skill.c 541 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 "skill.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "clif.h"
  16. #include "pc.h"
  17. #include "status.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. #define SKILLUNITTIMER_INTERVAL 100
  40. // ranges reserved for mapping skill ids to skilldb offsets
  41. #define HM_SKILLRANGEMIN 700
  42. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  43. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  44. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  45. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  46. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  47. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  48. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  49. #if GD_SKILLRANGEMAX > 999
  50. #error GD_SKILLRANGEMAX is greater than 999
  51. #endif
  52. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  53. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  54. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  55. DBMap* skilldb_name2id = NULL;
  56. /**
  57. * Skill Cool Down Delay Saving
  58. * Struct skill_cd is not a member of struct map_session_data
  59. * to keep cooldowns in memory between player log-ins.
  60. * All cooldowns are reset when server is restarted.
  61. **/
  62. DBMap* skillcd_db = NULL; // char_id -> struct skill_cd
  63. struct skill_cd {
  64. int duration[MAX_SKILL_TREE];//milliseconds
  65. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  66. short nameid[MAX_SKILL_TREE];//skill id
  67. unsigned char cursor;
  68. };
  69. /**
  70. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  71. **/
  72. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  73. struct skill_usave {
  74. int skill_num, skill_lv;
  75. };
  76. struct s_skill_db skill_db[MAX_SKILL_DB];
  77. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  78. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  79. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  80. struct s_skill_improvise_db {
  81. int skillid;
  82. short per;//1-10000
  83. };
  84. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  85. bool skill_reproduce_db[MAX_SKILL_DB];
  86. //Warlock
  87. struct s_skill_spellbook_db {
  88. int nameid;
  89. int skillid;
  90. int point;
  91. };
  92. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  93. //Guillotine Cross
  94. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  95. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  96. int firewall_unit_pos;
  97. int icewall_unit_pos;
  98. int earthstrain_unit_pos;
  99. //early declaration
  100. int skill_block_check(struct block_list *bl, enum sc_type type, int skillid);
  101. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
  102. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
  103. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  104. //Since only mob-casted splash skills can hit ice-walls
  105. static inline int splash_target(struct block_list* bl)
  106. {
  107. #ifndef RENEWAL
  108. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  109. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  110. return BL_SKILL|BL_CHAR;
  111. #endif
  112. }
  113. /// Returns the id of the skill, or 0 if not found.
  114. int skill_name2id(const char* name)
  115. {
  116. if( name == NULL )
  117. return 0;
  118. return strdb_iget(skilldb_name2id, name);
  119. }
  120. /// Maps skill ids to skill db offsets.
  121. /// Returns the skill's array index, or 0 (Unknown Skill).
  122. int skill_get_index( int id )
  123. {
  124. // avoid ranges reserved for mapping guild/homun/mercenary skills
  125. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  126. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  127. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  128. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) )
  129. return 0;
  130. // map skill id to skill db index
  131. if( id >= GD_SKILLBASE )
  132. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  133. else if( id >= EL_SKILLBASE )
  134. id = EL_SKILLRANGEMIN + id - EL_SKILLBASE;
  135. else if( id >= MC_SKILLBASE )
  136. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  137. else if( id >= HM_SKILLBASE )
  138. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  139. // validate result
  140. if( id <= 0 || id >= MAX_SKILL_DB )
  141. return 0;
  142. return id;
  143. }
  144. const char* skill_get_name( int id )
  145. {
  146. return skill_db[skill_get_index(id)].name;
  147. }
  148. const char* skill_get_desc( int id )
  149. {
  150. return skill_db[skill_get_index(id)].desc;
  151. }
  152. // out of bounds error checking [celest]
  153. static void skill_chk(int* id, int lv)
  154. {
  155. *id = skill_get_index(*id); // checks/adjusts id
  156. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  157. }
  158. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  159. // Skill DB
  160. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  161. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  162. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  163. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  164. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  165. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  166. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  167. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  168. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  169. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  170. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  171. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  172. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  173. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  174. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  175. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  176. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  177. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  178. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  179. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  180. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  181. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  182. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  183. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  184. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  185. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  186. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  187. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  188. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  189. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  190. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  191. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  192. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  193. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  194. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  195. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  196. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  197. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  198. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  199. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  200. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  201. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  202. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  203. #ifdef RENEWAL_CAST
  204. int skill_get_fixed_cast( int id ,int lv ){ skill_get (skill_db[id].fixed_cast[lv-1], id, lv); }
  205. #endif
  206. int skill_tree_get_max(int id, int b_class)
  207. {
  208. int i;
  209. b_class = pc_class2idx(b_class);
  210. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  211. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  212. return skill_tree[b_class][i].max;
  213. else
  214. return skill_get_max(id);
  215. }
  216. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  217. int skill_attack_area(struct block_list *bl,va_list ap);
  218. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  219. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  220. int skill_greed(struct block_list *bl, va_list ap);
  221. static void skill_toggle_magicpower(struct block_list *bl, short skillid);
  222. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  223. static int skill_trap_splash(struct block_list *bl, va_list ap);
  224. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  225. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  226. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  227. static int skill_unit_effect(struct block_list *bl,va_list ap);
  228. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  229. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  230. int skill_get_casttype (int id)
  231. {
  232. int inf = skill_get_inf(id);
  233. if (inf&(INF_GROUND_SKILL))
  234. return CAST_GROUND;
  235. if (inf&INF_SUPPORT_SKILL)
  236. return CAST_NODAMAGE;
  237. if (inf&INF_SELF_SKILL) {
  238. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  239. return CAST_DAMAGE; //Combo skill.
  240. return CAST_NODAMAGE;
  241. }
  242. if (skill_get_nk(id)&NK_NO_DAMAGE)
  243. return CAST_NODAMAGE;
  244. return CAST_DAMAGE;
  245. }
  246. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  247. int skill_get_range2 (struct block_list *bl, int id, int lv)
  248. {
  249. int range;
  250. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  251. return 9; //Mobs have a range of 9 regardless of skill used.
  252. range = skill_get_range(id, lv);
  253. if( range < 0 )
  254. {
  255. if( battle_config.use_weapon_skill_range&bl->type )
  256. return status_get_range(bl);
  257. range *=-1;
  258. }
  259. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  260. switch( id )
  261. {
  262. case AC_SHOWER: case MA_SHOWER:
  263. case AC_DOUBLE: case MA_DOUBLE:
  264. case HT_BLITZBEAT:
  265. case AC_CHARGEARROW:
  266. case MA_CHARGEARROW:
  267. case SN_FALCONASSAULT:
  268. case HT_POWER:
  269. /**
  270. * Ranger
  271. **/
  272. case RA_ARROWSTORM:
  273. case RA_AIMEDBOLT:
  274. case RA_WUGBITE:
  275. if( bl->type == BL_PC )
  276. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  277. else
  278. range += 10; //Assume level 10?
