13447. else
  13448. req.zeny += 1000;
  13449. }
  13450. req.spiritball = skill_db[idx].require.spiritball[skill_lv-1];
  13451. req.state = skill_db[idx].require.state;
  13452. req.mhp = skill_db[idx].require.mhp[skill_lv-1];
  13453. req.weapon = skill_db[idx].require.weapon;
  13454. req.ammo_qty = skill_db[idx].require.ammo_qty[skill_lv-1];
  13455. if (req.ammo_qty)
  13456. req.ammo = skill_db[idx].require.ammo;
  13457. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  13458. { //Assume this skill is using the weapon, therefore it requires arrows.
  13459. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  13460. req.ammo_qty = 1;
  13461. }
  13462. req.status_count = skill_db[idx].require.status_count;
  13463. req.status = skill_db[idx].require.status;
  13464. req.eqItem_count = skill_db[idx].require.eqItem_count;
  13465. req.eqItem = skill_db[idx].require.eqItem;
  13466. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  13467. if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
  13468. continue;
  13469. switch( skill_id ) {
  13470. case AM_CALLHOMUN:
  13471. if (sd->status.hom_id) //Don't delete items when hom is already out.
  13472. continue;
  13473. break;
  13474. case NC_SHAPESHIFT:
  13475. if( i < 4 )
  13476. continue;
  13477. break;
  13478. case WZ_FIREPILLAR: // celest
  13479. if (skill_lv <= 5) // no gems required at level 1-5
  13480. continue;
  13481. break;
  13482. case AB_ADORAMUS:
  13483. 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)) )
  13484. continue;
  13485. break;
  13486. case WL_COMET:
  13487. 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)) )
  13488. continue;
  13489. break;
  13490. case GN_FIRE_EXPANSION:
  13491. if( i < 5 )
  13492. continue;
  13493. break;
  13494. case SO_SUMMON_AGNI:
  13495. case SO_SUMMON_AQUA:
  13496. case SO_SUMMON_VENTUS:
  13497. case SO_SUMMON_TERA:
  13498. case SO_WATER_INSIGNIA:
  13499. case SO_FIRE_INSIGNIA:
  13500. case SO_WIND_INSIGNIA:
  13501. case SO_EARTH_INSIGNIA:
  13502. if( i < 3 )
  13503. continue;
  13504. break;
  13505. }
  13506. req.itemid[i] = skill_db[idx].require.itemid[i];
  13507. req.amount[i] = skill_db[idx].require.amount[i];
  13508. // Check requirement for gemstone.
  13509. if (itemid_isgemstone(req.itemid[i])) {
  13510. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  13511. req.itemid[i] = req.amount[i] = 0;
  13512. else {
  13513. if( sd->special_state.no_gemstone )
  13514. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  13515. if( skill_id != SA_ABRACADABRA )
  13516. req.itemid[i] = req.amount[i] = 0;
  13517. else if( --req.amount[i] < 1 )
  13518. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13519. }
  13520. if(sc && sc->data[SC_INTOABYSS])
  13521. {
  13522. if( skill_id != SA_ABRACADABRA )
  13523. req.itemid[i] = req.amount[i] = 0;
  13524. else if( --req.amount[i] < 1 )
  13525. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13526. }
  13527. }
  13528. }
  13529. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  13530. int16 itIndex;
  13531. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  13532. req.itemid[i] = ITEMID_TRAP_ALLOY;
  13533. req.amount[i] = 1;
  13534. }
  13535. break;
  13536. }
  13537. }
  13538. /* requirements are level-dependent */
  13539. switch( skill_id ) {
  13540. case NC_SHAPESHIFT:
  13541. case GN_FIRE_EXPANSION:
  13542. case SO_SUMMON_AGNI:
  13543. case SO_SUMMON_AQUA:
  13544. case SO_SUMMON_VENTUS:
  13545. case SO_SUMMON_TERA:
  13546. case SO_WATER_INSIGNIA:
  13547. case SO_FIRE_INSIGNIA:
  13548. case SO_WIND_INSIGNIA:
  13549. case SO_EARTH_INSIGNIA:
  13550. req.itemid[skill_lv-1] = skill_db[idx].require.itemid[skill_lv-1];
  13551. req.amount[skill_lv-1] = skill_db[idx].require.amount[skill_lv-1];
  13552. break;
  13553. }
  13554. if (skill_id == NC_REPAIR) {
  13555. switch(skill_lv) {
  13556. case 1:
  13557. case 2:
  13558. req.itemid[1] = ITEMID_REPAIR_A;
  13559. break;
  13560. case 3:
  13561. case 4:
  13562. req.itemid[1] = ITEMID_REPAIR_B;
  13563. break;
  13564. case 5:
  13565. req.itemid[1] = ITEMID_REPAIR_C;
  13566. break;
  13567. }
  13568. req.amount[1] = 1;
  13569. }
  13570. // Check for cost reductions due to skills & SCs
  13571. switch(skill_id) {
  13572. case MC_MAMMONITE:
  13573. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  13574. req.zeny -= req.zeny*10/100;
  13575. break;
  13576. case AL_HOLYLIGHT:
  13577. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  13578. req.sp *= 5;
  13579. break;
  13580. case SL_SMA:
  13581. case SL_STUN:
  13582. case SL_STIN:
  13583. {
  13584. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  13585. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  13586. break;
  13587. if(sd->status.base_level>=90)
  13588. req.sp -= req.sp*7*kaina_lv/100;
  13589. else if(sd->status.base_level>=80)
  13590. req.sp -= req.sp*5*kaina_lv/100;
  13591. else if(sd->status.base_level>=70)
  13592. req.sp -= req.sp*3*kaina_lv/100;
  13593. }
  13594. break;
  13595. case MO_TRIPLEATTACK:
  13596. case MO_CHAINCOMBO:
  13597. case MO_COMBOFINISH:
  13598. case CH_TIGERFIST:
  13599. case CH_CHAINCRUSH:
  13600. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  13601. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  13602. break;
  13603. case MO_BODYRELOCATION:
  13604. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  13605. req.spiritball = 0;
  13606. break;
  13607. case MO_EXTREMITYFIST:
  13608. if( sc )
  13609. {
  13610. if( sc->data[SC_BLADESTOP] )
  13611. req.spiritball--;
  13612. else if( sc->data[SC_COMBO] )
  13613. {
  13614. switch( sc->data[SC_COMBO]->val1 )
  13615. {
  13616. case MO_COMBOFINISH:
  13617. req.spiritball = 4;
  13618. break;
  13619. case CH_TIGERFIST:
  13620. req.spiritball = 3;
  13621. break;
  13622. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  13623. req.spiritball = sd->spiritball?sd->spiritball:1;
  13624. break;
  13625. }
  13626. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  13627. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  13628. }
  13629. break;
  13630. case SR_RAMPAGEBLASTER:
  13631. req.spiritball = sd->spiritball?sd->spiritball:15;
  13632. break;
  13633. case SR_GATEOFHELL:
  13634. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  13635. req.sp -= req.sp * 10 / 100;
  13636. break;
  13637. case SO_SUMMON_AGNI:
  13638. case SO_SUMMON_AQUA:
  13639. case SO_SUMMON_VENTUS:
  13640. case SO_SUMMON_TERA:
  13641. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  13642. break;
  13643. case SO_PSYCHIC_WAVE:
  13644. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  13645. req.sp += req.sp * 50 / 100;
  13646. break;
  13647. }
  13648. //Check if player is using the copied skill [Cydh]
  13649. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  13650. uint16 req_opt = skill_db[idx].copyable.req_opt;
  13651. if (req_opt&0x0001) req.hp = 0;
  13652. if (req_opt&0x0002) req.mhp = 0;
  13653. if (req_opt&0x0004) req.sp = 0;
  13654. if (req_opt&0x0008) req.hp_rate = 0;
  13655. if (req_opt&0x0010) req.sp_rate = 0;
  13656. if (req_opt&0x0020) req.zeny = 0;
  13657. if (req_opt&0x0040) req.weapon = 0;
  13658. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  13659. if (req_opt&0x0100) req.state = ST_NONE;
  13660. if (req_opt&0x0200) req.status_count = 0;
  13661. if (req_opt&0x0400) req.spiritball = 0;
  13662. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  13663. if (req_opt&0x1000) req.eqItem_count = 0;
  13664. }
  13665. return req;
  13666. }
  13667. /*==========================================
  13668. * Does cast-time reductions based on dex, item bonuses and config setting
  13669. *------------------------------------------*/
  13670. int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  13671. int time = skill_get_cast(skill_id, skill_lv);
  13672. nullpo_ret(bl);
  13673. #ifndef RENEWAL_CAST
  13674. {
  13675. struct map_session_data *sd;
  13676. sd = BL_CAST(BL_PC, bl);
  13677. // calculate base cast time (reduced by dex)
  13678. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  13679. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13680. if( scale > 0 ) // not instant cast
  13681. time = time * scale / battle_config.castrate_dex_scale;
  13682. else
  13683. return 0; // instant cast
  13684. }
  13685. // calculate cast time reduced by item/card bonuses
  13686. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  13687. {
  13688. int i;
  13689. if( sd->castrate != 100 )
  13690. time = time * sd->castrate / 100;
  13691. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13692. {
  13693. if( sd->skillcast[i].id == skill_id )
  13694. {
  13695. time+= time * sd->skillcast[i].val / 100;
  13696. break;
  13697. }
  13698. }
  13699. }
  13700. }
  13701. #endif
  13702. // config cast time multiplier
  13703. if (battle_config.cast_rate != 100)
  13704. time = time * battle_config.cast_rate / 100;
  13705. // return final cast time
  13706. time = max(time, 0);
  13707. //ShowInfo("Castime castfix = %d\n",time);
  13708. return time;
  13709. }
  13710. /*==========================================
  13711. * Does cast-time reductions based on sc data.
  13712. *------------------------------------------*/
  13713. #ifndef RENEWAL_CAST
  13714. /** Get the skill cast time for Pre-Re cast
  13715. * @param bl: The caster
  13716. * @param time: Cast time before Status Change addition or reduction
  13717. * @return time: Modified castime after status change addition or reduction
  13718. */
  13719. int skill_castfix_sc (struct block_list *bl, int time)
  13720. {
  13721. struct status_change *sc = status_get_sc(bl);
  13722. if( time < 0 )
  13723. return 0;
  13724. if (sc && sc->count) {
  13725. if (sc->data[SC_SLOWCAST])
  13726. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  13727. if (sc->data[SC_PARALYSIS])
  13728. time += sc->data[SC_PARALYSIS]->val3;
  13729. if (sc->data[SC_SUFFRAGIUM]) {
  13730. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  13731. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13732. }
  13733. if (sc->data[SC_MEMORIZE]) {
  13734. time>>=1;
  13735. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13736. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13737. }
  13738. if (sc->data[SC_POEMBRAGI])
  13739. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  13740. if (sc->data[SC_IZAYOI])
  13741. time -= time * 50 / 100;
  13742. }
  13743. time = max(time, 0);
  13744. //ShowInfo("Castime castfix_sc = %d\n",time);
  13745. return time;
  13746. }
  13747. #else
  13748. /** Get the skill cast time for RENEWAL_CAST
  13749. * @param bl: The caster
  13750. * @param time: Cast time without reduction
  13751. * @param skill_id: Skill ID of the casted skill
  13752. * @param skill_lv: Skill level of the casted skill
  13753. * @return time: Modified castime after status and bonus addition or reduction
  13754. */
  13755. int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  13756. {
  13757. struct status_change *sc = status_get_sc(bl);
  13758. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  13759. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  13760. if( time < 0 )
  13761. return 0;
  13762. if( bl->type == BL_MOB )
  13763. return (int)time;
  13764. if( fixed == 0 ){
  13765. fixed = (int)time * 20 / 100; // fixed time
  13766. time = time * 80 / 100; // variable time
  13767. }else if( fixed < 0 ) // no fixed cast time
  13768. fixed = 0;
  13769. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  13770. if( sd->bonus.varcastrate < 0 )
  13771. VARCAST_REDUCTION(sd->bonus.varcastrate);
  13772. if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
  13773. time += sd->bonus.add_varcast;
  13774. if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
  13775. fixed += sd->bonus.add_fixcast;
  13776. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  13777. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  13778. fixed += sd->skillfixcast[i].val;
  13779. break;
  13780. }
  13781. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  13782. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  13783. time += sd->skillvarcast[i].val;
  13784. break;
  13785. }
  13786. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13787. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  13788. VARCAST_REDUCTION(sd->skillcast[i].val);
  13789. break;
  13790. }
  13791. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  13792. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  13793. fixcast_r = sd->skillfixcastrate[i].val; // just speculation
  13794. break;
  13795. }
  13796. }
  13797. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  13798. // All variable cast additive bonuses must come first
  13799. if (sc->data[SC_SLOWCAST])
  13800. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  13801. if( sc->data[SC__LAZINESS] )
  13802. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  13803. // Variable cast reduction bonuses
  13804. if (sc->data[SC_SUFFRAGIUM]) {
  13805. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  13806. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13807. }
  13808. if (sc->data[SC_MEMORIZE]) {
  13809. VARCAST_REDUCTION(50);
  13810. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13811. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13812. }
  13813. if (sc->data[SC_POEMBRAGI])
  13814. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  13815. if (sc->data[SC_IZAYOI])
  13816. VARCAST_REDUCTION(50);
  13817. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  13818. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  13819. if( sc->data[SC_TELEKINESIS_INTENSE] )
  13820. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  13821. // Fixed cast reduction bonuses
  13822. if( sc->data[SC_SECRAMENT] )
  13823. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  13824. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  13825. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  13826. // Fixed cast non percentage bonuses
  13827. if( sc->data[SC_MANDRAGORA] )
  13828. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  13829. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  13830. fixed = 0;
  13831. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  13832. fixed -= 1000;
  13833. if (sc->data[SC_DANCEWITHWUG])
  13834. fixed -= fixed * sc->data[SC_DANCEWITHWUG]->val4 / 100;
  13835. }
  13836. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  13837. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  13838. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  13839. }
  13840. if( varcast_r < 0 ) // now compute overall factors
  13841. time = time * (1 - (float)varcast_r / 100);
  13842. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  13843. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  13844. // underflow checking/capping
  13845. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  13846. return (int)time;
  13847. }
  13848. #endif
  13849. /*==========================================
  13850. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  13851. *------------------------------------------*/
  13852. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  13853. {
  13854. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  13855. int time = skill_get_delay(skill_id, skill_lv);
  13856. struct map_session_data *sd;
  13857. struct status_change *sc = status_get_sc(bl);
  13858. nullpo_ret(bl);
  13859. sd = BL_CAST(BL_PC, bl);
  13860. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  13861. return 0; //Will use picked skill's delay.
  13862. if (bl->type&battle_config.no_skill_delay)
  13863. return battle_config.min_skill_delay_limit;
  13864. if (time < 0)
  13865. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  13866. // Delay reductions
  13867. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  13868. case MO_TRIPLEATTACK:
  13869. case MO_CHAINCOMBO:
  13870. case MO_COMBOFINISH:
  13871. case CH_TIGERFIST:
  13872. case CH_CHAINCRUSH:
  13873. case SR_DRAGONCOMBO:
  13874. case SR_FALLENEMPIRE:
  13875. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  13876. break;
  13877. case HP_BASILICA:
  13878. if( sc && !sc->data[SC_BASILICA] )
  13879. time = 0; // There is no Delay on Basilica creation, only on cancel
  13880. break;
  13881. default:
  13882. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  13883. { // if skill delay is allowed to be reduced by dex
  13884. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13885. if (scale > 0)
  13886. time = time * scale / battle_config.castrate_dex_scale;
  13887. else //To be capped later to minimum.
  13888. time = 0;
  13889. }
  13890. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  13891. { // if skill delay is allowed to be reduced by agi
  13892. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  13893. if (scale > 0)
  13894. time = time * scale / battle_config.castrate_dex_scale;
  13895. else //To be capped later to minimum.
  13896. time = 0;
  13897. }
  13898. }
  13899. if ( sc && sc->data[SC_SPIRIT] ) {
  13900. switch (skill_id) {
  13901. case CR_SHIELDBOOMERANG:
  13902. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  13903. time /= 2;
  13904. break;
  13905. case AS_SONICBLOW:
  13906. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  13907. time /= 2;
  13908. break;
  13909. }
  13910. }
  13911. if (!(delaynodex&2))
  13912. {
  13913. if (sc && sc->count) {
  13914. if (sc->data[SC_POEMBRAGI])
  13915. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  13916. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  13917. time /= 2; // After Delay of Wind element spells reduced by 50%.