  279. break;
  280. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  281. case GS_RAPIDSHOWER:
  282. case GS_PIERCINGSHOT:
  283. case GS_FULLBUSTER:
  284. case GS_SPREADATTACK:
  285. case GS_GROUNDDRIFT:
  286. if (bl->type == BL_PC)
  287. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  288. else
  289. range += 10; //Assume level 10?
  290. break;
  291. case NJ_KIRIKAGE:
  292. if (bl->type == BL_PC)
  293. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  294. break;
  295. /**
  296. * Warlock
  297. **/
  298. case WL_WHITEIMPRISON:
  299. case WL_SOULEXPANSION:
  300. case WL_FROSTMISTY:
  301. case WL_MARSHOFABYSS:
  302. case WL_SIENNAEXECRATE:
  303. case WL_DRAINLIFE:
  304. case WL_CRIMSONROCK:
  305. case WL_HELLINFERNO:
  306. case WL_COMET:
  307. case WL_CHAINLIGHTNING:
  308. case WL_TETRAVORTEX:
  309. case WL_RELEASE:
  310. if( bl->type == BL_PC )
  311. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  312. break;
  313. /**
  314. * Ranger Bonus
  315. **/
  316. case HT_LANDMINE:
  317. case HT_FREEZINGTRAP:
  318. case HT_BLASTMINE:
  319. case HT_CLAYMORETRAP:
  320. case RA_CLUSTERBOMB:
  321. case RA_FIRINGTRAP:
  322. case RA_ICEBOUNDTRAP:
  323. if( bl->type == BL_PC )
  324. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  325. }
  326. if( !range && bl->type != BL_PC )
  327. return 9; // Enable non players to use self skills on others. [Skotlex]
  328. return range;
  329. }
  330. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) {
  331. int skill, hp;
  332. struct map_session_data *sd = BL_CAST(BL_PC, src);
  333. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  334. struct status_change* sc;
  335. switch( skill_id ) {
  336. case BA_APPLEIDUN:
  337. #ifdef RENEWAL
  338. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  339. #else
  340. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  341. #endif
  342. if( sd )
  343. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  344. break;
  345. case PR_SANCTUARY:
  346. hp = (skill_lv>6)?777:skill_lv*100;
  347. break;
  348. case NPC_EVILLAND:
  349. hp = (skill_lv>6)?666:skill_lv*100;
  350. break;
  351. default:
  352. if (skill_lv >= battle_config.max_heal_lv)
  353. return battle_config.max_heal;
  354. #ifdef RENEWAL
  355. /**
  356. * Renewal Heal Formula (from Doddler)
  357. * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
  358. * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
  359. * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
  360. **/
  361. hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rnd()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) );
  362. #else
  363. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  364. #endif
  365. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  366. hp += hp * skill * 2 / 100;
  367. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  368. hp += hp * skill * 2 / 100;
  369. break;
  370. }
  371. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  372. hp >>= 1;
  373. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  374. hp += hp*skill/100;
  375. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  376. hp += hp*skill/100;
  377. sc = status_get_sc(target);
  378. if( sc && sc->count ) {
  379. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  380. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  381. if( sc->data[SC_DEATHHURT] && heal )
  382. hp -= hp * 20/100;
  383. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  384. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  385. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  386. hp += hp / 10;
  387. }
  388. return hp;
  389. }
  390. // Making plagiarize check its own function [Aru]
  391. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  392. {
  393. // Never copy NPC/Wedding Skills
  394. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  395. return 0;
  396. // High-class skills
  397. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  398. {
  399. if(battle_config.copyskill_restrict == 2)
  400. return 0;
  401. else if(battle_config.copyskill_restrict)
  402. return (sd->status.class_ == JOB_STALKER);
  403. }
  404. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  405. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  406. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  407. skillid == MER_INCAGI || skillid == MER_BLESSING))
  408. return 0;
  409. // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
  410. if( !(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING) )
  411. return 0;
  412. // Reproduce will only copy skills according on the list. [Jobbie]
  413. else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid] )
  414. return 0;
  415. return 1;
  416. }
  417. // [MouseJstr] - skill ok to cast? and when?
  418. int skillnotok (int skillid, struct map_session_data *sd)
  419. {
  420. int i,m;
  421. nullpo_retr (1, sd);
  422. m = sd->bl.m;
  423. i = skill_get_index(skillid);
  424. if (i == 0)
  425. return 1; // invalid skill id
  426. if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  427. return 0; // can do any damn thing they want
  428. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  429. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  430. // Epoque:
  431. // This code will compare the player's attack motion value which is influenced by ASPD before
  432. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  433. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  434. if( !sd->state.autocast && sd->skillitem != skillid && sd->canskill_tick &&
  435. DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  436. {// attempted to cast a skill before the attack motion has finished
  437. return 1;
  438. }
  439. if (sd->blockskill[i] > 0){
  440. clif_skill_fail(sd, skillid, USESKILL_FAIL_SKILLINTERVAL, 0);
  441. return 1;
  442. }
  443. /**
  444. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  445. * 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
  446. **/
  447. if( sd->skillitem == skillid )
  448. return 0;
  449. // Check skill restrictions [Celest]
  450. if( (!map_flag_vs(m) && skill_get_nocast (skillid) & 1) ||
  451. (map[m].flag.pvp && skill_get_nocast (skillid) & 2) ||
  452. (map_flag_gvg(m) && skill_get_nocast (skillid) & 4) ||
  453. (map[m].flag.battleground && skill_get_nocast (skillid) & 8) ||
  454. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone)) ){
  455. clif_msgtable(sd->fd,0x536); // This skill cannot be used within this area
  456. return 1;
  457. }
  458. if( sd->sc.option&OPTION_MOUNTING )
  459. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  460. switch (skillid) {
  461. case AL_WARP:
  462. case RETURN_TO_ELDICASTES:
  463. case ALL_GUARDIAN_RECALL:
  464. if(map[m].flag.nowarp) {
  465. clif_skill_teleportmessage(sd,0);
  466. return 1;
  467. }
  468. return 0;
  469. case AL_TELEPORT:
  470. case SC_FATALMENACE:
  471. case SC_DIMENSIONDOOR:
  472. if(map[m].flag.noteleport) {
  473. clif_skill_teleportmessage(sd,0);
  474. return 1;
  475. }
  476. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  477. case WE_CALLPARTNER:
  478. case WE_CALLPARENT:
  479. case WE_CALLBABY:
  480. if (map[m].flag.nomemo) {
  481. clif_skill_teleportmessage(sd,1);
  482. return 1;
  483. }
  484. break;
  485. case MC_VENDING:
  486. case MC_IDENTIFY:
  487. case ALL_BUYING_STORE:
  488. return 0; // always allowed
  489. case WZ_ICEWALL:
  490. // noicewall flag [Valaris]
  491. if (map[m].flag.noicewall) {
  492. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  493. return 1;
  494. }
  495. break;
  496. case GC_DARKILLUSION:
  497. if( map_flag_gvg(m) ) {
  498. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  499. return 1;
  500. }
  501. break;
  502. case GD_EMERGENCYCALL:
  503. if (
  504. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  505. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  506. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  507. ) {
  508. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  509. return 1;
  510. }
  511. break;
  512. case BS_GREED:
  513. case WS_CARTBOOST:
  514. case BS_HAMMERFALL:
  515. case BS_ADRENALINE:
  516. case MC_CARTREVOLUTION:
  517. case MC_MAMMONITE:
  518. case WS_MELTDOWN:
  519. case MG_SIGHT:
  520. case TF_HIDING:
  521. /**
  522. * These skills cannot be used while in mado gear (credits to Xantara)
  523. **/
  524. if( pc_ismadogear(sd) ) {
  525. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  526. return 1;
  527. }
  528. break;
  529. case WM_LULLABY_DEEPSLEEP:
  530. case WM_SIRCLEOFNATURE:
  531. if( !map_flag_vs(m) ) {
  532. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  533. return 1;
  534. }
  535. break;
  536. }
  537. return (map[m].flag.noskill);
  538. }
  539. int skillnotok_hom(int skillid, struct homun_data *hd)
  540. {
  541. int i = skill_get_index(skillid);
  542. nullpo_retr(1,hd);
  543. if (i == 0)
  544. return 1; // invalid skill id
  545. if (hd->blockskill[i] > 0)
  546. return 1;
  547. //Use master's criteria.
  548. return skillnotok(skillid, hd->master);
  549. }
  550. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  551. {
  552. int i = skill_get_index(skillid);
  553. nullpo_retr(1,md);
  554. if( i == 0 )
  555. return 1; // Invalid Skill ID
  556. if( md->blockskill[i] > 0 )
  557. return 1;
  558. return skillnotok(skillid, md->master);
  559. }
  560. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  561. {
  562. int pos = skill_get_unit_layout_type(skillid,skilllv);
  563. int dir;
  564. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  565. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  566. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  567. }
  568. if (pos != -1) // simple single-definition layout
  569. return &skill_unit_layout[pos];
  570. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  571. if (skillid == MG_FIREWALL)
  572. return &skill_unit_layout [firewall_unit_pos + dir];
  573. else if (skillid == WZ_ICEWALL)
  574. return &skill_unit_layout [icewall_unit_pos + dir];
  575. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  576. return &skill_unit_layout [earthstrain_unit_pos + dir];
  577. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  578. return &skill_unit_layout[0]; // default 1x1 layout
  579. }
  580. /*==========================================
  581. *
  582. *------------------------------------------*/
  583. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  584. {
  585. struct map_session_data *sd, *dstsd;
  586. struct mob_data *md, *dstmd;
  587. struct status_data *sstatus, *tstatus;
  588. struct status_change *sc, *tsc;
  589. enum sc_type status;
  590. int skill;
  591. int rate;
  592. nullpo_ret(src);
  593. nullpo_ret(bl);
  594. if(skillid < 0) return 0;
  595. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  596. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  597. return 0;
  598. sd = BL_CAST(BL_PC, src);
  599. md = BL_CAST(BL_MOB, src);
  600. dstsd = BL_CAST(BL_PC, bl);
  601. dstmd = BL_CAST(BL_MOB, bl);
  602. sc = status_get_sc(src);
  603. tsc = status_get_sc(bl);
  604. sstatus = status_get_status_data(src);
  605. tstatus = status_get_status_data(bl);
  606. if (!tsc) //skill additional effect is about adding effects to the target...
  607. //So if the target can't be inflicted with statuses, this is pointless.
  608. return 0;
  609. if( sd )
  610. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  611. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  612. { // Trigger status effects
  613. enum sc_type type;
  614. int i;
  615. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  616. {
  617. rate = sd->addeff[i].rate;
  618. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  619. rate += sd->addeff[i].arrow_rate;
  620. if( !rate ) continue;
  621. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  622. { // Trigger has attack type consideration.
  623. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  624. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  625. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  626. else
  627. continue;
  628. }
  629. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  630. { // Trigger has range consideration.
  631. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  632. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  633. continue; //Range Failed.
  634. }
  635. type = sd->addeff[i].id;
  636. skill = skill_get_time2(status_sc2skill(type),7);
  637. if (sd->addeff[i].flag&ATF_TARGET)
  638. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  639. if (sd->addeff[i].flag&ATF_SELF)
  640. status_change_start(src,type,rate,7,0,0,0,skill,0);
  641. }
  642. }
  643. if( skillid )
  644. { // Trigger status effects on skills
  645. enum sc_type type;
  646. int i;
  647. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  648. {
  649. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  650. continue;
  651. type = sd->addeff3[i].id;
  652. skill = skill_get_time2(status_sc2skill(type),7);
  653. if( sd->addeff3[i].target&ATF_TARGET )
  654. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  655. if( sd->addeff3[i].target&ATF_SELF )
  656. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  657. }
  658. }
  659. }
  660. if( dmg_lv < ATK_DEF ) // no damage, return;
  661. return 0;
  662. switch(skillid)
  663. {
  664. case 0: // Normal attacks (no skill used)
  665. {
  666. if( attack_type&BF_SKILL )
  667. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  668. if(sd) {
  669. // Automatic trigger of Blitz Beat
  670. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  671. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  672. rate=(sd->status.job_level+9)/10;
  673. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  674. }
  675. // Automatic trigger of Warg Strike [Jobbie]
  676. 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 )
  677. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  678. // Gank
  679. if(dstmd && sd->status.weapon != W_BOW &&
  680. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  681. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  682. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  683. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  684. else
  685. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  686. }
  687. // Chance to trigger Taekwon kicks [Dralnu]
  688. if(sc && !sc->data[SC_COMBO]) {
  689. if(sc->data[SC_READYSTORM] &&
  690. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  691. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  692. ; //Stance triggered
  693. else if(sc->data[SC_READYDOWN] &&
  694. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  695. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  696. ; //Stance triggered
  697. else if(sc->data[SC_READYTURN] &&
  698. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  699. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  700. ; //Stance triggered
  701. else if(sc->data[SC_READYCOUNTER])
  702. { //additional chance from SG_FRIEND [Komurka]
  703. rate = 20;
  704. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  705. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  706. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  707. }
  708. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  709. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  710. }
  711. }
  712. }
  713. if (sc) {
  714. struct status_change_entry *sce;
  715. // Enchant Poison gives a chance to poison attacked enemies
  716. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  717. status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  718. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  719. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  720. if((sce=sc->data[SC_EDP]))
  721. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  722. skill_get_time2(ASC_EDP,sce->val1));
  723. // Cancels on normal attack but benefits with the bonuses
  724. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  725. }
  726. }
  727. break;
  728. case SM_BASH:
  729. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  730. //TODO: How much % per base level it actually is?