  13918. }
  13919. }
  13920. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  13921. time = time * sd->delayrate / 100;
  13922. if (battle_config.delay_rate != 100)
  13923. time = time * battle_config.delay_rate / 100;
  13924. //min delay
  13925. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  13926. time = max(time, battle_config.min_skill_delay_limit);
  13927. //ShowInfo("Delay delayfix = %d\n",time);
  13928. return time;
  13929. }
  13930. /*=========================================
  13931. *
  13932. *-----------------------------------------*/
  13933. struct square {
  13934. int val1[5];
  13935. int val2[5];
  13936. };
  13937. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  13938. {
  13939. nullpo_retv(tc);
  13940. if(dir == 0){
  13941. tc->val1[0]=x-2;
  13942. tc->val1[1]=x-1;
  13943. tc->val1[2]=x;
  13944. tc->val1[3]=x+1;
  13945. tc->val1[4]=x+2;
  13946. tc->val2[0]=
  13947. tc->val2[1]=
  13948. tc->val2[2]=
  13949. tc->val2[3]=
  13950. tc->val2[4]=y-1;
  13951. }
  13952. else if(dir==2){
  13953. tc->val1[0]=
  13954. tc->val1[1]=
  13955. tc->val1[2]=
  13956. tc->val1[3]=
  13957. tc->val1[4]=x+1;
  13958. tc->val2[0]=y+2;
  13959. tc->val2[1]=y+1;
  13960. tc->val2[2]=y;
  13961. tc->val2[3]=y-1;
  13962. tc->val2[4]=y-2;
  13963. }
  13964. else if(dir==4){
  13965. tc->val1[0]=x-2;
  13966. tc->val1[1]=x-1;
  13967. tc->val1[2]=x;
  13968. tc->val1[3]=x+1;
  13969. tc->val1[4]=x+2;
  13970. tc->val2[0]=
  13971. tc->val2[1]=
  13972. tc->val2[2]=
  13973. tc->val2[3]=
  13974. tc->val2[4]=y+1;
  13975. }
  13976. else if(dir==6){
  13977. tc->val1[0]=
  13978. tc->val1[1]=
  13979. tc->val1[2]=
  13980. tc->val1[3]=
  13981. tc->val1[4]=x-1;
  13982. tc->val2[0]=y+2;
  13983. tc->val2[1]=y+1;
  13984. tc->val2[2]=y;
  13985. tc->val2[3]=y-1;
  13986. tc->val2[4]=y-2;
  13987. }
  13988. else if(dir==1){
  13989. tc->val1[0]=x-1;
  13990. tc->val1[1]=x;
  13991. tc->val1[2]=x+1;
  13992. tc->val1[3]=x+2;
  13993. tc->val1[4]=x+3;
  13994. tc->val2[0]=y-4;
  13995. tc->val2[1]=y-3;
  13996. tc->val2[2]=y-1;
  13997. tc->val2[3]=y;
  13998. tc->val2[4]=y+1;
  13999. }
  14000. else if(dir==3){
  14001. tc->val1[0]=x+3;
  14002. tc->val1[1]=x+2;
  14003. tc->val1[2]=x+1;
  14004. tc->val1[3]=x;
  14005. tc->val1[4]=x-1;
  14006. tc->val2[0]=y-1;
  14007. tc->val2[1]=y;
  14008. tc->val2[2]=y+1;
  14009. tc->val2[3]=y+2;
  14010. tc->val2[4]=y+3;
  14011. }
  14012. else if(dir==5){
  14013. tc->val1[0]=x+1;
  14014. tc->val1[1]=x;
  14015. tc->val1[2]=x-1;
  14016. tc->val1[3]=x-2;
  14017. tc->val1[4]=x-3;
  14018. tc->val2[0]=y+3;
  14019. tc->val2[1]=y+2;
  14020. tc->val2[2]=y+1;
  14021. tc->val2[3]=y;
  14022. tc->val2[4]=y-1;
  14023. }
  14024. else if(dir==7){
  14025. tc->val1[0]=x-3;
  14026. tc->val1[1]=x-2;
  14027. tc->val1[2]=x-1;
  14028. tc->val1[3]=x;
  14029. tc->val1[4]=x+1;
  14030. tc->val2[1]=y;
  14031. tc->val2[0]=y+1;
  14032. tc->val2[2]=y-1;
  14033. tc->val2[3]=y-2;
  14034. tc->val2[4]=y-3;
  14035. }
  14036. }
  14037. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14038. {
  14039. int c;
  14040. nullpo_retv(tc);
  14041. for( c = 0; c < 5; c++ ) {
  14042. switch( dir ) {
  14043. case 0: tc->val2[c]+=are; break;
  14044. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14045. case 2: tc->val1[c]-=are; break;
  14046. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14047. case 4: tc->val2[c]-=are; break;
  14048. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14049. case 6: tc->val1[c]+=are; break;
  14050. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14051. }
  14052. }
  14053. }
  14054. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14055. {
  14056. int c,n=4;
  14057. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14058. struct square tc;
  14059. int x=bl->x,y=bl->y;
  14060. skill_brandishspear_first(&tc,dir,x,y);
  14061. skill_brandishspear_dir(&tc,dir,4);
  14062. skill_area_temp[1] = bl->id;
  14063. if(skill_lv > 9){
  14064. for(c=1;c<4;c++){
  14065. map_foreachincell(skill_area_sub,
  14066. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14067. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14068. skill_castend_damage_id);
  14069. }
  14070. }
  14071. if(skill_lv > 6){
  14072. skill_brandishspear_dir(&tc,dir,-1);
  14073. n--;
  14074. }else{
  14075. skill_brandishspear_dir(&tc,dir,-2);
  14076. n-=2;
  14077. }
  14078. if(skill_lv > 3){
  14079. for(c=0;c<5;c++){
  14080. map_foreachincell(skill_area_sub,
  14081. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14082. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14083. skill_castend_damage_id);
  14084. if(skill_lv > 6 && n==3 && c==4){
  14085. skill_brandishspear_dir(&tc,dir,-1);
  14086. n--;c=-1;
  14087. }
  14088. }
  14089. }
  14090. for(c=0;c<10;c++){
  14091. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14092. map_foreachincell(skill_area_sub,
  14093. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14094. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14095. skill_castend_damage_id);
  14096. }
  14097. }
  14098. /*==========================================
  14099. * Weapon Repair [Celest/DracoRPG]
  14100. *------------------------------------------*/
  14101. void skill_repairweapon (struct map_session_data *sd, int idx) {
  14102. int material;
  14103. int materials[4] = { 1002, 998, 999, 756 };
  14104. struct item *item;
  14105. struct map_session_data *target_sd;
  14106. nullpo_retv(sd);
  14107. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14108. return;
  14109. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14110. return;
  14111. if( idx < 0 || idx >= MAX_INVENTORY )
  14112. return; //Invalid index??
  14113. item = &target_sd->status.inventory[idx];
  14114. if( item->nameid <= 0 || item->attribute == 0 )
  14115. return; //Again invalid item....
  14116. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14117. clif_item_repaireffect(sd,idx,1);
  14118. return;
  14119. }
  14120. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14121. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14122. else
  14123. material = materials [2]; // Armors consume 1 Steel
  14124. if ( pc_search_inventory(sd,material) < 0 ) {
  14125. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14126. return;
  14127. }
  14128. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14129. item->attribute = 0;/* clear broken state */
  14130. clif_equiplist(target_sd);
  14131. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14132. clif_item_repaireffect(sd,idx,0);
  14133. if( sd != target_sd )
  14134. clif_item_repaireffect(target_sd,idx,0);
  14135. }
  14136. /*==========================================
  14137. * Item Appraisal
  14138. *------------------------------------------*/
  14139. void skill_identify (struct map_session_data *sd, int idx)
  14140. {
  14141. int flag=1;
  14142. nullpo_retv(sd);
  14143. if(idx >= 0 && idx < MAX_INVENTORY) {
  14144. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14145. flag=0;
  14146. sd->status.inventory[idx].identify=1;
  14147. }
  14148. }
  14149. clif_item_identified(sd,idx,flag);
  14150. }
  14151. /*==========================================
  14152. * Weapon Refine [Celest]
  14153. *------------------------------------------*/
  14154. void skill_weaponrefine (struct map_session_data *sd, int idx)
  14155. {
  14156. nullpo_retv(sd);
  14157. if (idx >= 0 && idx < MAX_INVENTORY)
  14158. {
  14159. struct item *item;
  14160. struct item_data *ditem = sd->inventory_data[idx];
  14161. item = &sd->status.inventory[idx];
  14162. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  14163. {
  14164. int i = 0, ep = 0, per;
  14165. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14166. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14167. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14168. return;
  14169. }
  14170. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14171. clif_upgrademessage(sd->fd, 2, item->nameid);
  14172. return;
  14173. }
  14174. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14175. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14176. return;
  14177. }
  14178. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14179. if( sd->class_&JOBL_THIRD )
  14180. per += 10;
  14181. else
  14182. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14183. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14184. if (per > rnd() % 100) {
  14185. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14186. item->refine++;
  14187. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14188. if(item->equip) {
  14189. ep = item->equip;
  14190. pc_unequipitem(sd,idx,3);
  14191. }
  14192. clif_delitem(sd,idx,1,3);
  14193. clif_upgrademessage(sd->fd, 0, item->nameid);
  14194. clif_inventorylist(sd);
  14195. clif_refine(sd->fd,0,idx,item->refine);
  14196. if (ep)
  14197. pc_equipitem(sd,idx,ep);
  14198. clif_misceffect(&sd->bl,3);
  14199. if(item->refine == 10 &&
  14200. item->card[0] == CARD0_FORGE &&
  14201. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14202. { // Fame point system [DracoRPG]
  14203. switch(ditem->wlv){
  14204. case 1:
  14205. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14206. break;
  14207. case 2:
  14208. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14209. break;
  14210. case 3:
  14211. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14212. break;
  14213. }
  14214. }
  14215. } else {
  14216. item->refine = 0;
  14217. if(item->equip)
  14218. pc_unequipitem(sd,idx,3);
  14219. clif_upgrademessage(sd->fd, 1, item->nameid);
  14220. clif_refine(sd->fd,1,idx,item->refine);
  14221. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14222. clif_misceffect(&sd->bl,2);
  14223. clif_emotion(&sd->bl, E_OMG);
  14224. }
  14225. }
  14226. }
  14227. }
  14228. /*==========================================
  14229. *
  14230. *------------------------------------------*/
  14231. int skill_autospell (struct map_session_data *sd, uint16 skill_id)
  14232. {
  14233. uint16 skill_lv;
  14234. int maxlv=1,lv;
  14235. nullpo_ret(sd);
  14236. skill_lv = sd->menuskill_val;
  14237. lv=pc_checkskill(sd,skill_id);
  14238. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14239. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14240. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14241. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14242. maxlv =10; //Soul Linker bonus. [Skotlex]
  14243. else if(skill_lv==2) maxlv=1;
  14244. else if(skill_lv==3) maxlv=2;
  14245. else if(skill_lv>=4) maxlv=3;
  14246. }
  14247. else if(skill_id==MG_SOULSTRIKE){
  14248. if(skill_lv==5) maxlv=1;
  14249. else if(skill_lv==6) maxlv=2;
  14250. else if(skill_lv>=7) maxlv=3;
  14251. }
  14252. else if(skill_id==MG_FIREBALL){
  14253. if(skill_lv==8) maxlv=1;
  14254. else if(skill_lv>=9) maxlv=2;
  14255. }
  14256. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14257. else return 0;
  14258. if(maxlv > lv)
  14259. maxlv = lv;
  14260. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14261. skill_get_time(SA_AUTOSPELL,skill_lv));
  14262. return 0;
  14263. }
  14264. /*==========================================
  14265. * Sitting skills functions.
  14266. *------------------------------------------*/
  14267. static int skill_sit_count (struct block_list *bl, va_list ap)
  14268. {
  14269. struct map_session_data *sd;
  14270. int type =va_arg(ap,int);
  14271. sd=(struct map_session_data*)bl;
  14272. if(!pc_issit(sd))
  14273. return 0;
  14274. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14275. return 1;
  14276. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14277. return 1;
  14278. return 0;
  14279. }
  14280. static int skill_sit_in (struct block_list *bl, va_list ap)
  14281. {
  14282. struct map_session_data *sd;
  14283. int type =va_arg(ap,int);
  14284. sd=(struct map_session_data*)bl;
  14285. if(!pc_issit(sd))
  14286. return 0;
  14287. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14288. sd->state.gangsterparadise=1;
  14289. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  14290. {
  14291. sd->state.rest=1;
  14292. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14293. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14294. }
  14295. return 0;
  14296. }
  14297. static int skill_sit_out (struct block_list *bl, va_list ap)
  14298. {
  14299. struct map_session_data *sd;
  14300. int type =va_arg(ap,int);
  14301. sd=(struct map_session_data*)bl;
  14302. if(sd->state.gangsterparadise && type&1)
  14303. sd->state.gangsterparadise=0;
  14304. if(sd->state.rest && type&2) {
  14305. sd->state.rest=0;
  14306. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14307. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14308. }
  14309. return 0;
  14310. }
  14311. int skill_sit (struct map_session_data *sd, int type)
  14312. {
  14313. int flag = 0;
  14314. int range = 0, lv;
  14315. nullpo_ret(sd);
  14316. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  14317. flag|=1;
  14318. range = skill_get_splash(RG_GANGSTER, lv);
  14319. }
  14320. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  14321. flag|=2;
  14322. range = skill_get_splash(TK_HPTIME, lv);
  14323. }
  14324. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  14325. flag|=2;
  14326. range = skill_get_splash(TK_SPTIME, lv);
  14327. }
  14328. if( type ) {
  14329. clif_status_load(&sd->bl,SI_SIT,1);
  14330. } else {
  14331. clif_status_load(&sd->bl,SI_SIT,0);
  14332. }
  14333. if (!flag) return 0;
  14334. if(type) {
  14335. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14336. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14337. } else {
  14338. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14339. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14340. }
  14341. return 0;
  14342. }
  14343. /*==========================================
  14344. *
  14345. *------------------------------------------*/
  14346. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  14347. {
  14348. struct block_list *src;
  14349. uint16 skill_id,skill_lv;
  14350. unsigned int tick;
  14351. nullpo_ret(bl);
  14352. nullpo_ret(src=va_arg(ap,struct block_list*));
  14353. skill_id=va_arg(ap,int);
  14354. skill_lv=va_arg(ap,int);
  14355. if(!skill_lv) return 0;
  14356. tick=va_arg(ap,unsigned int);
  14357. if (src == bl || status_isdead(bl))
  14358. return 0;
  14359. if (bl->type == BL_PC) {
  14360. struct map_session_data *sd = (struct map_session_data *)bl;
  14361. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14362. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14363. }
  14364. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14365. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14366. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14367. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14368. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14369. return 0;
  14370. }
  14371. int skill_check_target_c_marker(struct block_list *bl, va_list ap) {
  14372. struct block_list *src;
  14373. struct status_change *tsc;
  14374. struct map_session_data *sd;
  14375. nullpo_ret(bl);
  14376. nullpo_ret(src = va_arg(ap,struct block_list*));
  14377. if (src == bl || status_isdead(bl) || src->type != BL_PC)
  14378. return 0;
  14379. if (!(sd = (struct map_session_data *)src) || !(&sd->c_marker) || !sd->c_marker.target)
  14380. return 0;
  14381. //Skip target with no Crimson Marker
  14382. tsc = status_get_sc(bl);
  14383. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  14384. return 0;
  14385. return 1;
  14386. }
  14387. /*==========================================
  14388. *
  14389. *------------------------------------------*/
  14390. static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14391. {
  14392. int range = skill_get_unit_range(skill_id,skill_lv);
  14393. int x,y;
  14394. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  14395. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  14396. map_setcell(src->bl.m, x, y, cell, flag);
  14397. }
  14398. /*==========================================
  14399. *
  14400. *------------------------------------------*/
  14401. int skill_attack_area (struct block_list *bl, va_list ap)
  14402. {
  14403. struct block_list *src,*dsrc;
  14404. int atk_type,skill_id,skill_lv,flag,type;
  14405. unsigned int tick;
  14406. if(status_isdead(bl))
  14407. return 0;
  14408. atk_type = va_arg(ap,int);
  14409. src=va_arg(ap,struct block_list*);
  14410. dsrc=va_arg(ap,struct block_list*);
  14411. skill_id=va_arg(ap,int);
  14412. skill_lv=va_arg(ap,int);
  14413. tick=va_arg(ap,unsigned int);
  14414. flag=va_arg(ap,int);
  14415. type=va_arg(ap,int);
  14416. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  14417. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14418. if(battle_check_target(dsrc,bl,type) <= 0 ||
  14419. !status_check_skilluse(NULL, bl, skill_id, 2))
  14420. return 0;
  14421. switch (skill_id) {
  14422. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  14423. case NPC_ACIDBREATH:
  14424. case NPC_DARKNESSBREATH:
  14425. case NPC_FIREBREATH:
  14426. case NPC_ICEBREATH:
  14427. case NPC_THUNDERBREATH:
  14428. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14429. default:
  14430. //Area-splash, disable skill animation.
  14431. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  14432. }
  14433. }
  14434. /*==========================================
  14435. *
  14436. *------------------------------------------*/
  14437. int skill_clear_group (struct block_list *bl, int flag)
  14438. {
  14439. struct unit_data *ud = unit_bl2ud(bl);
  14440. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  14441. int i, count=0;
  14442. nullpo_ret(bl);
  14443. if (!ud) return 0;
  14444. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  14445. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  14446. {
  14447. switch (ud->skillunit[i]->skill_id) {
  14448. case SA_DELUGE:
  14449. case SA_VOLCANO:
  14450. case SA_VIOLENTGALE:
  14451. case SA_LANDPROTECTOR:
  14452. case NJ_SUITON:
  14453. case NJ_KAENSIN:
  14454. if (flag&1)
  14455. group[count++]= ud->skillunit[i];
  14456. break;
  14457. case SO_CLOUD_KILL:
  14458. if( flag&4 )
  14459. group[count++]= ud->skillunit[i];
  14460. break;
  14461. case SO_WARMER:
  14462. if( flag&8 )
  14463. group[count++]= ud->skillunit[i];
  14464. break;
  14465. default:
  14466. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  14467. group[count++]= ud->skillunit[i];
  14468. break;
  14469. }
  14470. }
  14471. for (i=0;i<count;i++)
  14472. skill_delunitgroup(group[i]);
  14473. return count;
  14474. }
  14475. /*==========================================
  14476. * Returns the first element field found [Skotlex]
  14477. *------------------------------------------*/
  14478. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  14479. {
  14480. struct unit_data *ud = unit_bl2ud(bl);
  14481. int i;
  14482. nullpo_ret(bl);
  14483. if (!ud) return NULL;
  14484. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  14485. switch (ud->skillunit[i]->skill_id) {
  14486. case SA_DELUGE:
  14487. case SA_VOLCANO:
  14488. case SA_VIOLENTGALE:
  14489. case SA_LANDPROTECTOR:
  14490. case NJ_SUITON:
  14491. case SO_CLOUD_KILL:
  14492. case SO_WARMER:
  14493. return ud->skillunit[i];
  14494. }
  14495. }
  14496. return NULL;
  14497. }
  14498. // for graffiti cleaner [Valaris]
  14499. int skill_graffitiremover (struct block_list *bl, va_list ap) {
  14500. struct skill_unit *unit=NULL;
  14501. nullpo_ret(bl);
  14502. nullpo_ret(ap);
  14503. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  14504. return 0;
  14505. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  14506. skill_delunit(unit);
  14507. return 0;
  14508. }
  14509. int skill_greed (struct block_list *bl, va_list ap) {
  14510. struct block_list *src;
  14511. struct map_session_data *sd=NULL;
  14512. struct flooritem_data *fitem=NULL;
  14513. nullpo_ret(bl);
  14514. nullpo_ret(src = va_arg(ap, struct block_list *));
  14515. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  14516. pc_takeitem(sd, fitem);
  14517. return 0;
  14518. }
  14519. //For Ranger's Detonator [Jobbie/3CeAM]
  14520. int skill_detonator(struct block_list *bl, va_list ap)
  14521. {
  14522. struct skill_unit *unit=NULL;
  14523. struct block_list *src;
  14524. int unit_id;
  14525. nullpo_ret(bl);
  14526. nullpo_ret(ap);
  14527. src = va_arg(ap,struct block_list *);
  14528. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  14529. return 0;
  14530. if( unit->group->src_id != src->id )
  14531. return 0;
  14532. unit_id = unit->group->unit_id;
  14533. switch( unit_id )
  14534. { //List of Hunter and Ranger Traps that can be detonate.
  14535. case UNT_BLASTMINE:
  14536. case UNT_SANDMAN:
  14537. case UNT_CLAYMORETRAP:
  14538. case UNT_TALKIEBOX:
  14539. case UNT_CLUSTERBOMB:
  14540. case UNT_FIRINGTRAP:
  14541. case UNT_ICEBOUNDTRAP:
  14542. if( unit_id == UNT_TALKIEBOX )
  14543. {
  14544. clif_talkiebox(bl,unit->group->valstr);
  14545. unit->group->val2 = -1;
  14546. }
  14547. else
  14548. 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);
  14549. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  14550. unit->group->unit_id = UNT_USED_TRAPS;
  14551. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  14552. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  14553. break;
  14554. }
  14555. return 0;
  14556. }
  14557. /*==========================================
  14558. *
  14559. *------------------------------------------*/
  14560. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  14561. {
  14562. uint16 skill_id;
  14563. int *alive;
  14564. struct skill_unit *unit;
  14565. skill_id = va_arg(ap,int);
  14566. alive = va_arg(ap,int *);
  14567. unit = (struct skill_unit *)bl;
  14568. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  14569. return 0;
  14570. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  14571. return 0;
  14572. switch (skill_id) {
  14573. case SA_LANDPROTECTOR:
  14574. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  14575. (*alive) = 0;
  14576. skill_delunit(unit);
  14577. return 1;
  14578. }
  14579. //It deletes everything except traps and barriers
  14580. 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 ) {
  14581. skill_delunit(unit);
  14582. return 1;
  14583. }
  14584. break;
  14585. case HW_GANBANTEIN:
  14586. case LG_EARTHDRIVE:
  14587. // Officially songs/dances are removed
  14588. skill_delunit(unit);
  14589. return 1;
  14590. case SA_VOLCANO:
  14591. case SA_DELUGE:
  14592. case SA_VIOLENTGALE:
  14593. // The official implementation makes them fail to appear when casted on top of ANYTHING
  14594. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  14595. // hence, I leave the alternate implementation here, commented. [Skotlex]
  14596. if (unit->range <= 0)
  14597. {
  14598. (*alive) = 0;
  14599. return 1;
  14600. }
  14601. /*
  14602. switch (unit->group->skill_id)
  14603. { //These cannot override each other.
  14604. case SA_VOLCANO:
  14605. case SA_DELUGE:
  14606. case SA_VIOLENTGALE:
  14607. (*alive) = 0;
  14608. return 1;
  14609. }
  14610. */
  14611. break;
  14612. case PF_FOGWALL:
  14613. switch(unit->group->skill_id) {
  14614. case SA_VOLCANO: //Can't be placed on top of these
  14615. case SA_VIOLENTGALE:
  14616. (*alive) = 0;
  14617. return 1;
  14618. case SA_DELUGE:
  14619. case NJ_SUITON:
  14620. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  14621. (*alive) = 2;
  14622. break;
  14623. }
  14624. break;
  14625. case HP_BASILICA:
  14626. if (unit->group->skill_id == HP_BASILICA)
  14627. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  14628. (*alive) = 0;
  14629. return 1;
  14630. }
  14631. break;
  14632. case GN_CRAZYWEED_ATK:
  14633. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  14634. case UNT_WALLOFTHORN:
  14635. case UNT_THORNS_TRAP:
  14636. case UNT_BLOODYLUST:
  14637. case UNT_CHAOSPANIC:
  14638. case UNT_MAELSTROM:
  14639. case UNT_FIREPILLAR_ACTIVE:
  14640. case UNT_LANDPROTECTOR:
  14641. case UNT_VOLCANO:
  14642. case UNT_DELUGE:
  14643. case UNT_VIOLENTGALE:
  14644. case UNT_SAFETYWALL:
  14645. case UNT_PNEUMA:
  14646. skill_delunit(unit);
  14647. return 1;
  14648. }
  14649. break;
  14650. }
  14651. 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
  14652. (*alive) = 0;
  14653. return 1;
  14654. }
  14655. return 0;
  14656. }
  14657. /*==========================================
  14658. *
  14659. *------------------------------------------*/
  14660. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  14661. {
  14662. struct mob_data* md;
  14663. struct unit_data*ud = unit_bl2ud(bl);
  14664. struct block_list *from_bl;
  14665. struct block_list *to_bl;
  14666. md = (struct mob_data*)bl;
  14667. from_bl = va_arg(ap,struct block_list *);
  14668. to_bl = va_arg(ap,struct block_list *);
  14669. if(ud && ud->target == from_bl->id)
  14670. ud->target = to_bl->id;
  14671. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  14672. md->target_id = to_bl->id;
  14673. return 0;
  14674. }
  14675. /*==========================================
  14676. *
  14677. *------------------------------------------*/
  14678. static int skill_trap_splash (struct block_list *bl, va_list ap)
  14679. {
  14680. struct block_list *src;
  14681. int tick;
  14682. struct skill_unit *unit;
  14683. struct skill_unit_group *sg;
  14684. struct block_list *ss; //skill src bl
  14685. src = va_arg(ap,struct block_list *);
  14686. unit = (struct skill_unit *)src;
  14687. tick = va_arg(ap,int);
  14688. if( !unit->alive || bl->prev == NULL )
  14689. return 0;
  14690. nullpo_ret(sg = unit->group);
  14691. nullpo_ret(ss = map_id2bl(sg->src_id));
  14692. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  14693. return 0;
  14694. switch(sg->unit_id){
  14695. case UNT_SHOCKWAVE:
  14696. case UNT_SANDMAN:
  14697. case UNT_FLASHER:
  14698. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  14699. break;
  14700. case UNT_GROUNDDRIFT_WIND:
  14701. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14702. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14703. break;
  14704. case UNT_GROUNDDRIFT_DARK:
  14705. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14706. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14707. break;
  14708. case UNT_GROUNDDRIFT_POISON:
  14709. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14710. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14711. break;
  14712. case UNT_GROUNDDRIFT_WATER:
  14713. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14714. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14715. break;
  14716. case UNT_GROUNDDRIFT_FIRE:
  14717. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14718. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  14719. break;
  14720. case UNT_ELECTRICSHOCKER:
  14721. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  14722. break;
  14723. case UNT_FIRINGTRAP:
  14724. case UNT_ICEBOUNDTRAP:
  14725. case UNT_CLUSTERBOMB:
  14726. if( ss != bl )
  14727. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  14728. break;
  14729. case UNT_MAGENTATRAP:
  14730. case UNT_COBALTTRAP:
  14731. case UNT_MAIZETRAP:
  14732. case UNT_VERDURETRAP:
  14733. if( bl->type != BL_PC && !is_boss(bl) )
  14734. 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));
  14735. break;
  14736. case UNT_REVERBERATION:
  14737. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  14738. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  14739. break;
  14740. default:
  14741. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  14742. break;
  14743. }
  14744. return 1;
  14745. }
  14746. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  14747. {
  14748. uint16 skill_id, skill_lv;
  14749. struct skill_unit *unit;
  14750. skill_id = va_arg(ap,int);
  14751. skill_lv = va_arg(ap,int);
  14752. unit = (struct skill_unit *)bl;
  14753. if( unit == NULL || unit->group == NULL )
  14754. return 0;
  14755. if( skill_get_inf2(skill_id)&INF2_TRAP )
  14756. return 0;
  14757. if( unit->group->skill_id == SC_MAELSTROM ){
  14758. struct block_list *src;
  14759. if( (src = map_id2bl(unit->group->src_id)) ){
  14760. int sp = unit->group->skill_lv * skill_lv;
  14761. if( src->type == BL_PC )
  14762. sp += ((TBL_PC*)src)->status.job_level / 5;
  14763. status_heal(src, 0, sp/2, 1);
  14764. }
  14765. }
  14766. return 0;
  14767. }
  14768. /*==========================================
  14769. *
  14770. *------------------------------------------*/
  14771. int skill_enchant_elemental_end (struct block_list *bl, int type)
  14772. {
  14773. struct status_change *sc;
  14774. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  14775. int i;
  14776. nullpo_ret(bl);
  14777. nullpo_ret(sc= status_get_sc(bl));
  14778. if (!sc->count) return 0;
  14779. for (i = 0; i < ARRAYLENGTH(scs); i++)
  14780. if (type != scs[i] && sc->data[scs[i]])
  14781. status_change_end(bl, scs[i], INVALID_TIMER);
  14782. return 0;
  14783. }
  14784. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  14785. {
  14786. bool wall = true;
  14787. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  14788. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  14789. { //Check for walls.
  14790. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14791. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14792. int i;
  14793. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  14794. if( i == 8 )
  14795. wall = false;
  14796. }
  14797. if( sce ) {
  14798. if( !wall ) {
  14799. if( sce->val1 < 3 ) //End cloaking.
  14800. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  14801. else if( sce->val4&1 ) { //Remove wall bonus
  14802. sce->val4&=~1;
  14803. status_calc_bl(bl,SCB_SPEED);
  14804. }
  14805. } else {
  14806. if( !(sce->val4&1) ) { //Add wall speed bonus
  14807. sce->val4|=1;
  14808. status_calc_bl(bl,SCB_SPEED);
  14809. }
  14810. }
  14811. }
  14812. return wall;
  14813. }
  14814. /** Check Shadow Form on the target
  14815. * @param bl: Target
  14816. * @param damage: Damage amount
  14817. * @param hit
  14818. * @return true - in Shadow Form state; false - otherwise
  14819. */
  14820. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit) {
  14821. struct status_change *sc;
  14822. nullpo_retr(false,bl);
  14823. if (!damage)
  14824. return false;
  14825. sc = status_get_sc(bl);
  14826. if( sc && sc->data[SC__SHADOWFORM] ) {
  14827. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  14828. if( !src || src->m != bl->m ) {
  14829. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14830. return false;
  14831. }
  14832. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  14833. if( src->type == BL_PC )
  14834. ((TBL_PC*)src)->shadowform_id = 0;
  14835. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14836. return false;
  14837. }
  14838. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0);
  14839. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  14840. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14841. if( src->type == BL_PC )
  14842. ((TBL_PC*)src)->shadowform_id = 0;
  14843. }
  14844. return true;
  14845. }
  14846. return false;
  14847. }
  14848. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  14849. {
  14850. bool wall = true;
  14851. if( bl->type == BL_PC ) { //Check for walls.
  14852. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  14853. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  14854. int i;
  14855. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  14856. if( i == 8 )
  14857. wall = false;
  14858. }
  14859. if( sce ) {
  14860. if( !wall ) {
  14861. if( sce->val1 == 1 ) //End camouflage.
  14862. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  14863. }
  14864. status_calc_bl(bl,SCB_SPEED);
  14865. }
  14866. return wall;
  14867. }
  14868. /*==========================================
  14869. *
  14870. *------------------------------------------*/
  14871. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  14872. {
  14873. struct skill_unit *unit;
  14874. nullpo_retr(NULL, group);
  14875. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  14876. nullpo_retr(NULL, unit=&group->unit[idx]);
  14877. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  14878. return unit;
  14879. if(!unit->alive)
  14880. group->alive_count++;
  14881. unit->bl.id=map_get_new_object_id();
  14882. unit->bl.type=BL_SKILL;
  14883. unit->bl.m=group->map;
  14884. unit->bl.x=x;
  14885. unit->bl.y=y;
  14886. unit->group=group;
  14887. unit->alive=1;
  14888. unit->val1=val1;
  14889. unit->val2=val2;
  14890. idb_put(skillunit_db, unit->bl.id, unit);
  14891. map_addiddb(&unit->bl);
  14892. if(map_addblock(&unit->bl))
  14893. return NULL;
  14894. // perform oninit actions
  14895. switch (group->skill_id) {
  14896. case WZ_ICEWALL:
  14897. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  14898. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  14899. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  14900. map[unit->bl.m].icewall_num++;
  14901. break;
  14902. case SA_LANDPROTECTOR:
  14903. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  14904. break;
  14905. case HP_BASILICA:
  14906. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  14907. break;
  14908. case SC_MAELSTROM:
  14909. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  14910. break;
  14911. default:
  14912. if (group->state.song_dance&0x1) //Check for dissonance.
  14913. skill_dance_overlap(unit, 1);
  14914. break;
  14915. }
  14916. clif_skill_setunit(unit);
  14917. return unit;
  14918. }
  14919. /*==========================================
  14920. *
  14921. *------------------------------------------*/
  14922. int skill_delunit (struct skill_unit* unit) {
  14923. struct skill_unit_group *group;
  14924. nullpo_ret(unit);
  14925. if( !unit->alive )
  14926. return 0;
  14927. unit->alive=0;
  14928. nullpo_ret(group=unit->group);
  14929. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  14930. skill_dance_overlap(unit, 0);
  14931. // invoke onout event
  14932. if( !unit->range )
  14933. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  14934. // perform ondelete actions
  14935. switch (group->skill_id) {
  14936. case HT_ANKLESNARE: {
  14937. struct block_list* target = map_id2bl(group->val2);
  14938. if( target )
  14939. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  14940. }
  14941. break;
  14942. case WZ_ICEWALL:
  14943. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  14944. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  14945. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  14946. map[unit->bl.m].icewall_num--;
  14947. break;
  14948. case SA_LANDPROTECTOR:
  14949. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  14950. break;
  14951. case HP_BASILICA:
  14952. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  14953. // Because of Basilica's range we need to specifically update the players inside when it's cancelled prematurely
  14954. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,0,4);
  14955. break;
  14956. case RA_ELECTRICSHOCKER: {
  14957. struct block_list* target = map_id2bl(group->val2);
  14958. if( target )
  14959. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  14960. }
  14961. break;
  14962. case SC_MAELSTROM:
  14963. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  14964. break;
  14965. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  14966. if( group->val2 ) { // Someone Traped
  14967. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  14968. if( tsc && tsc->data[SC__MANHOLE] )
  14969. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  14970. }
  14971. break;
  14972. }
  14973. clif_skill_delunit(unit);
  14974. unit->group=NULL;
  14975. map_delblock(&unit->bl); // don't free yet
  14976. map_deliddb(&unit->bl);
  14977. idb_remove(skillunit_db, unit->bl.id);
  14978. if(--group->alive_count==0)
  14979. skill_delunitgroup(group);
  14980. return 0;
  14981. }
  14982. /*==========================================
  14983. *
  14984. *------------------------------------------*/
  14985. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  14986. /// Returns the target skill_unit_group or NULL if not found.
  14987. struct skill_unit_group* skill_id2group(int group_id)
  14988. {
  14989. return (struct skill_unit_group*)idb_get(group_db, group_id);
  14990. }
  14991. static int skill_unit_group_newid = MAX_SKILL_DB;
  14992. /// Returns a new group_id that isn't being used in group_db.
  14993. /// Fatal error if nothing is available.
  14994. static int skill_get_new_group_id(void)
  14995. {
  14996. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  14997. return skill_unit_group_newid++;// available
  14998. {// find next id
  14999. int base_id = skill_unit_group_newid;
  15000. while( base_id != ++skill_unit_group_newid )
  15001. {
  15002. if( skill_unit_group_newid < MAX_SKILL_DB )
  15003. skill_unit_group_newid = MAX_SKILL_DB;
  15004. if( skill_id2group(skill_unit_group_newid) == NULL )
  15005. return skill_unit_group_newid++;// available
  15006. }
  15007. // full loop, nothing available
  15008. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15009. exit(1);
  15010. }
  15011. }
  15012. 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)
  15013. {
  15014. struct unit_data* ud = unit_bl2ud( src );
  15015. struct skill_unit_group* group;
  15016. int i;
  15017. if(!(skill_id && skill_lv)) return 0;
  15018. nullpo_retr(NULL, src);
  15019. nullpo_retr(NULL, ud);
  15020. // find a free spot to store the new unit group
  15021. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15022. if(i == MAX_SKILLUNITGROUP) {
  15023. // array is full, make room by discarding oldest group
  15024. int j=0;
  15025. unsigned maxdiff=0,tick=gettick();
  15026. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15027. unsigned int x=DIFF_TICK(tick,ud->skillunit[i]->tick);
  15028. if(x>maxdiff){
  15029. maxdiff=x;
  15030. j=i;
  15031. }
  15032. }
  15033. skill_delunitgroup(ud->skillunit[j]);
  15034. //Since elements must have shifted, we use the last slot.