  731. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  732. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  733. }
  734. break;
  735. case MER_CRASH:
  736. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  737. break;
  738. case AS_VENOMKNIFE:
  739. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  740. skilllv = pc_checkskill(sd, TF_POISON);
  741. case TF_POISON:
  742. case AS_SPLASHER:
  743. if(!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv))
  744. && sd && skillid==TF_POISON
  745. )
  746. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  747. break;
  748. case AS_SONICBLOW:
  749. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  750. break;
  751. case WZ_FIREPILLAR:
  752. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  753. break;
  754. case MG_FROSTDIVER:
  755. #ifndef RENEWAL
  756. case WZ_FROSTNOVA:
  757. #endif
  758. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  759. break;
  760. #ifdef RENEWAL
  761. case WZ_FROSTNOVA:
  762. sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv));
  763. break;
  764. #endif
  765. case WZ_STORMGUST:
  766. /**
  767. * Storm Gust counter was dropped in renewal
  768. **/
  769. #ifdef RENEWAL
  770. sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  771. #else
  772. //Tharis pointed out that this is normal freeze chance with a base of 300%
  773. if(tsc->sg_counter >= 3 &&
  774. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  775. tsc->sg_counter = 0;
  776. /**
  777. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  778. **/
  779. else if( tsc->sg_counter > 250 )
  780. tsc->sg_counter = 0;
  781. #endif
  782. break;
  783. case WZ_METEOR:
  784. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  785. break;
  786. case WZ_VERMILION:
  787. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  788. break;
  789. case HT_FREEZINGTRAP:
  790. case MA_FREEZINGTRAP:
  791. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  792. break;
  793. case HT_FLASHER:
  794. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  795. break;
  796. case HT_LANDMINE:
  797. case MA_LANDMINE:
  798. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  799. break;
  800. case HT_SHOCKWAVE:
  801. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  802. break;
  803. case HT_SANDMAN:
  804. case MA_SANDMAN:
  805. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  806. break;
  807. case TF_SPRINKLESAND:
  808. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  809. break;
  810. case TF_THROWSTONE:
  811. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  812. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  813. break;
  814. case NPC_DARKCROSS:
  815. case CR_HOLYCROSS:
  816. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  817. break;
  818. case CR_GRANDCROSS:
  819. case NPC_GRANDDARKNESS:
  820. //Chance to cause blind status vs demon and undead element, but not against players
  821. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  822. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  823. attack_type |= BF_WEAPON;
  824. break;
  825. case AM_ACIDTERROR:
  826. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  827. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  828. clif_emotion(bl,E_OMG);
  829. break;
  830. case AM_DEMONSTRATION:
  831. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  832. break;
  833. case CR_SHIELDCHARGE:
  834. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  835. break;
  836. case PA_PRESSURE:
  837. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  838. break;
  839. case RG_RAID:
  840. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  841. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  842. #ifdef RENEWAL
  843. sc_start(bl,SC_RAID,100,7,5000);
  844. break;
  845. case RG_BACKSTAP:
  846. sc_start(bl,SC_STUN,(5+2*skilllv),skilllv,skill_get_time(skillid,skilllv));
  847. #endif
  848. break;
  849. case BA_FROSTJOKER:
  850. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  851. break;
  852. case DC_SCREAM:
  853. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  854. break;
  855. case BD_LULLABY:
  856. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  857. break;
  858. case DC_UGLYDANCE:
  859. rate = 5+5*skilllv;
  860. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  861. rate += 5+skill;
  862. status_zap(bl, 0, rate);
  863. break;
  864. case SL_STUN:
  865. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  866. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  867. break;
  868. case NPC_PETRIFYATTACK:
  869. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  870. skilllv,0,0,skill_get_time(skillid,skilllv),
  871. skill_get_time2(skillid,skilllv));
  872. break;
  873. case NPC_CURSEATTACK:
  874. case NPC_SLEEPATTACK:
  875. case NPC_BLINDATTACK:
  876. case NPC_POISON:
  877. case NPC_SILENCEATTACK:
  878. case NPC_STUNATTACK:
  879. case NPC_HELLPOWER:
  880. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  881. break;
  882. case NPC_ACIDBREATH:
  883. case NPC_ICEBREATH:
  884. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  885. break;
  886. case NPC_BLEEDING:
  887. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  888. break;
  889. case NPC_MENTALBREAKER:
  890. { //Based on observations by Tharis, Mental Breaker should do SP damage
  891. //equal to Matk*skLevel.
  892. rate = sstatus->matk_min;
  893. if (rate < sstatus->matk_max)
  894. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  895. rate*=skilllv;
  896. status_zap(bl, 0, rate);
  897. break;
  898. }
  899. // Equipment breaking monster skills [Celest]
  900. case NPC_WEAPONBRAKER:
  901. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  902. break;
  903. case NPC_ARMORBRAKE:
  904. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  905. break;
  906. case NPC_HELMBRAKE:
  907. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  908. break;
  909. case NPC_SHIELDBRAKE:
  910. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  911. break;
  912. case CH_TIGERFIST:
  913. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  914. break;
  915. case LK_SPIRALPIERCE:
  916. case ML_SPIRALPIERCE:
  917. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  918. break;
  919. case ST_REJECTSWORD:
  920. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  921. break;
  922. case PF_FOGWALL:
  923. if (src != bl && !tsc->data[SC_DELUGE])
  924. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  925. break;
  926. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  927. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  928. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  929. break;
  930. case LK_JOINTBEAT:
  931. status = status_skill2sc(skillid);
  932. if (tsc->jb_flag) {
  933. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  934. tsc->jb_flag = 0;
  935. }
  936. break;
  937. case ASC_METEORASSAULT:
  938. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  939. switch(rnd()%3) {
  940. case 0:
  941. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  942. break;
  943. case 1:
  944. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  945. break;
  946. default:
  947. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  948. }
  949. break;
  950. case HW_NAPALMVULCAN:
  951. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  952. break;
  953. case WS_CARTTERMINATION: // Cart termination
  954. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  955. break;
  956. case CR_ACIDDEMONSTRATION:
  957. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  958. break;
  959. case TK_DOWNKICK:
  960. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  961. break;
  962. case TK_JUMPKICK:
  963. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  964. {// debuff the following statuses
  965. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  966. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  967. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  968. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  969. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  970. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  971. }
  972. break;
  973. case TK_TURNKICK:
  974. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  975. if(attack_type&BF_MISC) //70% base stun chance...