  15035. i = MAX_SKILLUNITGROUP-1;
  15036. }
  15037. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15038. group->src_id = src->id;
  15039. group->party_id = status_get_party_id(src);
  15040. group->guild_id = status_get_guild_id(src);
  15041. group->bg_id = bg_team_get_id(src);
  15042. group->group_id = skill_get_new_group_id();
  15043. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15044. group->unit_count = count;
  15045. group->alive_count = 0;
  15046. group->val1 = 0;
  15047. group->val2 = 0;
  15048. group->val3 = 0;
  15049. group->skill_id = skill_id;
  15050. group->skill_lv = skill_lv;
  15051. group->unit_id = unit_id;
  15052. group->map = src->m;
  15053. group->limit = limit;
  15054. group->interval = interval;
  15055. group->tick = gettick();
  15056. group->valstr = NULL;
  15057. ud->skillunit[i] = group;
  15058. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15059. group->tick += 1500;
  15060. idb_put(group_db, group->group_id, group);
  15061. return group;
  15062. }
  15063. /*==========================================
  15064. *
  15065. *------------------------------------------*/
  15066. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15067. {
  15068. struct block_list* src;
  15069. struct unit_data *ud;
  15070. int i,j;
  15071. if( group == NULL )
  15072. {
  15073. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15074. return 0;
  15075. }
  15076. src=map_id2bl(group->src_id);
  15077. ud = unit_bl2ud(src);
  15078. if(!src || !ud) {
  15079. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15080. return 0;
  15081. }
  15082. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15083. switch( group->skill_id ) {
  15084. case BA_DISSONANCE:
  15085. case BA_POEMBRAGI:
  15086. case BA_WHISTLE:
  15087. case BA_ASSASSINCROSS:
  15088. case BA_APPLEIDUN:
  15089. case DC_UGLYDANCE:
  15090. case DC_HUMMING:
  15091. case DC_DONTFORGETME:
  15092. case DC_FORTUNEKISS:
  15093. case DC_SERVICEFORYOU:
  15094. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15095. break;
  15096. }
  15097. }
  15098. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  15099. {
  15100. struct status_change* sc = status_get_sc(src);
  15101. if (sc && sc->data[SC_DANCING])
  15102. {
  15103. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15104. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15105. }
  15106. }
  15107. // end Gospel's status change on 'src'
  15108. // (needs to be done when the group is deleted by other means than skill deactivation)
  15109. if (group->unit_id == UNT_GOSPEL) {
  15110. struct status_change *sc = status_get_sc(src);
  15111. if(sc && sc->data[SC_GOSPEL]) {
  15112. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  15113. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  15114. }
  15115. }
  15116. switch( group->skill_id ) {
  15117. case SG_SUN_WARM:
  15118. case SG_MOON_WARM:
  15119. case SG_STAR_WARM:
  15120. {
  15121. struct status_change *sc = NULL;
  15122. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15123. sc->data[SC_WARM]->val4 = 0;
  15124. status_change_end(src, SC_WARM, INVALID_TIMER);
  15125. }
  15126. }
  15127. break;
  15128. case NC_NEUTRALBARRIER:
  15129. {
  15130. struct status_change *sc = NULL;
  15131. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15132. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15133. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15134. }
  15135. }
  15136. break;
  15137. case NC_STEALTHFIELD:
  15138. {
  15139. struct status_change *sc = NULL;
  15140. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  15141. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  15142. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  15143. }
  15144. }
  15145. break;
  15146. case LG_BANDING:
  15147. {
  15148. struct status_change *sc = NULL;
  15149. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  15150. sc->data[SC_BANDING]->val4 = 0;
  15151. status_change_end(src,SC_BANDING,INVALID_TIMER);
  15152. }
  15153. }
  15154. break;
  15155. }
  15156. if (src->type==BL_PC && group->state.ammo_consume)
  15157. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  15158. group->alive_count=0;
  15159. // remove all unit cells
  15160. if(group->unit != NULL)
  15161. for( i = 0; i < group->unit_count; i++ )
  15162. skill_delunit(&group->unit[i]);
  15163. // clear Talkie-box string
  15164. if( group->valstr != NULL ) {
  15165. aFree(group->valstr);
  15166. group->valstr = NULL;
  15167. }
  15168. idb_remove(group_db, group->group_id);
  15169. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  15170. group->unit=NULL;
  15171. group->group_id=0;
  15172. group->unit_count=0;
  15173. // locate this group, swap with the last entry and delete it
  15174. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  15175. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  15176. j--;
  15177. if( i < MAX_SKILLUNITGROUP ) {
  15178. ud->skillunit[i] = ud->skillunit[j];
  15179. ud->skillunit[j] = NULL;
  15180. ers_free(skill_unit_ers, group);
  15181. } else
  15182. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15183. return 1;
  15184. }
  15185. /*==========================================
  15186. *
  15187. *------------------------------------------*/
  15188. int skill_clear_unitgroup (struct block_list *src)
  15189. {
  15190. struct unit_data *ud = unit_bl2ud(src);
  15191. nullpo_ret(ud);
  15192. while (ud->skillunit[0])
  15193. skill_delunitgroup(ud->skillunit[0]);
  15194. return 1;
  15195. }
  15196. /*==========================================
  15197. *
  15198. *------------------------------------------*/
  15199. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
  15200. int i,j=-1,s,id;
  15201. struct unit_data *ud;
  15202. struct skill_unit_group_tickset *set;
  15203. nullpo_ret(bl);
  15204. if (group->interval==-1)
  15205. return NULL;
  15206. ud = unit_bl2ud(bl);
  15207. if (!ud) return NULL;
  15208. set = ud->skillunittick;
  15209. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  15210. id = s = group->skill_id;
  15211. else
  15212. id = s = group->group_id;
  15213. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15214. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15215. if (set[k].id == id)
  15216. return &set[k];
  15217. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15218. j=k;
  15219. }
  15220. if (j == -1) {
  15221. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15222. j = id % MAX_SKILLUNITGROUPTICKSET;
  15223. }
  15224. set[j].id = id;
  15225. set[j].tick = tick;
  15226. return &set[j];
  15227. }
  15228. /*==========================================
  15229. *
  15230. *------------------------------------------*/
  15231. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
  15232. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15233. struct skill_unit_group* group = unit->group;
  15234. unsigned int tick = va_arg(ap,unsigned int);
  15235. if( !unit->alive || bl->prev == NULL )
  15236. return 0;
  15237. nullpo_ret(group);
  15238. 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(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  15239. return 0; //AoE skills are ineffective. [Skotlex]
  15240. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15241. return 0;
  15242. skill_unit_onplace_timer(unit,bl,tick);
  15243. return 1;
  15244. }
  15245. /**
  15246. * @see DBApply
  15247. */
  15248. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15249. {
  15250. struct skill_unit* unit = db_data2ptr(data);
  15251. struct skill_unit_group* group = unit->group;
  15252. unsigned int tick = va_arg(ap,unsigned int);
  15253. bool dissonance;
  15254. struct block_list* bl = &unit->bl;
  15255. if( !unit->alive )
  15256. return 0;
  15257. nullpo_ret(group);
  15258. // check for expiration
  15259. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  15260. {// skill unit expired (inlined from skill_unit_onlimit())
  15261. switch( group->unit_id )
  15262. {
  15263. case UNT_BLASTMINE:
  15264. #ifdef RENEWAL
  15265. case UNT_CLAYMORETRAP:
  15266. #endif
  15267. case UNT_GROUNDDRIFT_WIND:
  15268. case UNT_GROUNDDRIFT_DARK:
  15269. case UNT_GROUNDDRIFT_POISON:
  15270. case UNT_GROUNDDRIFT_WATER:
  15271. case UNT_GROUNDDRIFT_FIRE:
  15272. group->unit_id = UNT_USED_TRAPS;
  15273. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  15274. group->limit=DIFF_TICK(tick+1500,group->tick);
  15275. unit->limit=DIFF_TICK(tick+1500,group->tick);
  15276. break;
  15277. case UNT_ANKLESNARE:
  15278. case UNT_ELECTRICSHOCKER:
  15279. if( group->val2 > 0 ) {
  15280. // Used Trap don't returns back to item
  15281. skill_delunit(unit);
  15282. break;
  15283. }
  15284. case UNT_SKIDTRAP:
  15285. case UNT_LANDMINE:
  15286. case UNT_SHOCKWAVE:
  15287. case UNT_SANDMAN:
  15288. case UNT_FLASHER:
  15289. case UNT_FREEZINGTRAP:
  15290. #ifndef RENEWAL
  15291. case UNT_CLAYMORETRAP:
  15292. #endif
  15293. case UNT_TALKIEBOX:
  15294. case UNT_CLUSTERBOMB:
  15295. case UNT_MAGENTATRAP:
  15296. case UNT_COBALTTRAP:
  15297. case UNT_MAIZETRAP:
  15298. case UNT_VERDURETRAP:
  15299. case UNT_FIRINGTRAP:
  15300. case UNT_ICEBOUNDTRAP:
  15301. case UNT_B_TRAP:
  15302. {
  15303. struct block_list* src;
  15304. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  15305. { // revert unit back into a trap
  15306. struct item item_tmp;
  15307. memset(&item_tmp,0,sizeof(item_tmp));
  15308. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  15309. item_tmp.identify = 1;
  15310. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  15311. }
  15312. skill_delunit(unit);
  15313. }
  15314. break;
  15315. case UNT_WARP_ACTIVE:
  15316. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  15317. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  15318. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  15319. // restart timers
  15320. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  15321. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  15322. // apply effect to all units standing on it
  15323. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  15324. break;
  15325. case UNT_CALLFAMILY:
  15326. {
  15327. struct map_session_data *sd = NULL;
  15328. if(group->val1) {
  15329. sd = map_charid2sd(group->val1);
  15330. group->val1 = 0;
  15331. if (sd && !map[sd->bl.m].flag.nowarp)
  15332. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15333. }
  15334. if(group->val2) {
  15335. sd = map_charid2sd(group->val2);
  15336. group->val2 = 0;
  15337. if (sd && !map[sd->bl.m].flag.nowarp)
  15338. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15339. }
  15340. skill_delunit(unit);
  15341. }
  15342. break;
  15343. case UNT_REVERBERATION:
  15344. if( unit->val1 <= 0 ) { // If it was deactivated.
  15345. skill_delunit(unit);
  15346. break;
  15347. }
  15348. clif_changetraplook(bl,UNT_USED_TRAPS);
  15349. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15350. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15351. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15352. group->unit_id = UNT_USED_TRAPS;
  15353. break;
  15354. case UNT_FEINTBOMB: {
  15355. struct block_list *src = map_id2bl(group->src_id);
  15356. struct status_change *sc;
  15357. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC_HIDING]) { // Copycat explodes if caster is still hidden.
  15358. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  15359. status_change_end(src, SC_HIDING, INVALID_TIMER);
  15360. }
  15361. skill_delunit(unit);
  15362. break;
  15363. }
  15364. case UNT_BANDING:
  15365. {
  15366. struct block_list *src = map_id2bl(group->src_id);
  15367. struct status_change *sc;
  15368. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  15369. skill_delunit(unit);
  15370. break;
  15371. }
  15372. // This unit isn't removed while SC_BANDING is active.
  15373. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  15374. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  15375. }
  15376. break;
  15377. default:
  15378. skill_delunit(unit);
  15379. }
  15380. } else {// skill unit is still active
  15381. switch( group->unit_id ) {
  15382. case UNT_ICEWALL:
  15383. // icewall loses 50 hp every second
  15384. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  15385. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  15386. unit->limit = DIFF_TICK(tick+700,group->tick);
  15387. break;
  15388. case UNT_BLASTMINE:
  15389. case UNT_SKIDTRAP:
  15390. case UNT_LANDMINE:
  15391. case UNT_SHOCKWAVE:
  15392. case UNT_SANDMAN:
  15393. case UNT_FLASHER:
  15394. case UNT_CLAYMORETRAP:
  15395. case UNT_FREEZINGTRAP:
  15396. case UNT_TALKIEBOX:
  15397. case UNT_ANKLESNARE:
  15398. case UNT_B_TRAP:
  15399. if( unit->val1 <= 0 ) {
  15400. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  15401. skill_delunit(unit);
  15402. else {
  15403. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  15404. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15405. group->unit_id = UNT_USED_TRAPS;
  15406. }
  15407. }
  15408. break;
  15409. case UNT_REVERBERATION:
  15410. if( unit->val1 <= 0 ){
  15411. clif_changetraplook(bl,UNT_USED_TRAPS);
  15412. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15413. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15414. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15415. group->unit_id = UNT_USED_TRAPS;
  15416. }
  15417. break;
  15418. case UNT_WALLOFTHORN:
  15419. if( unit->val1 <= 0 ) {
  15420. group->unit_id = UNT_USED_TRAPS;
  15421. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15422. }
  15423. break;
  15424. }
  15425. }
  15426. //Don't continue if unit or even group is expired and has been deleted.
  15427. if( !group || !unit->alive )
  15428. return 0;
  15429. dissonance = skill_dance_switch(unit, 0);
  15430. if( unit->range >= 0 && group->interval != -1 )
  15431. {
  15432. if( battle_config.skill_wall_check )
  15433. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15434. else
  15435. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15436. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  15437. group->unit_id = UNT_USED_TRAPS;
  15438. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  15439. unit->range = -1; //Disable processed cell.
  15440. if (--group->val1 <= 0) { // number of live cells
  15441. //All tiles were processed, disable skill.
  15442. group->target_flag=BCT_NOONE;
  15443. group->bl_flag= BL_NUL;
  15444. }
  15445. }
  15446. }
  15447. if( dissonance ) skill_dance_switch(unit, 1);
  15448. return 0;
  15449. }
  15450. /*==========================================
  15451. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  15452. *------------------------------------------*/
  15453. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
  15454. map_freeblock_lock();
  15455. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  15456. map_freeblock_unlock();
  15457. return 0;
  15458. }
  15459. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  15460. /*==========================================
  15461. * flag :
  15462. * 1 : store that skill_unit in array
  15463. * 2 : clear that skill_unit
  15464. * 4 : call_on_left
  15465. *------------------------------------------*/
  15466. int skill_unit_move_sub (struct block_list* bl, va_list ap) {
  15467. struct skill_unit* unit = (struct skill_unit *)bl;
  15468. struct skill_unit_group* group = unit->group;
  15469. struct block_list* target = va_arg(ap,struct block_list*);
  15470. unsigned int tick = va_arg(ap,unsigned int);
  15471. int flag = va_arg(ap,int);
  15472. bool dissonance;
  15473. uint16 skill_id;
  15474. int i;
  15475. nullpo_ret(group);
  15476. if( !unit->alive || target->prev == NULL )
  15477. return 0;
  15478. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  15479. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  15480. dissonance = skill_dance_switch(unit, 0);
  15481. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15482. skill_id = unit->group->skill_id;
  15483. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  15484. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  15485. if( dissonance ) {
  15486. skill_dance_switch(unit, 1);
  15487. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  15488. }
  15489. return 0;
  15490. }
  15491. //Target-type check.
  15492. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  15493. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  15494. if( flag&1 ) {
  15495. if( flag&2 ) { //Clear this skill id.
  15496. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  15497. if( i < ARRAYLENGTH(skill_unit_temp) )
  15498. skill_unit_temp[i] = 0;
  15499. }
  15500. } else {
  15501. if( flag&2 ) { //Store this skill id.
  15502. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15503. if( i < ARRAYLENGTH(skill_unit_temp) )
  15504. skill_unit_temp[i] = skill_id;
  15505. else
  15506. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15507. }
  15508. }
  15509. if( flag&4 )
  15510. skill_unit_onleft(skill_id,target,tick);
  15511. }
  15512. if( dissonance ) skill_dance_switch(unit, 1);
  15513. return 0;
  15514. } else {
  15515. if( flag&1 ) {
  15516. int result = skill_unit_onplace(unit,target,tick);
  15517. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  15518. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  15519. if( i < ARRAYLENGTH(skill_unit_temp) )
  15520. skill_unit_temp[i] = 0;
  15521. }
  15522. } else {
  15523. int result = skill_unit_onout(unit,target,tick);
  15524. if( flag&2 && result ) { //Store this unit id.
  15525. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15526. if( i < ARRAYLENGTH(skill_unit_temp) )
  15527. skill_unit_temp[i] = skill_id;
  15528. else
  15529. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15530. }
  15531. }
  15532. //TODO: Normally, this is dangerous since the unit and group could be freed
  15533. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  15534. //cells do not get deleted within them. [Skotlex]
  15535. if( dissonance ) skill_dance_switch(unit, 1);
  15536. if( flag&4 )
  15537. skill_unit_onleft(skill_id,target,tick);
  15538. return 1;
  15539. }
  15540. }
  15541. /*==========================================
  15542. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  15543. * Flag values:
  15544. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  15545. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  15546. * units to figure out when they have left a group.