  976. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  977. break;
  978. case GS_BULLSEYE: //0.1% coma rate.
  979. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  980. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  981. break;
  982. case GS_PIERCINGSHOT:
  983. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  984. break;
  985. case NJ_HYOUSYOURAKU:
  986. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  987. break;
  988. case GS_FLING:
  989. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  990. break;
  991. case GS_DISARM:
  992. rate = 3*skilllv;
  993. if (sstatus->dex > tstatus->dex)
  994. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  995. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  996. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  997. break;
  998. case NPC_EVILLAND:
  999. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1000. break;
  1001. case NPC_HELLJUDGEMENT:
  1002. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  1003. break;
  1004. case NPC_CRITICALWOUND:
  1005. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  1006. break;
  1007. case RK_HUNDREDSPEAR:
  1008. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  1009. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  1010. rate = 10 + 3 * skilllv;
  1011. if( rnd()%100 < rate )
  1012. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  1013. break;
  1014. case RK_WINDCUTTER:
  1015. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1016. break;
  1017. case RK_DRAGONBREATH:
  1018. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1019. break;
  1020. case AB_ADORAMUS:
  1021. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1022. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  1023. break;
  1024. case WL_CRIMSONROCK:
  1025. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  1026. break;
  1027. case WL_COMET:
  1028. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1029. break;
  1030. case WL_EARTHSTRAIN:
  1031. {
  1032. int rate = 0, i;
  1033. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1034. rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  1035. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1036. for( i = 0; i < skilllv; i++ )
  1037. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  1038. }
  1039. break;
  1040. case WL_JACKFROST:
  1041. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  1042. break;
  1043. case RA_WUGBITE:
  1044. sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skilllv, (skilllv*1000 + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1045. break;
  1046. case RA_SENSITIVEKEEN:
  1047. if( rnd()%100 < 8 * skilllv )
  1048. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  1049. break;
  1050. case RA_FIRINGTRAP:
  1051. case RA_ICEBOUNDTRAP:
  1052. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1053. break;
  1054. case NC_PILEBUNKER:
  1055. if( rnd()%100 < 5 + 15*skilllv )
  1056. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1057. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1058. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1059. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1060. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1061. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1062. }
  1063. break;
  1064. case NC_FLAMELAUNCHER:
  1065. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  1066. break;
  1067. case NC_COLDSLOWER:
  1068. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1069. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1070. break;
  1071. case NC_POWERSWING:
  1072. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1073. if( rnd()%100 < 5*skilllv )
  1074. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1075. break;
  1076. case GC_WEAPONCRUSH:
  1077. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1078. break;
  1079. case LG_SHIELDPRESS:
  1080. sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv));
  1081. break;
  1082. case LG_PINPOINTATTACK:
  1083. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1084. switch( skilllv ) {
  1085. case 1:
  1086. sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv));
  1087. break;
  1088. case 2:
  1089. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1090. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1091. break;
  1092. default:
  1093. skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1094. break;
  1095. }
  1096. break;
  1097. case LG_MOONSLASHER:
  1098. rate = 32 + 8 * skilllv;
  1099. 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.
  1100. skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1101. else if( dstmd && !is_boss(bl) )
  1102. sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv));
  1103. break;
  1104. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1105. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1106. sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv));
  1107. break;
  1108. case LG_EARTHDRIVE:
  1109. skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
  1110. sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
  1111. break;
  1112. case SR_DRAGONCOMBO:
  1113. sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv));
  1114. break;
  1115. case SR_FALLENEMPIRE:
  1116. sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  1117. break;
  1118. case SR_WINDMILL:
  1119. if( dstsd )
  1120. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1121. else if( dstmd && !is_boss(bl) )
  1122. sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3));
  1123. break;
  1124. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster痴 DEX + Caster痴 Base Level) / 10]
  1125. sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv));
  1126. break;
  1127. case SR_EARTHSHAKER:
  1128. sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  1129. break;
  1130. case SR_HOWLINGOFLION:
  1131. sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1132. break;
  1133. case WM_SOUND_OF_DESTRUCTION:
  1134. if( rnd()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula
  1135. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1136. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1137. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1138. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1139. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1140. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1141. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1142. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1143. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1144. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1145. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1146. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1147. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1148. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1149. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1150. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1151. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1152. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1153. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1154. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1155. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1156. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1157. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1158. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1159. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1160. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1161. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1162. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1163. }
  1164. break;
  1165. case SO_EARTHGRAVE:
  1166. sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine]
  1167. break;
  1168. case SO_DIAMONDDUST:
  1169. rate = 5 + 5 * skilllv;
  1170. if( sc && sc->data[SC_COOLER_OPTION] )
  1171. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1172. sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv));
  1173. break;
  1174. case SO_VARETYR_SPEAR:
  1175. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1176. break;
  1177. case GN_SLINGITEM_RANGEMELEEATK:
  1178. if( sd ) {
  1179. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1180. case 13261:
  1181. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1182. sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1183. break;
  1184. case 13262:
  1185. sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces ASPD and moviment speed
  1186. break;
  1187. case 13264:
  1188. sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces LUK タ?Needed confirm it, may be it's bugged in kRORE?
  1189. sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds.
  1190. break;
  1191. }
  1192. sd->itemid = -1;
  1193. }
  1194. break;
  1195. case GN_HELLS_PLANT_ATK:
  1196. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1197. sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1198. break;
  1199. case EL_WIND_SLASH: // Non confirmed rate.
  1200. sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv));
  1201. break;
  1202. case EL_STONE_HAMMER:
  1203. rate = 10 * skilllv;
  1204. sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv));
  1205. break;
  1206. case EL_ROCK_CRUSHER:
  1207. case EL_ROCK_CRUSHER_ATK:
  1208. sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv));
  1209. break;
  1210. case EL_TYPOON_MIS:
  1211. sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1212. break;
  1213. case MH_LAVA_SLIDE:
  1214. sc_start4(bl,SC_BURNING,10*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1215. break;
  1216. case MH_STAHL_HORN:
  1217. sc_start(bl,SC_STUN,(20 + 4 * skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1218. break;
  1219. case KO_JYUMONJIKIRI: // needs more info
  1220. sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv));
  1221. break;
  1222. case KO_MAKIBISHI:
  1223. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(skillid,skilllv));
  1224. break;
  1225. }
  1226. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1227. { //Pass heritage to Master for status causing effects. [Skotlex]
  1228. sd = map_id2sd(md->master_id);
  1229. src = sd?&sd->bl:src;
  1230. }
  1231. if( attack_type&BF_WEAPON )
  1232. { // Coma, Breaking Equipment
  1233. if( sd && sd->special_state.bonus_coma )
  1234. {
  1235. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1236. rate += sd->weapon_coma_race[tstatus->race];
  1237. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1238. if (rate)
  1239. status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1240. }
  1241. if( sd && battle_config.equip_self_break_rate )
  1242. { // Self weapon breaking
  1243. rate = battle_config.equip_natural_break_rate;
  1244. if( sc )
  1245. {
  1246. if(sc->data[SC_OVERTHRUST])
  1247. rate += 10;
  1248. if(sc->data[SC_MAXOVERTHRUST])
  1249. rate += 10;
  1250. }
  1251. if( rate )
  1252. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1253. }
  1254. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1255. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1256. // Target weapon breaking
  1257. rate = 0;
  1258. if( sd )
  1259. rate += sd->bonus.break_weapon_rate;
  1260. if( sc && sc->data[SC_MELTDOWN] )
  1261. rate += sc->data[SC_MELTDOWN]->val2;
  1262. if( rate )
  1263. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1264. // Target armor breaking
  1265. rate = 0;
  1266. if( sd )
  1267. rate += sd->bonus.break_armor_rate;
  1268. if( sc && sc->data[SC_MELTDOWN] )
  1269. rate += sc->data[SC_MELTDOWN]->val3;
  1270. if( rate )
  1271. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1272. }
  1273. }
  1274. // Autospell when attacking
  1275. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1276. {
  1277. struct block_list *tbl;
  1278. struct unit_data *ud;
  1279. int i, skilllv, type, notok;
  1280. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1281. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1282. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1283. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1284. continue; // one or more trigger conditions were not fulfilled
  1285. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1286. sd->state.autocast = 1;
  1287. notok = skillnotok(skill, sd);
  1288. sd->state.autocast = 0;
  1289. if ( notok )
  1290. continue;
  1291. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1292. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1293. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1294. if (rnd()%1000 >= rate)
  1295. continue;
  1296. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1297. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1298. int maxcount = 0;
  1299. if( !(BL_PC&battle_config.skill_reiteration) &&
  1300. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1301. skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
  1302. ) {
  1303. continue;
  1304. }
  1305. if( BL_PC&battle_config.skill_nofootset &&
  1306. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1307. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
  1308. ) {
  1309. continue;
  1310. }
  1311. if( BL_PC&battle_config.land_skill_limit &&
  1312. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1313. ) {
  1314. int v;
  1315. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1316. if(sd->ud.skillunit[v]->skill_id == skill)
  1317. maxcount--;
  1318. }
  1319. if( maxcount == 0 ) {
  1320. continue;
  1321. }
  1322. }
  1323. }
  1324. if( battle_config.autospell_check_range &&
  1325. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1326. continue;
  1327. if (skill == AS_SONICBLOW)
  1328. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1329. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1330. type = CAST_GROUND;
  1331. sd->state.autocast = 1;
  1332. skill_consume_requirement(sd,skill,skilllv,1);
  1333. skill_toggle_magicpower(src, skill);
  1334. switch (type) {
  1335. case CAST_GROUND:
  1336. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1337. break;
  1338. case CAST_NODAMAGE:
  1339. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1340. break;
  1341. case CAST_DAMAGE:
  1342. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1343. break;
  1344. }
  1345. sd->state.autocast = 0;
  1346. //Set canact delay. [Skotlex]
  1347. ud = unit_bl2ud(src);
  1348. if (ud) {
  1349. rate = skill_delayfix(src, skill, skilllv);
  1350. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1351. ud->canact_tick = tick+rate;
  1352. if ( battle_config.display_status_timers && sd )
  1353. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1354. }
  1355. }
  1356. }
  1357. }
  1358. //Autobonus when attacking
  1359. if( sd && sd->autobonus[0].rate )
  1360. {
  1361. int i;
  1362. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1363. {
  1364. if( rnd()%1000 >= sd->autobonus[i].rate )
  1365. continue;
  1366. if( sd->autobonus[i].active != INVALID_TIMER )
  1367. continue;
  1368. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1369. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1370. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1371. continue; // one or more trigger conditions were not fulfilled
  1372. pc_exeautobonus(sd,&sd->autobonus[i]);
  1373. }
  1374. }
  1375. //Polymorph
  1376. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1377. dstmd && !(tstatus->mode&MD_BOSS) &&
  1378. (rnd()%10000 < sd->bonus.classchange))
  1379. {
  1380. struct mob_db *mob;
  1381. int class_;
  1382. skill = 0;
  1383. do {
  1384. do {
  1385. class_ = rnd() % MAX_MOB_DB;
  1386. } while (!mobdb_checkid(class_));
  1387. rate = rnd() % 1000000;
  1388. mob = mob_db(class_);
  1389. } while (
  1390. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1391. (skill++) < 2000);
  1392. if (skill < 2000)
  1393. mob_class_change(dstmd,class_);
  1394. }
  1395. return 0;
  1396. }
  1397. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick) {
  1398. int skill, skilllv, i, type, notok;
  1399. struct block_list *tbl;
  1400. if( sd == NULL || skillid <= 0 )
  1401. return 0;
  1402. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1403. if( sd->autospell3[i].flag != skillid )
  1404. continue;
  1405. if( sd->autospell3[i].lock )
  1406. continue; // autospell already being executed
  1407. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1408. sd->state.autocast = 1;
  1409. notok = skillnotok(skill, sd);
  1410. sd->state.autocast = 0;
  1411. if ( notok )
  1412. continue;
  1413. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1414. if( skilllv < 0 ) skilllv = 1 + rnd()%(-skilllv);
  1415. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1416. continue; // No target
  1417. if( rnd()%1000 >= sd->autospell3[i].rate )
  1418. continue;
  1419. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1420. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1421. int maxcount = 0;
  1422. if( !(BL_PC&battle_config.skill_reiteration) &&
  1423. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1424. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1425. ) {
  1426. continue;
  1427. }
  1428. if( BL_PC&battle_config.skill_nofootset &&
  1429. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1430. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1431. ) {
  1432. continue;
  1433. }
  1434. if( BL_PC&battle_config.land_skill_limit &&
  1435. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1436. ) {
  1437. int v;
  1438. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1439. if(sd->ud.skillunit[v]->skill_id == skill)
  1440. maxcount--;
  1441. }
  1442. if( maxcount == 0 ) {
  1443. continue;
  1444. }
  1445. }
  1446. }
  1447. if( battle_config.autospell_check_range &&
  1448. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1449. continue;
  1450. sd->state.autocast = 1;
  1451. sd->autospell3[i].lock = true;
  1452. skill_consume_requirement(sd,skill,skilllv,1);
  1453. switch( type )
  1454. {
  1455. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1456. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1457. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1458. }
  1459. sd->autospell3[i].lock = false;
  1460. sd->state.autocast = 0;
  1461. }
  1462. if( sd && sd->autobonus3[0].rate )
  1463. {
  1464. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1465. {
  1466. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1467. continue;
  1468. if( sd->autobonus3[i].active != INVALID_TIMER )
  1469. continue;
  1470. if( sd->autobonus3[i].atk_type != skillid )
  1471. continue;
  1472. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1473. }
  1474. }
  1475. return 1;
  1476. }
  1477. /* Splitted off from skill_additional_effect, which is never called when the
  1478. * attack skill kills the enemy. Place in this function counter status effects
  1479. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1480. * from cards) that will take effect on the source, not the target. [Skotlex]
  1481. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1482. * type of skills, so not every instance of skill_additional_effect needs a call
  1483. * to this one.