  15547. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  15548. *------------------------------------------*/
  15549. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
  15550. nullpo_ret(bl);
  15551. if( bl->prev == NULL )
  15552. return 0;
  15553. if( flag&2 && !(flag&1) ) { //Onout, clear data
  15554. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  15555. }
  15556. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  15557. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  15558. int i;
  15559. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  15560. if( skill_unit_temp[i] )
  15561. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  15562. }
  15563. return 0;
  15564. }
  15565. /*==========================================
  15566. *
  15567. *------------------------------------------*/
  15568. int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  15569. {
  15570. int i,j;
  15571. unsigned int tick = gettick();
  15572. int *m_flag;
  15573. struct skill_unit *unit1;
  15574. struct skill_unit *unit2;
  15575. if (group == NULL)
  15576. return 0;
  15577. if (group->unit_count<=0)
  15578. return 0;
  15579. if (group->unit==NULL)
  15580. return 0;
  15581. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  15582. return 0; //Ensembles may not be moved around.
  15583. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  15584. return 0; //Icewalls and Wall of Thorns don't get knocked back
  15585. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  15586. // m_flag
  15587. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  15588. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  15589. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  15590. // 3: Both 1+2.
  15591. for(i=0;i<group->unit_count;i++){
  15592. unit1=&group->unit[i];
  15593. if (!unit1->alive || unit1->bl.m!=m)
  15594. continue;
  15595. for(j=0;j<group->unit_count;j++){
  15596. unit2=&group->unit[j];
  15597. if (!unit2->alive)
  15598. continue;
  15599. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  15600. m_flag[i] |= 0x1;
  15601. }
  15602. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  15603. m_flag[i] |= 0x2;
  15604. }
  15605. }
  15606. }
  15607. j = 0;
  15608. for (i=0;i<group->unit_count;i++) {
  15609. unit1=&group->unit[i];
  15610. if (!unit1->alive)
  15611. continue;
  15612. if (!(m_flag[i]&0x2)) {
  15613. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  15614. skill_dance_overlap(unit1, 0);
  15615. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  15616. }
  15617. //Move Cell using "smart" criteria (avoid useless moving around)
  15618. switch(m_flag[i])
  15619. {
  15620. case 0:
  15621. //Cell moves independently, safely move it.
  15622. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  15623. break;
  15624. case 1:
  15625. //Cell moves unto another cell, look for a replacement cell that won't collide
  15626. //and has no cell moving into it (flag == 2)
  15627. for(;j<group->unit_count;j++)
  15628. {
  15629. if(m_flag[j]!=2 || !group->unit[j].alive)
  15630. continue;
  15631. //Move to where this cell would had moved.
  15632. unit2 = &group->unit[j];
  15633. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  15634. j++; //Skip this cell as we have used it.
  15635. break;
  15636. }
  15637. break;
  15638. case 2:
  15639. case 3:
  15640. break; //Don't move the cell as a cell will end on this tile anyway.
  15641. }
  15642. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  15643. if (group->state.song_dance&0x1) //Check for dissonance effect.
  15644. skill_dance_overlap(unit1, 1);
  15645. clif_skill_setunit(unit1);
  15646. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  15647. }
  15648. }
  15649. aFree(m_flag);
  15650. return 0;
  15651. }
  15652. /*==========================================
  15653. *
  15654. *------------------------------------------*/
  15655. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  15656. {
  15657. int i,j;
  15658. nullpo_ret(sd);
  15659. if(nameid<=0)
  15660. return 0;
  15661. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  15662. if(skill_produce_db[i].nameid == nameid ){
  15663. if((j=skill_produce_db[i].req_skill)>0 &&
  15664. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  15665. continue; // must iterate again to check other skills that produce it. [malufett]
  15666. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  15667. continue; // special case
  15668. break;
  15669. }
  15670. }
  15671. if( i >= MAX_SKILL_PRODUCE_DB )
  15672. return 0;
  15673. if( pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT )
  15674. {// cannot carry the produced stuff
  15675. return 0;
  15676. }
  15677. if(trigger>=0){
  15678. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  15679. if(skill_produce_db[i].itemlv!=trigger)
  15680. return 0;
  15681. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  15682. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  15683. return 0;
  15684. } else { // Weapon (itemlv must be higher or equal)
  15685. if(skill_produce_db[i].itemlv>trigger)
  15686. return 0;
  15687. }
  15688. }
  15689. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  15690. int id;
  15691. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  15692. continue;
  15693. if(skill_produce_db[i].mat_amount[j] <= 0) {
  15694. if(pc_search_inventory(sd,id) < 0)
  15695. return 0;
  15696. }
  15697. else {
  15698. int x,y;
  15699. for(y=0,x=0;y<MAX_INVENTORY;y++)
  15700. if( sd->status.inventory[y].nameid == id )
  15701. x+=sd->status.inventory[y].amount;
  15702. if(x<qty*skill_produce_db[i].mat_amount[j])
  15703. return 0;
  15704. }
  15705. }
  15706. return i+1;
  15707. }
  15708. /*==========================================
  15709. *
  15710. *------------------------------------------*/
  15711. int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  15712. {
  15713. int slot[3];
  15714. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
  15715. int num = -1; // exclude the recipe
  15716. struct status_data *status;
  15717. struct item_data* data;
  15718. nullpo_ret(sd);
  15719. status = status_get_status_data(&sd->bl);
  15720. if( sd->skill_id_old == skill_id )
  15721. skill_lv = sd->skill_lv_old;
  15722. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  15723. return 0;
  15724. idx--;
  15725. if (qty < 1)
  15726. qty = 1;
  15727. if (!skill_id) //A skill can be specified for some override cases.
  15728. skill_id = skill_produce_db[idx].req_skill;
  15729. if( skill_id == GC_RESEARCHNEWPOISON )
  15730. skill_id = GC_CREATENEWPOISON;
  15731. slot[0]=slot1;
  15732. slot[1]=slot2;
  15733. slot[2]=slot3;
  15734. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  15735. int j;
  15736. if( slot[i]<=0 )
  15737. continue;
  15738. j = pc_search_inventory(sd,slot[i]);
  15739. if(j < 0)
  15740. continue;
  15741. if(slot[i]==ITEMID_STAR_CRUMB){
  15742. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  15743. sc++;
  15744. }
  15745. if(slot[i]>=ITEMID_FLAME_HEART && slot[i]<=ITEMID_GREAT_NATURE && ele==0){
  15746. static const int ele_table[4]={3,1,4,2};
  15747. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  15748. ele=ele_table[slot[i]-ITEMID_FLAME_HEART];
  15749. }
  15750. }
  15751. if( skill_id == RK_RUNEMASTERY ) {
  15752. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  15753. data = itemdb_search(nameid);
  15754. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  15755. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  15756. else temp_qty = 1;
  15757. if (data->stack.inventory) {
  15758. for( i = 0; i < MAX_INVENTORY; i++ ) {
  15759. if( sd->status.inventory[i].nameid == nameid ) {
  15760. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  15761. clif_msgtable(sd->fd,0x61b);
  15762. return 0;
  15763. } else {
  15764. /**
  15765. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  15766. **/
  15767. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  15768. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  15769. }
  15770. break;
  15771. }
  15772. }
  15773. }
  15774. qty = temp_qty;
  15775. }
  15776. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  15777. int j,id,x;
  15778. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  15779. continue;
  15780. num++;
  15781. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  15782. do{
  15783. int y=0;
  15784. j = pc_search_inventory(sd,id);
  15785. if(j >= 0){
  15786. y = sd->status.inventory[j].amount;
  15787. if(y>x)y=x;
  15788. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  15789. } else {
  15790. ShowError("skill_produce_mix: material item error\n");
  15791. return 0;
  15792. }
  15793. x-=y;
  15794. }while( j>=0 && x>0 );
  15795. }
  15796. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  15797. wlv = itemdb_wlv(nameid);
  15798. if(!equip) {
  15799. switch(skill_id){
  15800. case BS_IRON:
  15801. case BS_STEEL:
  15802. case BS_ENCHANTEDSTONE:
  15803. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  15804. i = pc_checkskill(sd,skill_id);
  15805. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  15806. switch(nameid){
  15807. case ITEMID_IRON:
  15808. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  15809. break;
  15810. case ITEMID_STEEL:
  15811. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  15812. break;
  15813. case ITEMID_STAR_CRUMB:
  15814. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  15815. break;
  15816. default: // Enchanted Stones
  15817. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  15818. break;
  15819. }
  15820. break;
  15821. case ASC_CDP:
  15822. make_per = (2000 + 40*status->dex + 20*status->luk);
  15823. break;
  15824. case AL_HOLYWATER:
  15825. /**
  15826. * Arch Bishop
  15827. **/
  15828. case AB_ANCILLA:
  15829. make_per = 100000; //100% success
  15830. break;
  15831. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  15832. case AM_TWILIGHT1:
  15833. case AM_TWILIGHT2:
  15834. case AM_TWILIGHT3:
  15835. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  15836. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  15837. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  15838. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  15839. int skill;
  15840. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  15841. make_per += skill*100; //+1% bonus per level
  15842. }
  15843. switch(nameid){
  15844. case ITEMID_RED_POTION:
  15845. case ITEMID_YELLOW_POTION:
  15846. case ITEMID_WHITE_POTION:
  15847. make_per += (1+rnd()%100)*10 + 2000;
  15848. break;
  15849. case ITEMID_ALCOHOL:
  15850. make_per += (1+rnd()%100)*10 + 1000;
  15851. break;
  15852. case ITEMID_FIRE_BOTTLE:
  15853. case ITEMID_ACID_BOTTLE:
  15854. case ITEMID_MAN_EATER_BOTTLE:
  15855. case ITEMID_MINI_BOTTLE:
  15856. make_per += (1+rnd()%100)*10;
  15857. break;
  15858. case ITEMID_YELLOW_SLIM_POTION:
  15859. make_per -= (1+rnd()%50)*10;
  15860. break;
  15861. case ITEMID_WHITE_SLIM_POTION:
  15862. case ITEMID_COATING_BOTTLE:
  15863. make_per -= (1+rnd()%100)*10;
  15864. break;
  15865. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  15866. case ITEMID_BLUE_POTION:
  15867. case ITEMID_RED_SLIM_POTION:
  15868. case ITEMID_ANODYNE:
  15869. case ITEMID_ALOEBERA:
  15870. default:
  15871. break;
  15872. }
  15873. if(battle_config.pp_rate != 100)
  15874. make_per = make_per * battle_config.pp_rate / 100;
  15875. break;
  15876. case SA_CREATECON: // Elemental Converter Creation
  15877. make_per = 100000; // should be 100% success rate
  15878. break;
  15879. /**
  15880. * Rune Knight
  15881. **/
  15882. case RK_RUNEMASTERY:
  15883. {
  15884. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  15885. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  15886. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  15887. int D = 0;
  15888. switch (nameid) { //rune rank it_diff 9 craftable rune
  15889. case ITEMID_BERKANA:
  15890. D = -2000;
  15891. break; //Rank S
  15892. case ITEMID_NAUTHIZ:
  15893. case ITEMID_URUZ:
  15894. D = -1500;
  15895. break; //Rank A
  15896. case ITEMID_ISA:
  15897. case ITEMID_WYRD:
  15898. D = -1000;
  15899. break; //Rank B
  15900. case ITEMID_RAIDO:
  15901. case ITEMID_THURISAZ:
  15902. case ITEMID_HAGALAZ:
  15903. case ITEMID_OTHILA:
  15904. D = -500;
  15905. break; //Rank C
  15906. default: D = -1500;
  15907. break; //not specified =-15%
  15908. }
  15909. make_per = A + B + C + D;
  15910. break;
  15911. }
  15912. /**
  15913. * Guilotine Cross
  15914. **/
  15915. case GC_CREATENEWPOISON:
  15916. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  15917. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  15918. break;
  15919. case GN_CHANGEMATERIAL:
  15920. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  15921. if( skill_changematerial_db[i].itemid == nameid ){
  15922. make_per = skill_changematerial_db[i].rate * 10;
  15923. break;
  15924. }
  15925. break;
  15926. case GN_S_PHARMACY:
  15927. {
  15928. int difficulty = 0;
  15929. difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  15930. 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) +
  15931. (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)
  15932. switch(nameid){// difficulty factor
  15933. case ITEMID_HP_INCREASE_POTION_SMALL: case ITEMID_SP_INCREASE_POTION_SMALL:
  15934. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  15935. difficulty += 10;
  15936. break;
  15937. case ITEMID_BOMB_MUSHROOM_SPORE: case ITEMID_SP_INCREASE_POTION_MEDIUM:
  15938. difficulty += 15;
  15939. break;
  15940. case ITEMID_BANANA_BOMB: case ITEMID_HP_INCREASE_POTION_MEDIUM:
  15941. case ITEMID_SP_INCREASE_POTION_LARGE: case ITEMID_VITATA500:
  15942. difficulty += 20;
  15943. break;
  15944. case ITEMID_SEED_OF_HORNY_PLANT: case ITEMID_BLOODSUCK_PLANT_SEED:
  15945. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  15946. difficulty += 30;
  15947. break;
  15948. case ITEMID_HP_INCREASE_POTION_LARGE: case ITEMID_CURE_FREE:
  15949. difficulty += 40;
  15950. break;
  15951. }
  15952. if( make_per >= 400 && make_per > difficulty)
  15953. qty = 10;
  15954. else if( make_per >= 300 && make_per > difficulty)
  15955. qty = 7;
  15956. else if( make_per >= 100 && make_per > difficulty)
  15957. qty = 6;
  15958. else if( make_per >= 1 && make_per > difficulty)
  15959. qty = 5;
  15960. else
  15961. qty = 4;
  15962. make_per = 10000;
  15963. }
  15964. break;
  15965. case GN_MAKEBOMB:
  15966. case GN_MIX_COOKING:
  15967. {
  15968. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  15969. 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)
  15970. qty = ~(5 + rnd()%5) + 1;
  15971. switch(nameid){// difficulty factor
  15972. case ITEMID_APPLE_BOMB:
  15973. difficulty += 5;
  15974. break;
  15975. case ITEMID_COCONUT_BOMB: case ITEMID_MELON_BOMB:
  15976. difficulty += 10;
  15977. break;
  15978. case ITEMID_SAVAGE_FULL_ROAST: case ITEMID_COCKTAIL_WARG_BLOOD: case ITEMID_MINOR_STEW:
  15979. case ITEMID_SIROMA_ICED_TEA: case ITEMID_DROSERA_HERB_SALAD: case ITEMID_PETITE_TAIL_NOODLES:
  15980. case ITEMID_PINEAPPLE_BOMB:
  15981. difficulty += 15;
  15982. break;
  15983. case ITEMID_BANANA_BOMB:
  15984. difficulty += 20;
  15985. break;
  15986. }
  15987. if( make_per >= 30 && make_per > difficulty)
  15988. qty = 10 + rnd()%2;
  15989. else if( make_per >= 10 && make_per > difficulty)
  15990. qty = 10;
  15991. else if( make_per == 10 && make_per > difficulty)
  15992. qty = 8;
  15993. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  15994. ;// Food/Bomb creation fails.
  15995. else if( make_per >= 30 && make_per < difficulty)
  15996. qty = 5;
  15997. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  15998. qty = ~qty + 1;
  15999. make_per = 0;
  16000. }else
  16001. make_per = 10000;
  16002. qty = (skill_lv > 1 ? qty : 1);
  16003. }
  16004. break;
  16005. default:
  16006. if (sd->menuskill_id == AM_PHARMACY &&
  16007. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16008. { //Assume Cooking Dish
  16009. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16010. make_per = 10000; //100% Success
  16011. else
  16012. make_per = 1200 * (sd->menuskill_val - 10)
  16013. + 20 * (sd->status.base_level + 1)
  16014. + 20 * (status->dex + 1)
  16015. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16016. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16017. - 10 * (100 - status->luk + 1)
  16018. - 500 * (num - 1)
  16019. - 100 * (rnd()%4 + 1);
  16020. break;
  16021. }
  16022. make_per = 5000;
  16023. break;
  16024. }
  16025. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16026. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16027. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16028. 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
  16029. 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
  16030. if(pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16031. else if(pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16032. else if(pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16033. else if(pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16034. if(battle_config.wp_rate != 100)
  16035. make_per = make_per * battle_config.wp_rate / 100;
  16036. }
  16037. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16038. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16039. if(make_per < 1) make_per = 1;
  16040. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  16041. struct item tmp_item;
  16042. memset(&tmp_item,0,sizeof(tmp_item));
  16043. tmp_item.nameid=nameid;
  16044. tmp_item.amount=1;
  16045. tmp_item.identify=1;
  16046. if(equip){
  16047. tmp_item.card[0]=CARD0_FORGE;
  16048. tmp_item.card[1]=((sc*5)<<8)+ele;
  16049. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16050. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16051. } else {
  16052. //Flag is only used on the end, so it can be used here. [Skotlex]
  16053. switch (skill_id) {
  16054. case BS_DAGGER:
  16055. case BS_SWORD:
  16056. case BS_TWOHANDSWORD:
  16057. case BS_AXE:
  16058. case BS_MACE:
  16059. case BS_KNUCKLE:
  16060. case BS_SPEAR:
  16061. flag = battle_config.produce_item_name_input&0x1;
  16062. break;
  16063. case AM_PHARMACY:
  16064. case AM_TWILIGHT1:
  16065. case AM_TWILIGHT2:
  16066. case AM_TWILIGHT3:
  16067. flag = battle_config.produce_item_name_input&0x2;
  16068. break;
  16069. case AL_HOLYWATER:
  16070. /**
  16071. * Arch Bishop
  16072. **/
  16073. case AB_ANCILLA:
  16074. flag = battle_config.produce_item_name_input&0x8;
  16075. break;
  16076. case ASC_CDP:
  16077. flag = battle_config.produce_item_name_input&0x10;
  16078. break;
  16079. default:
  16080. flag = battle_config.produce_item_name_input&0x80;
  16081. break;
  16082. }
  16083. if (flag) {
  16084. tmp_item.card[0]=CARD0_CREATE;
  16085. tmp_item.card[1]=0;
  16086. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16087. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16088. }
  16089. }
  16090. // if(log_config.produce > 0)
  16091. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  16092. //TODO update PICKLOG
  16093. if(equip){
  16094. clif_produceeffect(sd,0,nameid);
  16095. clif_misceffect(&sd->bl,3);
  16096. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  16097. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  16098. } else {
  16099. int fame = 0;
  16100. tmp_item.amount = 0;
  16101. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  16102. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  16103. tmp_item.amount = qty;
  16104. break;
  16105. }
  16106. if (rnd()%10000 < make_per || qty == 1) { //Success
  16107. tmp_item.amount++;
  16108. if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  16109. continue;
  16110. if( skill_id != AM_PHARMACY &&
  16111. skill_id != AM_TWILIGHT1 &&
  16112. skill_id != AM_TWILIGHT2 &&
  16113. skill_id != AM_TWILIGHT3 )
  16114. continue;
  16115. //Add fame as needed.