  1484. */
  1485. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1486. {
  1487. int rate;
  1488. struct map_session_data *sd=NULL;
  1489. struct map_session_data *dstsd=NULL;
  1490. nullpo_ret(src);
  1491. nullpo_ret(bl);
  1492. if(skillid < 0) return 0;
  1493. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1494. sd = BL_CAST(BL_PC, src);
  1495. dstsd = BL_CAST(BL_PC, bl);
  1496. if(dstsd && attack_type&BF_WEAPON)
  1497. { //Counter effects.
  1498. enum sc_type type;
  1499. int i, time;
  1500. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1501. {
  1502. rate = dstsd->addeff2[i].rate;
  1503. if (attack_type&BF_LONG)
  1504. rate+=dstsd->addeff2[i].arrow_rate;
  1505. if (!rate) continue;
  1506. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1507. { //Trigger has range consideration.
  1508. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1509. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1510. continue; //Range Failed.
  1511. }
  1512. type = dstsd->addeff2[i].id;
  1513. time = skill_get_time2(status_sc2skill(type),7);
  1514. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1515. status_change_start(src,type,rate,7,0,0,0,time,0);
  1516. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1517. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1518. }
  1519. }
  1520. switch(skillid){
  1521. case MO_EXTREMITYFIST:
  1522. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1523. break;
  1524. case GS_FULLBUSTER:
  1525. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1526. break;
  1527. case HFLI_SBR44: //[orn]
  1528. case HVAN_EXPLOSION:
  1529. if(src->type == BL_HOM){
  1530. TBL_HOM *hd = (TBL_HOM*)src;
  1531. hd->homunculus.intimacy = 200;
  1532. if (hd->master)
  1533. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1534. }
  1535. break;
  1536. case CR_GRANDCROSS:
  1537. case NPC_GRANDDARKNESS:
  1538. attack_type |= BF_WEAPON;
  1539. break;
  1540. }
  1541. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1542. rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1543. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1544. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1545. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1546. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1547. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1548. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1549. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1550. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1551. }
  1552. if( sd && status_isdead(bl) ) {
  1553. int sp = 0, hp = 0;
  1554. if( attack_type&BF_WEAPON ) {
  1555. sp += sd->bonus.sp_gain_value;
  1556. sp += sd->sp_gain_race[status_get_race(bl)];
  1557. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1558. hp += sd->bonus.hp_gain_value;
  1559. }
  1560. if( attack_type&BF_MAGIC ) {
  1561. sp += sd->bonus.magic_sp_gain_value;
  1562. hp += sd->bonus.magic_hp_gain_value;
  1563. if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
  1564. struct status_change *sc = NULL;
  1565. if( ( sc = status_get_sc(src) ) ) {
  1566. if(sc->data[SC_SPIRIT] &&
  1567. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1568. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1569. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1570. }
  1571. }
  1572. }
  1573. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1574. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1575. }
  1576. }
  1577. // Trigger counter-spells to retaliate against damage causing skills.
  1578. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1579. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1580. {
  1581. struct block_list *tbl;
  1582. struct unit_data *ud;
  1583. int i, skillid, skilllv, rate, type, notok;
  1584. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1585. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1586. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1587. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1588. continue; // one or more trigger conditions were not fulfilled
  1589. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1590. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1591. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1592. rate = dstsd->autospell2[i].rate;
  1593. if (attack_type&BF_LONG)
  1594. rate>>=1;
  1595. dstsd->state.autocast = 1;
  1596. notok = skillnotok(skillid, dstsd);
  1597. dstsd->state.autocast = 0;
  1598. if ( notok )
  1599. continue;
  1600. if (rnd()%1000 >= rate)
  1601. continue;
  1602. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1603. if( (type = skill_get_casttype(skillid)) == CAST_GROUND ) {
  1604. int maxcount = 0;
  1605. if( !(BL_PC&battle_config.skill_reiteration) &&
  1606. skill_get_unit_flag(skillid)&UF_NOREITERATION &&
  1607. skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
  1608. ) {
  1609. continue;
  1610. }
  1611. if( BL_PC&battle_config.skill_nofootset &&
  1612. skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
  1613. skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
  1614. ) {
  1615. continue;
  1616. }
  1617. if( BL_PC&battle_config.land_skill_limit &&
  1618. (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
  1619. ) {
  1620. int v;
  1621. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1622. if(dstsd->ud.skillunit[v]->skill_id == skillid)
  1623. maxcount--;
  1624. }
  1625. if( maxcount == 0 ) {
  1626. continue;
  1627. }
  1628. }
  1629. }
  1630. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1631. continue;
  1632. dstsd->state.autocast = 1;
  1633. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1634. switch (type) {
  1635. case CAST_GROUND:
  1636. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1637. break;
  1638. case CAST_NODAMAGE:
  1639. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1640. break;
  1641. case CAST_DAMAGE:
  1642. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1643. break;
  1644. }
  1645. dstsd->state.autocast = 0;
  1646. //Set canact delay. [Skotlex]
  1647. ud = unit_bl2ud(bl);
  1648. if (ud) {
  1649. rate = skill_delayfix(bl, skillid, skilllv);
  1650. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1651. ud->canact_tick = tick+rate;
  1652. if ( battle_config.display_status_timers && dstsd )
  1653. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1654. }
  1655. }
  1656. }
  1657. }
  1658. //Autobonus when attacked
  1659. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1660. {
  1661. int i;
  1662. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1663. {
  1664. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1665. continue;
  1666. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1667. continue;
  1668. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1669. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1670. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1671. continue; // one or more trigger conditions were not fulfilled
  1672. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1673. }
  1674. }
  1675. return 0;
  1676. }
  1677. /*=========================================================================