  16116. switch(++sd->potion_success_counter) {
  16117. case 3:
  16118. fame+=1; // Success to prepare 3 Condensed Potions in a row
  16119. break;
  16120. case 5:
  16121. fame+=3; // Success to prepare 5 Condensed Potions in a row
  16122. break;
  16123. case 7:
  16124. fame+=10; // Success to prepare 7 Condensed Potions in a row
  16125. break;
  16126. case 10:
  16127. fame+=50; // Success to prepare 10 Condensed Potions in a row
  16128. sd->potion_success_counter = 0;
  16129. break;
  16130. }
  16131. } else //Failure
  16132. sd->potion_success_counter = 0;
  16133. }
  16134. if (fame)
  16135. pc_addfame(sd,fame);
  16136. //Visual effects and the like.
  16137. switch (skill_id) {
  16138. case AM_PHARMACY:
  16139. case AM_TWILIGHT1:
  16140. case AM_TWILIGHT2:
  16141. case AM_TWILIGHT3:
  16142. case ASC_CDP:
  16143. clif_produceeffect(sd,2,nameid);
  16144. clif_misceffect(&sd->bl,5);
  16145. break;
  16146. case BS_IRON:
  16147. case BS_STEEL:
  16148. case BS_ENCHANTEDSTONE:
  16149. clif_produceeffect(sd,0,nameid);
  16150. clif_misceffect(&sd->bl,3);
  16151. break;
  16152. case RK_RUNEMASTERY:
  16153. case GC_CREATENEWPOISON:
  16154. clif_produceeffect(sd,2,nameid);
  16155. clif_misceffect(&sd->bl,5);
  16156. break;
  16157. default: //Those that don't require a skill?
  16158. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  16159. { //Cooking items.
  16160. clif_specialeffect(&sd->bl, 608, AREA);
  16161. if( sd->cook_mastery < 1999 )
  16162. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  16163. }
  16164. break;
  16165. }
  16166. }
  16167. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  16168. int j, k = 0;
  16169. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  16170. if( skill_changematerial_db[i].itemid == nameid ){
  16171. for(j=0; j<5; j++){
  16172. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  16173. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  16174. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16175. clif_additem(sd,0,0,flag);
  16176. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16177. }
  16178. k++;
  16179. }
  16180. }
  16181. break;
  16182. }
  16183. if( k ){
  16184. clif_msg_skill(sd,skill_id,0x627);
  16185. return 1;
  16186. }
  16187. } else if (tmp_item.amount) { //Success
  16188. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16189. clif_additem(sd,0,0,flag);
  16190. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16191. }
  16192. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  16193. clif_msg_skill(sd,skill_id,0x627);
  16194. return 1;
  16195. }
  16196. }
  16197. //Failure
  16198. // if(log_config.produce)
  16199. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  16200. //TODO update PICKLOG
  16201. if(equip){
  16202. clif_produceeffect(sd,1,nameid);
  16203. clif_misceffect(&sd->bl,2);
  16204. } else {
  16205. switch (skill_id) {
  16206. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  16207. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  16208. case AM_PHARMACY:
  16209. case AM_TWILIGHT1:
  16210. case AM_TWILIGHT2:
  16211. case AM_TWILIGHT3:
  16212. clif_produceeffect(sd,3,nameid);
  16213. clif_misceffect(&sd->bl,6);
  16214. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  16215. break;
  16216. case BS_IRON:
  16217. case BS_STEEL:
  16218. case BS_ENCHANTEDSTONE:
  16219. clif_produceeffect(sd,1,nameid);
  16220. clif_misceffect(&sd->bl,2);
  16221. break;
  16222. case RK_RUNEMASTERY:
  16223. case GC_CREATENEWPOISON:
  16224. clif_produceeffect(sd,3,nameid);
  16225. clif_misceffect(&sd->bl,6);
  16226. break;
  16227. case GN_MIX_COOKING: {
  16228. struct item tmp_item;
  16229. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  16230. int rate = rnd()%500;
  16231. memset(&tmp_item,0,sizeof(tmp_item));
  16232. if( rate < 50) i = 4;
  16233. else if( rate < 100) i = 2+rnd()%1;
  16234. else if( rate < 250 ) i = 1;
  16235. else if( rate < 500 ) i = 0;
  16236. tmp_item.nameid = compensation[i];
  16237. tmp_item.amount = qty;
  16238. tmp_item.identify = 1;
  16239. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  16240. clif_additem(sd,0,0,flag);
  16241. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16242. }
  16243. clif_msg_skill(sd,skill_id,0x628);
  16244. }
  16245. break;
  16246. case GN_MAKEBOMB:
  16247. case GN_S_PHARMACY:
  16248. case GN_CHANGEMATERIAL:
  16249. clif_msg_skill(sd,skill_id,0x628);
  16250. break;
  16251. default:
  16252. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  16253. { //Cooking items.
  16254. clif_specialeffect(&sd->bl, 609, AREA);
  16255. if( sd->cook_mastery > 0 )
  16256. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  16257. }
  16258. }
  16259. }
  16260. return 0;
  16261. }
  16262. int skill_arrow_create (struct map_session_data *sd, int nameid)
  16263. {
  16264. int i,j,flag,index=-1;
  16265. struct item tmp_item;
  16266. nullpo_ret(sd);
  16267. if(nameid <= 0)
  16268. return 1;
  16269. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  16270. if(nameid == skill_arrow_db[i].nameid) {
  16271. index = i;
  16272. break;
  16273. }
  16274. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  16275. return 1;
  16276. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  16277. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  16278. memset(&tmp_item,0,sizeof(tmp_item));
  16279. tmp_item.identify = 1;
  16280. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  16281. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  16282. if(battle_config.produce_item_name_input&0x4) {
  16283. tmp_item.card[0]=CARD0_CREATE;
  16284. tmp_item.card[1]=0;
  16285. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16286. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16287. }
  16288. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  16289. continue;
  16290. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16291. clif_additem(sd,0,0,flag);
  16292. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16293. }
  16294. }
  16295. return 0;
  16296. }
  16297. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  16298. sc_type type;
  16299. int chance, i;
  16300. //uint16 msg = 1443; //Official is using msgstringtable.txt
  16301. char output[CHAT_SIZE_MAX];
  16302. const char *msg;
  16303. nullpo_ret(sd);
  16304. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16305. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16306. return 0;
  16307. }
  16308. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  16309. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  16310. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  16311. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  16312. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  16313. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  16314. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  16315. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  16316. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  16317. default:
  16318. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16319. return 0;
  16320. }
  16321. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  16322. 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
  16323. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  16324. sprintf(output, msg_txt(sd,721), msg);
  16325. clif_colormes(sd,color_table[COLOR_WHITE],output);
  16326. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  16327. clif_msg(sd,msg);
  16328. #endif*/
  16329. return 0;
  16330. }
  16331. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  16332. {
  16333. struct status_change *sc = status_get_sc(bl);
  16334. // non-offensive and non-magic skills do not affect the status
  16335. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  16336. return;
  16337. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  16338. if (sc->data[SC_MAGICPOWER]->val4) {
  16339. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  16340. } else {
  16341. sc->data[SC_MAGICPOWER]->val4 = 1;
  16342. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  16343. #ifndef RENEWAL
  16344. if(bl->type == BL_PC){// update current display.
  16345. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  16346. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  16347. }
  16348. #endif
  16349. }
  16350. }
  16351. }
  16352. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  16353. int x, y, i, class_, skill;
  16354. struct mob_data *md;
  16355. nullpo_ret(sd);
  16356. skill = sd->menuskill_val;
  16357. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16358. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16359. return 0;
  16360. }
  16361. // Spawn Position
  16362. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  16363. x = sd->sc.comet_x;
  16364. y = sd->sc.comet_y;
  16365. sd->sc.comet_x = sd->sc.comet_y = 0;
  16366. sd->menuskill_val = 0;
  16367. // Item picked decides the mob class
  16368. switch(nameid) {
  16369. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  16370. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  16371. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  16372. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  16373. default:
  16374. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16375. return 0;
  16376. }
  16377. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  16378. if( md ) {
  16379. struct unit_data *ud = unit_bl2ud(&md->bl);
  16380. md->master_id = sd->bl.id;
  16381. md->special_state.ai = AI_FAW;
  16382. if(ud) {
  16383. ud->skill_id = NC_MAGICDECOY;
  16384. ud->skill_lv = skill;
  16385. }
  16386. if( md->deletetimer != INVALID_TIMER )
  16387. delete_timer(md->deletetimer, mob_timer_delete);
  16388. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  16389. mob_spawn(md);
  16390. }
  16391. return 0;
  16392. }
  16393. // Warlock Spellbooks. [LimitLine/3CeAM]
  16394. int skill_spellbook (struct map_session_data *sd, int nameid) {
  16395. int i, max_preserve, skill_id, point;
  16396. struct status_change *sc;
  16397. nullpo_ret(sd);
  16398. sc = status_get_sc(&sd->bl);
  16399. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  16400. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  16401. if( i > SC_MAXSPELLBOOK ) {
  16402. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  16403. return 0;
  16404. }
  16405. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  16406. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  16407. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  16408. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  16409. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  16410. return 0;
  16411. }
  16412. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  16413. point = skill_spellbook_db[i].point;
  16414. if( sc && sc->data[SC_READING_SB] ) {
  16415. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
  16416. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  16417. return 0;
  16418. }
  16419. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  16420. if( !sc->data[i] ){
  16421. sc->data[SC_READING_SB]->val2 += point; // increase points
  16422. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16423. break;
  16424. }
  16425. }
  16426. } else {
  16427. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  16428. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16429. }
  16430. return 1;
  16431. }
  16432. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  16433. int id, lv, prob, aslvl = 0;
  16434. nullpo_ret(sd);
  16435. if (sd->sc.data[SC_STOP]) {
  16436. aslvl = sd->sc.data[SC_STOP]->val1;
  16437. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  16438. }
  16439. if( !(skill_get_inf2(sd->status.skill[skill_id].id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  16440. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  16441. return 0;
  16442. }
  16443. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  16444. lv = min(lv,sd->status.skill[skill_id].lv);
  16445. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  16446. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  16447. return 0;
  16448. }
  16449. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  16450. int i;
  16451. nullpo_ret(sd);
  16452. nullpo_ret(item_list);
  16453. if( n <= 0 )
  16454. return 1;
  16455. for( i = 0; i < n; i++ ) {
  16456. int nameid, add_amount, del_amount, idx, product;
  16457. struct item tmp_item;
  16458. idx = item_list[i*2+0]-2;
  16459. del_amount = item_list[i*2+1];
  16460. if( skill_lv == 2 )
  16461. del_amount -= (del_amount % 10);
  16462. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  16463. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  16464. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16465. return 1;
  16466. }
  16467. switch( nameid ) {
  16468. // Level 1
  16469. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  16470. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  16471. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  16472. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  16473. // Level 2
  16474. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  16475. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  16476. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  16477. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  16478. default:
  16479. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16480. return 1;
  16481. }
  16482. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  16483. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16484. return 1;
  16485. }
  16486. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  16487. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16488. return 1;
  16489. }
  16490. memset(&tmp_item,0,sizeof(tmp_item));
  16491. tmp_item.nameid = product;
  16492. tmp_item.amount = add_amount;
  16493. tmp_item.identify = 1;
  16494. if( tmp_item.amount ) {
  16495. int flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  16496. if( flag != 0 ) {
  16497. clif_additem(sd,0,0,flag);
  16498. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16499. }
  16500. }
  16501. }
  16502. return 0;
  16503. }
  16504. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  16505. int i, j, k, c, p = 0, nameid, amount;
  16506. nullpo_ret(sd);
  16507. nullpo_ret(item_list);
  16508. // Search for objects that can be created.
  16509. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  16510. if( skill_produce_db[i].itemlv == 26 ) {
  16511. p = 0;
  16512. do {
  16513. c = 0;
  16514. // Verification of overlap between the objects required and the list submitted.
  16515. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  16516. if( skill_produce_db[i].mat_id[j] > 0 ) {
  16517. for( k = 0; k < n; k++ ) {
  16518. int idx = item_list[k*2+0]-2;
  16519. nameid = sd->status.inventory[idx].nameid;
  16520. amount = item_list[k*2+1];
  16521. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  16522. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  16523. return 0;
  16524. }
  16525. 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]
  16526. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  16527. c++; // match
  16528. }
  16529. }
  16530. else
  16531. break; // No more items required
  16532. }
  16533. p++;
  16534. } while(n == j && c == n);
  16535. p--;
  16536. if ( p > 0 ) {
  16537. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  16538. return 1;
  16539. }
  16540. }
  16541. }
  16542. if( p == 0)
  16543. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  16544. return 0;
  16545. }
  16546. /**
  16547. * for Royal Guard's LG_TRAMPLE
  16548. **/
  16549. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  16550. struct skill_unit *su = (struct skill_unit *)bl;
  16551. struct skill_unit_group *sg;
  16552. unsigned int tick;
  16553. nullpo_ret(su);
  16554. tick = va_arg(ap, unsigned int);
  16555. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  16556. switch( sg->unit_id ) {
  16557. case UNT_LANDMINE:
  16558. case UNT_CLAYMORETRAP:
  16559. case UNT_BLASTMINE:
  16560. case UNT_SHOCKWAVE:
  16561. case UNT_SANDMAN:
  16562. case UNT_FLASHER:
  16563. case UNT_FREEZINGTRAP:
  16564. case UNT_CLUSTERBOMB:
  16565. case UNT_FIRINGTRAP:
  16566. case UNT_ICEBOUNDTRAP:
  16567. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  16568. break;
  16569. }
  16570. // Traps aren't recovered.
  16571. skill_delunit(su);
  16572. }
  16573. return 0;
  16574. }
  16575. /*==========================================
  16576. *
  16577. *------------------------------------------*/
  16578. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  16579. int i;
  16580. nullpo_retr(-1, sd);
  16581. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16582. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  16583. }
  16584. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  16585. struct map_session_data *sd = map_id2sd(id);
  16586. int i = (int) data;
  16587. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  16588. return 0;
  16589. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  16590. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  16591. return 0;
  16592. }
  16593. aFree(sd->scd[i]);
  16594. sd->scd[i] = NULL;
  16595. return 1;
  16596. }
  16597. /**
  16598. * flags a singular skill as being blocked from persistent usage.
  16599. * @param sd the player the skill delay affects
  16600. * @param skill_id the skill which should be delayed
  16601. * @param tick the length of time the delay should last
  16602. * @param load whether this assignment is being loaded upon player login
  16603. * @return 0 if successful, -1 otherwise
  16604. */
  16605. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick) {
  16606. int i;
  16607. nullpo_retr(-1, sd);
  16608. if (skillid == 0 || tick < 1)
  16609. return -1;
  16610. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16611. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  16612. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16613. aFree(sd->scd[i]);
  16614. sd->scd[i] = NULL;
  16615. }
  16616. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  16617. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  16618. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  16619. sd->scd[i]->skill_id = skillid;
  16620. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  16621. if (battle_config.display_status_timers && tick > 0)
  16622. clif_skill_cooldown(sd, skillid, tick);
  16623. return 1;
  16624. } else {
  16625. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  16626. return 0;
  16627. }
  16628. }
  16629. int skill_blockpc_clear(struct map_session_data *sd) {
  16630. int i;
  16631. nullpo_ret(sd);
  16632. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  16633. if (!sd->scd[i])
  16634. continue;
  16635. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16636. aFree(sd->scd[i]);
  16637. sd->scd[i] = NULL;
  16638. }
  16639. return 1;
  16640. }
  16641. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16642. {
  16643. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  16644. if (data <= 0 || data >= MAX_SKILL)
  16645. return 0;
  16646. if (hd) hd->blockskill[data] = 0;
  16647. return 1;
  16648. }
  16649. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  16650. {
  16651. uint16 idx = skill_get_index(skill_id);
  16652. nullpo_retr (-1, hd);
  16653. if (idx == 0)
  16654. return -1;
  16655. if (tick < 1) {
  16656. hd->blockskill[idx] = 0;
  16657. return -1;
  16658. }
  16659. hd->blockskill[idx] = 1;
  16660. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  16661. }
  16662. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16663. {
  16664. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  16665. if( data <= 0 || data >= MAX_SKILL )
  16666. return 0;
  16667. if( md ) md->blockskill[data] = 0;
  16668. return 1;
  16669. }
  16670. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  16671. {
  16672. uint16 idx = skill_get_index(skill_id);
  16673. nullpo_retr (-1, md);
  16674. if (idx == 0)
  16675. return -1;
  16676. if( tick < 1 )
  16677. {
  16678. md->blockskill[idx] = 0;
  16679. return -1;
  16680. }
  16681. md->blockskill[idx] = 1;
  16682. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  16683. }
  16684. /**
  16685. * Adds a new skill unit entry for this player to recast after map load
  16686. **/
  16687. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  16688. struct skill_usave * sus = NULL;
  16689. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  16690. idb_remove(skillusave_db,sd->status.char_id);
  16691. }
  16692. CREATE( sus, struct skill_usave, 1 );
  16693. idb_put( skillusave_db, sd->status.char_id, sus );
  16694. sus->skill_id = skill_id;
  16695. sus->skill_lv = skill_lv;
  16696. return;
  16697. }
  16698. void skill_usave_trigger(struct map_session_data *sd) {
  16699. struct skill_usave * sus = NULL;
  16700. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  16701. return;
  16702. }
  16703. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  16704. idb_remove(skillusave_db,sd->status.char_id);
  16705. return;
  16706. }
  16707. /*
  16708. *
  16709. */
  16710. int skill_split_str (char *str, char **val, int num) {
  16711. int i;
  16712. for( i = 0; i < num && str; i++ ) {
  16713. val[i] = str;
  16714. str = strchr(str,',');
  16715. if( str )
  16716. *str++=0;
  16717. }
  16718. return i;
  16719. }
  16720. /**
  16721. * Split the string with ':' as separator and put each value for a skilllv
  16722. * if no more value found put the latest to fill the array
  16723. * @param str : string to split
  16724. * @param val : array of MAX_SKILL_LEVEL to put value into
  16725. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  16726. */
  16727. int skill_split_atoi (char *str, int *val) {
  16728. int i, j, step = 1;
  16729. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  16730. if (!str) break;
  16731. val[i] = atoi(str);
  16732. str = strchr(str,':');
  16733. if (str)
  16734. *str++=0;
  16735. }
  16736. if(i==0) //No data found.
  16737. return 0;
  16738. if(i==1) { //Single value, have the whole range have the same value.
  16739. for (; i < MAX_SKILL_LEVEL; i++)
  16740. val[i] = val[i-1];
  16741. return i;
  16742. }
  16743. //Check for linear change with increasing steps until we reach half of the data acquired.
  16744. for (step = 1; step <= i/2; step++) {
  16745. int diff = val[i-1] - val[i-step-1];
  16746. for(j = i-1; j >= step; j--)
  16747. if ((val[j]-val[j-step]) != diff)
  16748. break;
  16749. if (j>=step) //No match, try next step.
  16750. continue;
  16751. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  16752. val[i] = val[i-step]+diff;
  16753. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  16754. { val[i] = 1; diff = 0; step = 1; }
  16755. }
  16756. return i;
  16757. }
  16758. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  16759. for (;i<MAX_SKILL_LEVEL; i++)
  16760. val[i] = val[i-1];
  16761. return i;
  16762. }
  16763. /*
  16764. *
  16765. */
  16766. void skill_init_unit_layout (void) {
  16767. int i,j,pos = 0;
  16768. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  16769. // standard square layouts go first
  16770. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  16771. int size = i*2+1;
  16772. skill_unit_layout[i].count = size*size;
  16773. for (j=0; j<size*size; j++) {
  16774. skill_unit_layout[i].dx[j] = (j%size-i);
  16775. skill_unit_layout[i].dy[j] = (j/size-i);
  16776. }
  16777. }
  16778. // afterwards add special ones
  16779. pos = i;
  16780. for (i=0;i<MAX_SKILL_DB;i++) {
  16781. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  16782. continue;
  16783. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  16784. int skill = i;
  16785. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  16786. skill -= EL_SKILLRANGEMIN;
  16787. skill += EL_SKILLBASE;
  16788. }
  16789. if( skill == EL_FIRE_MANTLE ) {
  16790. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  16791. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  16792. skill_unit_layout[pos].count = 8;
  16793. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16794. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16795. }
  16796. } else {
  16797. switch (i) {
  16798. case MG_FIREWALL:
  16799. case WZ_ICEWALL:
  16800. case WL_EARTHSTRAIN://Warlock
  16801. // these will be handled later
  16802. break;
  16803. case PR_SANCTUARY:
  16804. case NPC_EVILLAND: {
  16805. static const int dx[] = {
  16806. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  16807. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  16808. static const int dy[]={
  16809. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  16810. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  16811. skill_unit_layout[pos].count = 21;
  16812. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16813. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16814. }
  16815. break;
  16816. case PR_MAGNUS: {
  16817. static const int dx[] = {
  16818. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  16819. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  16820. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  16821. static const int dy[] = {
  16822. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  16823. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  16824. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  16825. skill_unit_layout[pos].count = 33;
  16826. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16827. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16828. }
  16829. break;
  16830. case AS_VENOMDUST: {
  16831. static const int dx[] = {-1, 0, 0, 0, 1};
  16832. static const int dy[] = { 0,-1, 0, 1, 0};
  16833. skill_unit_layout[pos].count = 5;
  16834. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16835. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16836. }
  16837. break;
  16838. case CR_GRANDCROSS:
  16839. case NPC_GRANDDARKNESS: {
  16840. static const int dx[] = {
  16841. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  16842. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  16843. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  16844. static const int dy[] = {
  16845. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  16846. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  16847. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  16848. skill_unit_layout[pos].count = 29;
  16849. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16850. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16851. }
  16852. break;
  16853. case PF_FOGWALL: {
  16854. static const int dx[] = {
  16855. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  16856. static const int dy[] = {
  16857. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  16858. skill_unit_layout[pos].count = 15;
  16859. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16860. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16861. }
  16862. break;
  16863. case PA_GOSPEL: {
  16864. static const int dx[] = {
  16865. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  16866. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  16867. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  16868. -1, 0, 1};
  16869. static const int dy[] = {
  16870. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  16871. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  16872. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  16873. 3, 3, 3};
  16874. skill_unit_layout[pos].count = 33;
  16875. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16876. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16877. }
  16878. break;
  16879. case NJ_KAENSIN: {
  16880. 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};
  16881. 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};
  16882. skill_unit_layout[pos].count = 24;
  16883. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16884. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16885. }
  16886. break;
  16887. case NJ_TATAMIGAESHI: {
  16888. //Level 1 (count 4, cross of 3x3)
  16889. static const int dx1[] = {-1, 1, 0, 0};
  16890. static const int dy1[] = { 0, 0,-1, 1};
  16891. //Level 2-3 (count 8, cross of 5x5)
  16892. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  16893. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  16894. //Level 4-5 (count 12, cross of 7x7
  16895. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  16896. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  16897. //lv1
  16898. j = 0;
  16899. skill_unit_layout[pos].count = 4;
  16900. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  16901. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  16902. skill_db[i].unit_layout_type[j] = pos;
  16903. //lv2/3
  16904. j++;
  16905. pos++;
  16906. skill_unit_layout[pos].count = 8;
  16907. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  16908. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  16909. skill_db[i].unit_layout_type[j] = pos;
  16910. skill_db[i].unit_layout_type[++j] = pos;
  16911. //lv4/5
  16912. j++;
  16913. pos++;
  16914. skill_unit_layout[pos].count = 12;
  16915. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  16916. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  16917. skill_db[i].unit_layout_type[j] = pos;
  16918. skill_db[i].unit_layout_type[++j] = pos;
  16919. //Fill in the rest using lv 5.
  16920. for (;j<MAX_SKILL_LEVEL;j++)
  16921. skill_db[i].unit_layout_type[j] = pos;
  16922. //Skip, this way the check below will fail and continue to the next skill.
  16923. pos++;
  16924. }
  16925. break;
  16926. case GN_WALLOFTHORN: {
  16927. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  16928. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  16929. skill_unit_layout[pos].count = 16;
  16930. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16931. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16932. }
  16933. break;
  16934. default:
  16935. ShowError("unknown unit layout at skill %d\n",i);
  16936. break;
  16937. }
  16938. }
  16939. if (!skill_unit_layout[pos].count)
  16940. continue;
  16941. for (j=0;j<MAX_SKILL_LEVEL;j++)
  16942. skill_db[i].unit_layout_type[j] = pos;
  16943. pos++;
  16944. }
  16945. // firewall and icewall have 8 layouts (direction-dependent)
  16946. firewall_unit_pos = pos;
  16947. for (i=0;i<8;i++) {
  16948. if (i&1) {
  16949. skill_unit_layout[pos].count = 5;
  16950. if (i&0x2) {
  16951. int dx[] = {-1,-1, 0, 0, 1};
  16952. int dy[] = { 1, 0, 0,-1,-1};
  16953. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16954. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16955. } else {
  16956. int dx[] = { 1, 1 ,0, 0,-1};
  16957. int dy[] = { 1, 0, 0,-1,-1};
  16958. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16959. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16960. }
  16961. } else {
  16962. skill_unit_layout[pos].count = 3;
  16963. if (i%4==0) {
  16964. int dx[] = {-1, 0, 1};
  16965. int dy[] = { 0, 0, 0};
  16966. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16967. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16968. } else {
  16969. int dx[] = { 0, 0, 0};
  16970. int dy[] = {-1, 0, 1};
  16971. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16972. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16973. }
  16974. }
  16975. pos++;
  16976. }
  16977. icewall_unit_pos = pos;
  16978. for (i=0;i<8;i++) {
  16979. skill_unit_layout[pos].count = 5;
  16980. if (i&1) {
  16981. if (i&0x2) {
  16982. int dx[] = {-2,-1, 0, 1, 2};
  16983. int dy[] = { 2, 1, 0,-1,-2};
  16984. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16985. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16986. } else {
  16987. int dx[] = { 2, 1 ,0,-1,-2};
  16988. int dy[] = { 2, 1, 0,-1,-2};
  16989. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16990. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16991. }
  16992. } else {
  16993. if (i%4==0) {
  16994. int dx[] = {-2,-1, 0, 1, 2};
  16995. int dy[] = { 0, 0, 0, 0, 0};
  16996. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  16997. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  16998. } else {
  16999. int dx[] = { 0, 0, 0, 0, 0};
  17000. int dy[] = {-2,-1, 0, 1, 2};
  17001. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17002. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17003. }
  17004. }
  17005. pos++;
  17006. }
  17007. earthstrain_unit_pos = pos;
  17008. for( i = 0; i < 8; i++ )
  17009. { // For each Direction
  17010. skill_unit_layout[pos].count = 15;
  17011. switch( i )
  17012. {
  17013. case 0: case 1: case 3: case 4: case 5: case 7:
  17014. {
  17015. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17016. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17017. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17018. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17019. }
  17020. break;
  17021. case 2:
  17022. case 6:
  17023. {
  17024. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17025. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17026. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17027. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17028. }
  17029. break;
  17030. }
  17031. pos++;
  17032. }
  17033. }
  17034. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  17035. int inf = 0;
  17036. int inf3 = 0;
  17037. struct status_change *sc = status_get_sc(bl);
  17038. if( !sc || !bl || !skill_id )
  17039. return 0; // Can do it
  17040. inf3 = skill_get_inf3(skill_id);
  17041. switch(type){
  17042. case SC_STASIS:
  17043. inf = skill_get_inf2(skill_id);
  17044. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  17045. return 1; // Can't do it.
  17046. if( inf3&INF3_STATIS_BL)
  17047. return 1;
  17048. break;
  17049. case SC_KAGEHUMI:
  17050. if( inf3&INF3_KAGEHUMI_BL)
  17051. return 1;
  17052. break;
  17053. }
  17054. return 0;
  17055. }
  17056. /* Determines whether a skill is currently active or not
  17057. * Used for purposes of cancelling SP usage when disabling a skill
  17058. */
  17059. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  17060. {
  17061. switch( skill_id ){ // HP & SP Consumption Check
  17062. case BS_MAXIMIZE:
  17063. case NV_TRICKDEAD:
  17064. case TF_HIDING:
  17065. case AS_CLOAKING:
  17066. case GC_CLOAKINGEXCEED:
  17067. case ST_CHASEWALK:
  17068. case CR_DEFENDER:
  17069. case CR_SHRINK:
  17070. case CR_AUTOGUARD:
  17071. case ML_DEFENDER:
  17072. case ML_AUTOGUARD:
  17073. case PA_GOSPEL:
  17074. case GS_GATLINGFEVER:
  17075. case TK_READYCOUNTER:
  17076. case TK_READYDOWN:
  17077. case TK_READYSTORM:
  17078. case TK_READYTURN:
  17079. case TK_RUN:
  17080. case SG_FUSION:
  17081. case KO_YAMIKUMO:
  17082. case RA_WUGDASH:
  17083. case RA_CAMOUFLAGE:
  17084. if( sc->data[status_skill2sc(skill_id)] )
  17085. return 1;
  17086. break;
  17087. // These 2 skills contain a master and are not correctly pulled using skill2sc
  17088. case NC_NEUTRALBARRIER:
  17089. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17090. return 1;
  17091. break;
  17092. case NC_STEALTHFIELD:
  17093. if( sc->data[SC_STEALTHFIELD_MASTER] )
  17094. return 1;
  17095. break;
  17096. }
  17097. return 0;
  17098. }
  17099. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  17100. int type = 0;
  17101. switch( skill_id ) {
  17102. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  17103. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  17104. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  17105. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  17106. }
  17107. type += skill_lv - 1;
  17108. return type;
  17109. }
  17110. /*==========================================
  17111. * sub-function of DB reading.
  17112. * skill_db.txt
  17113. *------------------------------------------*/
  17114. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  17115. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  17116. uint16 skill_id = atoi(split[0]);
  17117. uint16 idx;
  17118. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  17119. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  17120. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  17121. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  17122. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  17123. return false;
  17124. }
  17125. idx = skill_get_index(skill_id);
  17126. if( !idx ) // invalid skill id
  17127. return false;
  17128. skill_split_atoi(split[1],skill_db[idx].range);
  17129. skill_db[idx].hit = atoi(split[2]);
  17130. skill_db[idx].inf = atoi(split[3]);
  17131. skill_split_atoi(split[4],skill_db[idx].element);
  17132. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  17133. skill_split_atoi(split[6],skill_db[idx].splash);
  17134. skill_db[idx].max = atoi(split[7]);
  17135. skill_split_atoi(split[8],skill_db[idx].num);
  17136. if( strcmpi(split[9],"yes") == 0 )
  17137. skill_db[idx].castcancel = 1;
  17138. else
  17139. skill_db[idx].castcancel = 0;
  17140. skill_db[idx].cast_def_rate = atoi(split[10]);
  17141. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  17142. skill_split_atoi(split[12],skill_db[idx].maxcount);
  17143. if( strcmpi(split[13],"weapon") == 0 )
  17144. skill_db[idx].skill_type = BF_WEAPON;
  17145. else if( strcmpi(split[13],"magic") == 0 )
  17146. skill_db[idx].skill_type = BF_MAGIC;
  17147. else if( strcmpi(split[13],"misc") == 0 )
  17148. skill_db[idx].skill_type = BF_MISC;
  17149. else
  17150. skill_db[idx].skill_type = 0;
  17151. skill_split_atoi(split[14],skill_db[idx].blewcount);
  17152. skill_db[idx].inf3 = (int)strtol(split[15], NULL,0);
  17153. safestrncpy(skill_db[idx].name, trim(split[16]), sizeof(skill_db[idx].name));
  17154. safestrncpy(skill_db[idx].desc, trim(split[17]), sizeof(skill_db[idx].desc));
  17155. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  17156. return true;
  17157. }
  17158. /** Split string to int or constanta value (const.txt)
  17159. * @param *str: String input
  17160. * @param *val: Temporary storage
  17161. * @param *delim: Delimiter (for multiple value support)
  17162. * @param useConst: 'true' uses const.txt as reference, 'false' uses atoi()
  17163. * @param min: Min value of each const. Example: SC has min value SC_NONE (-1), so the value that less or equal won't be counted
  17164. * @return count: Number of success
  17165. */
  17166. uint8 skill_split2(char *str, int *val, const char *delim, bool useConst, short min) {
  17167. uint8 i = 0;
  17168. char *p = strtok(str,delim);
  17169. while (p != NULL) {
  17170. int n = -1;
  17171. if (useConst)
  17172. script_get_constant(trim(p),&n);
  17173. else
  17174. n = atoi(p);
  17175. if (n > min) {
  17176. val[i] = n;
  17177. i++;
  17178. }
  17179. p = strtok(NULL,delim);
  17180. }
  17181. return i;
  17182. }
  17183. /// Clear status data from skill requirement
  17184. static void skill_destroy_requirement(void) {
  17185. uint16 i;
  17186. for (i = 0; i < MAX_SKILL; i++) {
  17187. if (skill_db[i].require.status_count)
  17188. aFree(skill_db[i].require.status);
  17189. if (skill_db[i].require.eqItem_count)
  17190. aFree(skill_db[i].require.eqItem);
  17191. }
  17192. }
  17193. /**
  17194. * Read skill requirement from skill_require_db.txt
  17195. **/
  17196. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  17197. {// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  17198. char* p;
  17199. uint16 skill_id = atoi(split[0]), idx, i;
  17200. if (!skill_get_index(skill_id)) // invalid skill id
  17201. return false;
  17202. idx = skill_get_index(skill_id);
  17203. skill_split_atoi(split[1],skill_db[idx].require.hp);
  17204. skill_split_atoi(split[2],skill_db[idx].require.mhp);
  17205. skill_split_atoi(split[3],skill_db[idx].require.sp);
  17206. skill_split_atoi(split[4],skill_db[idx].require.hp_rate);
  17207. skill_split_atoi(split[5],skill_db[idx].require.sp_rate);
  17208. skill_split_atoi(split[6],skill_db[idx].require.zeny);
  17209. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  17210. p = split[7];
  17211. while (p) {
  17212. int l = atoi(p);
  17213. if( l == 99 ) { // Any weapon
  17214. skill_db[idx].require.weapon = 0;
  17215. break;
  17216. } else
  17217. skill_db[idx].require.weapon |= 1<<l;
  17218. p = strchr(p,':');
  17219. if(!p)
  17220. break;
  17221. p++;
  17222. }
  17223. //Ammo type that required, see doc/item_db for ammo types (View column)
  17224. p = split[8];
  17225. while (p) {
  17226. int l = atoi(p);
  17227. if( l == 99 ) { // Any ammo type
  17228. skill_db[idx].require.ammo = 0xFFFFFFFF;
  17229. break;
  17230. } else if( l ) // 0 stands for no requirement
  17231. skill_db[idx].require.ammo |= 1<<l;
  17232. p = strchr(p,':');
  17233. if( !p )
  17234. break;
  17235. p++;
  17236. }
  17237. skill_split_atoi(split[9],skill_db[idx].require.ammo_qty);
  17238. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].require.state = ST_HIDDEN;
  17239. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].require.state = ST_RIDING;
  17240. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].require.state = ST_FALCON;
  17241. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].require.state = ST_CART;
  17242. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].require.state = ST_SHIELD;
  17243. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].require.state = ST_RECOV_WEIGHT_RATE;
  17244. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].require.state = ST_MOVE_ENABLE;
  17245. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].require.state = ST_WATER;
  17246. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].require.state = ST_RIDINGDRAGON;
  17247. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].require.state = ST_WUG;
  17248. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].require.state = ST_RIDINGWUG;
  17249. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].require.state = ST_MADO;
  17250. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].require.state = ST_ELEMENTALSPIRIT;
  17251. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].require.state = ST_PECO;
  17252. else skill_db[idx].require.state = ST_NONE; // Unknown or no state
  17253. //Status requirements
  17254. trim(split[11]);
  17255. if (split[11][0] != '\0') {
  17256. int require[MAX_SKILL_STATUS_REQUIRE];
  17257. if ((skill_db[idx].require.status_count = skill_split2(split[11],require,":",true,SC_NONE))) {
  17258. skill_db[idx].require.status = aMalloc(skill_db[idx].require.status_count * sizeof(sc_type));
  17259. for (i = 0; i < skill_db[idx].require.status_count; i++)
  17260. skill_db[idx].require.status[i] = (sc_type)require[i];
  17261. }
  17262. }
  17263. skill_split_atoi(split[12],skill_db[idx].require.spiritball);
  17264. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  17265. skill_db[idx].require.itemid[i] = atoi(split[13+ 2*i]);
  17266. skill_db[idx].require.amount[i] = atoi(split[14+ 2*i]);
  17267. }
  17268. //Equipped Item requirements.
  17269. //NOTE: We don't check the item is exist or not here
  17270. trim(split[33]);
  17271. if (split[33][0] != '\0') {
  17272. int require[MAX_SKILL_EQUIP_REQUIRE];
  17273. if ((skill_db[idx].require.eqItem_count = skill_split2(split[33],require,":",false,501))) {
  17274. skill_db[idx].require.eqItem = aMalloc(skill_db[idx].require.eqItem_count * sizeof(short));
  17275. for (i = 0; i < skill_db[idx].require.eqItem_count; i++)
  17276. skill_db[idx].require.eqItem[i] = require[i];
  17277. }
  17278. }
  17279. return true;
  17280. }
  17281. /** Reads skill cast db
  17282. * SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  17283. */
  17284. static bool skill_parse_row_castdb(char* split[], int columns, int current) {
  17285. uint16 skill_id = atoi(split[0]);
  17286. uint16 idx = skill_get_index(skill_id);
  17287. if( !idx ) // invalid skill id
  17288. return false;
  17289. skill_split_atoi(split[1],skill_db[idx].cast);
  17290. skill_split_atoi(split[2],skill_db[idx].delay);
  17291. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  17292. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  17293. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  17294. skill_split_atoi(split[6],skill_db[idx].cooldown);
  17295. #ifdef RENEWAL_CAST
  17296. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  17297. #endif
  17298. return true;
  17299. }
  17300. /** Reads skill cast no dex db
  17301. * SkillID,Cast,Delay (optional)
  17302. */
  17303. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current) {
  17304. uint16 skill_id = atoi(split[0]);
  17305. uint16 idx = skill_get_index(skill_id);
  17306. if( !idx ) // invalid skill id
  17307. return false;
  17308. skill_split_atoi(split[1],skill_db[idx].castnodex);
  17309. if( split[2] ) // optional column
  17310. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  17311. return true;
  17312. }
  17313. /** Reads skill no cast db
  17314. * SkillID,Flag
  17315. */
  17316. static bool skill_parse_row_nocastdb(char* split[], int columns, int current) {
  17317. uint16 skill_id = atoi(split[0]);
  17318. uint16 idx = skill_get_index(skill_id);
  17319. if( !idx ) // invalid skill id
  17320. return false;
  17321. skill_db[idx].nocast |= atoi(split[1]);
  17322. return true;
  17323. }
  17324. /** Reads skill unit db
  17325. * ID,unit ID,unit ID 2,layout,range,interval,target,flag
  17326. */
  17327. static bool skill_parse_row_unitdb(char* split[], int columns, int current) {
  17328. uint16 skill_id = atoi(split[0]);
  17329. uint16 idx = skill_get_index(skill_id);
  17330. if( !idx ) // invalid skill id
  17331. return false;
  17332. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  17333. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  17334. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  17335. skill_split_atoi(split[4],skill_db[idx].unit_range);
  17336. skill_db[idx].unit_interval = atoi(split[5]);
  17337. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17338. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17339. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  17340. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  17341. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  17342. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  17343. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  17344. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  17345. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  17346. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  17347. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  17348. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  17349. skill_db[idx].unit_target = BCT_NOENEMY;
  17350. //By default, target just characters.
  17351. skill_db[idx].unit_target |= BL_CHAR;
  17352. if (skill_db[idx].unit_flag&UF_NOPC)
  17353. skill_db[idx].unit_target &= ~BL_PC;
  17354. if (skill_db[idx].unit_flag&UF_NOMOB)
  17355. skill_db[idx].unit_target &= ~BL_MOB;
  17356. if (skill_db[idx].unit_flag&UF_SKILL)
  17357. skill_db[idx].unit_target |= BL_SKILL;
  17358. return true;
  17359. }
  17360. /** Reads Produce db
  17361. * ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
  17362. */
  17363. static bool skill_parse_row_producedb(char* split[], int columns, int current) {
  17364. int x,y;
  17365. int i = atoi(split[0]);
  17366. if( !i )
  17367. return false;
  17368. skill_produce_db[current].nameid = i;
  17369. skill_produce_db[current].itemlv = atoi(split[1]);
  17370. skill_produce_db[current].req_skill = atoi(split[2]);
  17371. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  17372. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
  17373. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  17374. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  17375. }
  17376. return true;
  17377. }
  17378. /** Reads create arrow db
  17379. * SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  17380. */
  17381. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current) {
  17382. int x,y;
  17383. int i = atoi(split[0]);
  17384. if( !i )
  17385. return false;
  17386. skill_arrow_db[current].nameid = i;
  17387. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
  17388. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  17389. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  17390. }
  17391. return true;
  17392. }
  17393. /** Reads Spell book db
  17394. * SkillID,PreservePoints
  17395. */
  17396. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current) {
  17397. uint16 skill_id = atoi(split[0]);
  17398. int points = atoi(split[1]);
  17399. int nameid = atoi(split[2]);
  17400. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17401. ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
  17402. if ( !skill_get_inf(skill_id) )
  17403. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17404. if( points < 1 )
  17405. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17406. else {
  17407. skill_spellbook_db[current].skill_id = skill_id;
  17408. skill_spellbook_db[current].point = points;
  17409. skill_spellbook_db[current].nameid = nameid;
  17410. return true;
  17411. }
  17412. return false;
  17413. }
  17414. /** Reads improvise db
  17415. * SkillID,Rate
  17416. */
  17417. static bool skill_parse_row_improvisedb(char* split[], int columns, int current) {
  17418. uint16 skill_id = atoi(split[0]);
  17419. short j = atoi(split[1]);
  17420. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  17421. ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
  17422. return false;
  17423. }
  17424. if ( !skill_get_inf(skill_id) ) {
  17425. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17426. return false;
  17427. }
  17428. if( j < 1 ) {
  17429. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17430. return false;
  17431. }
  17432. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  17433. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  17434. }
  17435. skill_improvise_db[current].skill_id = skill_id;
  17436. skill_improvise_db[current].per = j; // Still need confirm it.
  17437. return true;
  17438. }
  17439. /** Reads Magic mushroom db
  17440. * SkillID
  17441. */
  17442. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) {
  17443. uint16 skill_id = atoi(split[0]);
  17444. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17445. {
  17446. ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
  17447. return false;
  17448. }
  17449. if ( !skill_get_inf(skill_id) )
  17450. {
  17451. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17452. return false;
  17453. }
  17454. skill_magicmushroom_db[current].skill_id = skill_id;
  17455. return true;
  17456. }
  17457. /** Reads db of copyable skill
  17458. * SkillName,Option{,JobAllowed{,RequirementRemoved}}
  17459. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  17460. */
  17461. static bool skill_parse_row_copyabledb(char* split[], int column, int current) {
  17462. int16 id;
  17463. uint8 option;
  17464. trim(split[0]);
  17465. if(ISDIGIT(split[0][0]))
  17466. id = atoi(split[0]);
  17467. else
  17468. id = skill_name2id(split[0]);
  17469. if ((id = skill_get_index(id)) < 0) {
  17470. ShowError("skill_parse_row_copyabledb: Invalid skill '%s'\n",split[0]);
  17471. return false;
  17472. }
  17473. if ((option = atoi(split[1])) > 3) {
  17474. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  17475. return false;
  17476. }
  17477. skill_db[id].copyable.option = option;
  17478. skill_db[id].copyable.joballowed = 63;
  17479. if (atoi(split[2]))
  17480. skill_db[id].copyable.joballowed = cap_value(atoi(split[2]),1,63);
  17481. skill_db[id].copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  17482. return true;
  17483. }
  17484. /** Reads additional range for distance checking from NPC [Cydh]
  17485. * SkillName,AdditionalRange{,NPC Type}
  17486. * SkillID,AdditionalRange{,NPC Type}
  17487. */
  17488. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current) {
  17489. int16 id;
  17490. trim(split[0]);
  17491. if(ISDIGIT(split[0][0]))
  17492. id = atoi(split[0]);
  17493. else
  17494. id = skill_name2id(split[0]);
  17495. if ((id = skill_get_index(id)) < 0) { // invalid skill id
  17496. ShowError("skill_parse_row_nonearnpcrangedb: Invalid skill '%s'\n",split[0]);
  17497. return false;
  17498. }
  17499. skill_db[id].unit_nonearnpc_range = max(atoi(split[1]),0);
  17500. skill_db[id].unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  17501. return true;
  17502. }
  17503. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  17504. * SkillID,DummyName,RatePerLvl
  17505. */
  17506. static bool skill_parse_row_abradb(char* split[], int columns, int current) {
  17507. uint16 skill_id = atoi(split[0]);
  17508. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17509. {
  17510. ShowError("abra_db: Invalid skill ID %d\n", skill_id);
  17511. return false;
  17512. }
  17513. if ( !skill_get_inf(skill_id) )
  17514. {
  17515. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17516. return false;
  17517. }
  17518. skill_abra_db[current].skill_id = skill_id;
  17519. safestrncpy(skill_abra_db[current].name, trim(split[1]), sizeof(skill_abra_db[current].name)); //store dummyname
  17520. skill_split_atoi(split[2],skill_abra_db[current].per);
  17521. return true;
  17522. }
  17523. /** Reads change material db
  17524. * ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  17525. */
  17526. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
  17527. uint16 skill_id = atoi(split[0]);
  17528. short j = atoi(split[1]);
  17529. int x,y;
  17530. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  17531. if( skill_produce_db[x].nameid == skill_id )
  17532. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  17533. break;
  17534. }
  17535. if( x >= MAX_SKILL_PRODUCE_DB ){
  17536. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
  17537. return false;
  17538. }
  17539. if( current >= MAX_SKILL_PRODUCE_DB ) {
  17540. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  17541. }
  17542. skill_changematerial_db[current].itemid = skill_id;
  17543. skill_changematerial_db[current].rate = j;
  17544. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
  17545. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  17546. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  17547. }
  17548. return true;
  17549. }
  17550. /*==========================================
  17551. * Manage Skill Damage database [Lilith]
  17552. *------------------------------------------*/
  17553. #ifdef ADJUST_SKILL_DAMAGE
  17554. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  17555. {
  17556. uint16 skill_id = skill_name2id(split[0]), idx;
  17557. if ((idx = skill_get_index(skill_id)) < 0) { // invalid skill id
  17558. ShowWarning("skill_parse_row_skilldamage: Invalid skill '%s'. Skipping..",split[0]);
  17559. return false;
  17560. }
  17561. memset(&skill_db[idx].damage,0,sizeof(struct s_skill_damage));
  17562. skill_db[idx].damage.caster |= atoi(split[1]);
  17563. skill_db[idx].damage.map |= atoi(split[2]);
  17564. skill_db[idx].damage.pc = cap_value(atoi(split[3]),-100,MAX_SKILL_DAMAGE_RATE);
  17565. if (split[3])
  17566. skill_db[idx].damage.mob = cap_value(atoi(split[4]),-100,MAX_SKILL_DAMAGE_RATE);
  17567. if (split[4])
  17568. skill_db[idx].damage.boss = cap_value(atoi(split[5]),-100,MAX_SKILL_DAMAGE_RATE);
  17569. if (split[5])
  17570. skill_db[idx].damage.other = cap_value(atoi(split[6]),-100,MAX_SKILL_DAMAGE_RATE);
  17571. return true;
  17572. }
  17573. #endif
  17574. /*===============================
  17575. * DB reading.
  17576. * skill_db.txt
  17577. * skill_require_db.txt
  17578. * skill_cast_db.txt
  17579. * skill_castnodex_db.txt
  17580. * skill_nocast_db.txt
  17581. * skill_unit_db.txt
  17582. * produce_db.txt
  17583. * create_arrow_db.txt
  17584. * abra_db.txt
  17585. *------------------------------*/
  17586. static void skill_readdb(void) {
  17587. int i;
  17588. const char* dbsubpath[] = {
  17589. "",
  17590. "/"DBIMPORT,
  17591. //add other path here
  17592. };
  17593. // init skill db structures
  17594. db_clear(skilldb_name2id);
  17595. memset(skill_db,0,sizeof(skill_db));
  17596. memset(skill_produce_db,0,sizeof(skill_produce_db));
  17597. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  17598. memset(skill_abra_db,0,sizeof(skill_abra_db));
  17599. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  17600. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  17601. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  17602. // load skill databases
  17603. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  17604. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  17605. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  17606. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  17607. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  17608. char* dbsubpath1 = (char*)aMalloc(n1+1);
  17609. char* dbsubpath2 = (char*)aMalloc(n2+1);
  17610. if(i==0) {
  17611. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  17612. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  17613. }
  17614. else {
  17615. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  17616. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  17617. }
  17618. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, MAX_SKILL_DB, skill_parse_row_skilldb, i);
  17619. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, MAX_SKILL_DB, skill_parse_row_requiredb, i);
  17620. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, MAX_SKILL_DB, skill_parse_row_castdb, i);
  17621. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb, i);
  17622. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb, i);
  17623. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb, i);
  17624. sv_readdb(dbsubpath1, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  17625. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  17626. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  17627. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i); //Warlock
  17628. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i); //Guillotine Cross
  17629. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, MAX_SKILL_DB, skill_parse_row_copyabledb, i);
  17630. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  17631. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb, i);
  17632. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, MAX_SKILL_DB, skill_parse_row_nonearnpcrangedb, i);
  17633. #ifdef ADJUST_SKILL_DAMAGE
  17634. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, MAX_SKILL_DB, skill_parse_row_skilldamage, i);
  17635. #endif
  17636. aFree(dbsubpath1);
  17637. aFree(dbsubpath2);
  17638. }
  17639. skill_init_unit_layout();
  17640. }
  17641. void skill_reload (void) {
  17642. struct s_mapiterator *iter;
  17643. struct map_session_data *sd;
  17644. skill_destroy_requirement();
  17645. skill_readdb();
  17646. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  17647. iter = mapit_getallusers();
  17648. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  17649. clif_skillinfoblock(sd);
  17650. mapit_free(iter);
  17651. }
  17652. /*==========================================
  17653. *
  17654. *------------------------------------------*/
  17655. int do_init_skill (void)
  17656. {
  17657. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  17658. skill_readdb();
  17659. group_db = idb_alloc(DB_OPT_BASE);
  17660. skillunit_db = idb_alloc(DB_OPT_BASE);
  17661. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  17662. bowling_db = idb_alloc(DB_OPT_BASE);
  17663. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  17664. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  17665. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  17666. add_timer_func_list(skill_castend_id,"skill_castend_id");
  17667. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  17668. add_timer_func_list(skill_timerskill,"skill_timerskill");
  17669. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  17670. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  17671. return 0;
  17672. }
  17673. int do_final_skill(void)
  17674. {
  17675. skill_destroy_requirement();
  17676. db_destroy(skilldb_name2id);
  17677. db_destroy(group_db);
  17678. db_destroy(skillunit_db);
  17679. db_destroy(skillusave_db);
  17680. db_destroy(bowling_db);
  17681. ers_destroy(skill_unit_ers);
  17682. ers_destroy(skill_timer_ers);
  17683. return 0;
  17684. }