  1678. Breaks equipment. On-non players causes the corresponding strip effect.
  1679. - rate goes from 0 to 10000 (100.00%)
  1680. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1681. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1682. --------------------------------------------------------------------------*/
  1683. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1684. {
  1685. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1686. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1687. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1688. struct status_change *sc = status_get_sc(bl);
  1689. int i,j;
  1690. TBL_PC *sd;
  1691. sd = BL_CAST(BL_PC, bl);
  1692. if (sc && !sc->count)
  1693. sc = NULL;
  1694. if (sd) {
  1695. if (sd->bonus.unbreakable_equip)
  1696. where &= ~sd->bonus.unbreakable_equip;
  1697. if (sd->bonus.unbreakable)
  1698. rate -= rate*sd->bonus.unbreakable/100;
  1699. if (where&EQP_WEAPON) {
  1700. switch (sd->status.weapon) {
  1701. case W_FIST: //Bare fists should not break :P
  1702. case W_1HAXE:
  1703. case W_2HAXE:
  1704. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1705. case W_2HMACE:
  1706. case W_STAFF:
  1707. case W_2HSTAFF:
  1708. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1709. case W_HUUMA:
  1710. where &= ~EQP_WEAPON;
  1711. }
  1712. }
  1713. }
  1714. if (flag&BCT_ENEMY) {
  1715. if (battle_config.equip_skill_break_rate != 100)
  1716. rate = rate*battle_config.equip_skill_break_rate/100;
  1717. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1718. if (battle_config.equip_self_break_rate != 100)
  1719. rate = rate*battle_config.equip_self_break_rate/100;
  1720. }
  1721. for (i = 0; i < 4; i++) {
  1722. if (where&where_list[i]) {
  1723. if (sc && sc->count && sc->data[scdef[i]])
  1724. where&=~where_list[i];
  1725. else if (rnd()%10000 >= rate)
  1726. where&=~where_list[i];
  1727. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1728. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1729. }
  1730. }
  1731. if (!where) //Nothing to break.
  1732. return 0;
  1733. if (sd) {
  1734. for (i = 0; i < EQI_MAX; i++) {
  1735. j = sd->equip_index[i];
  1736. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1737. continue;
  1738. flag = 0;
  1739. switch(i) {
  1740. case EQI_HEAD_TOP: //Upper Head
  1741. flag = (where&EQP_HELM);
  1742. break;
  1743. case EQI_ARMOR: //Body
  1744. flag = (where&EQP_ARMOR);
  1745. break;
  1746. case EQI_HAND_R: //Left/Right hands
  1747. case EQI_HAND_L:
  1748. flag = (
  1749. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1750. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1751. break;
  1752. case EQI_SHOES:
  1753. flag = (where&EQP_SHOES);
  1754. break;
  1755. case EQI_GARMENT:
  1756. flag = (where&EQP_GARMENT);
  1757. break;
  1758. default:
  1759. continue;
  1760. }
  1761. if (flag) {
  1762. sd->status.inventory[j].attribute = 1;
  1763. pc_unequipitem(sd, j, 3);
  1764. }
  1765. }
  1766. clif_equiplist(sd);
  1767. }
  1768. return where; //Return list of pieces broken.
  1769. }
  1770. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1771. {
  1772. struct status_change *sc;
  1773. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1774. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1775. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
  1776. int i;
  1777. if (rnd()%100 >= rate)
  1778. return 0;
  1779. sc = status_get_sc(bl);
  1780. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1781. return 0;
  1782. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1783. if (where&pos[i] && sc->data[sc_def[i]])
  1784. where&=~pos[i];
  1785. }
  1786. if (!where) return 0;
  1787. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1788. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1789. where&=~pos[i];
  1790. }
  1791. return where?1:0;
  1792. }
  1793. //Early declaration
  1794. static int skill_area_temp[8];
  1795. /*=========================================================================
  1796. Used to knock back players, monsters, traps, etc
  1797. - 'count' is the number of squares to knock back
  1798. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1799. - if 'flag&0x1', position update packets must not be sent.
  1800. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1801. -------------------------------------------------------------------------*/
  1802. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1803. {
  1804. int dx = 0, dy = 0;
  1805. struct skill_unit* su = NULL;
  1806. nullpo_ret(src);
  1807. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1808. return 0; //No knocking back in WoE
  1809. if (count == 0)
  1810. return 0; //Actual knockback distance is 0.
  1811. switch (target->type) {
  1812. case BL_MOB: {
  1813. struct mob_data* md = BL_CAST(BL_MOB, target);
  1814. if( md->class_ == MOBID_EMPERIUM )
  1815. return 0;
  1816. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1817. return 0;
  1818. }
  1819. break;
  1820. case BL_PC: {
  1821. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1822. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1823. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1824. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  1825. return 0;
  1826. }
  1827. break;
  1828. case BL_SKILL:
  1829. su = (struct skill_unit *)target;
  1830. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  1831. return 0; // ankle snare cannot be knocked back
  1832. break;
  1833. }
  1834. if (direction == -1) // <optimized>: do the computation here instead of outside
  1835. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1836. if (direction >= 0 && direction < 8)
  1837. { // take the reversed 'direction' and reverse it
  1838. dx = -dirx[direction];
  1839. dy = -diry[direction];
  1840. }
  1841. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  1842. }
  1843. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1844. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1845. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1846. {
  1847. struct status_change *sc = status_get_sc(bl);
  1848. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1849. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  1850. return 0;
  1851. // item-based reflection
  1852. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  1853. return 1;
  1854. if( is_boss(src) )
  1855. return 0;
  1856. // status-based reflection
  1857. if( !sc || sc->count == 0 )
  1858. return 0;
  1859. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1860. return 1;
  1861. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1862. {// Kaite only works against non-players if they are low-level.
  1863. clif_specialeffect(bl, 438, AREA);
  1864. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1865. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1866. return 2;
  1867. }
  1868. return 0;
  1869. }
  1870. /*
  1871. * =========================================================================
  1872. * Does a skill attack with the given properties.
  1873. * src is the master behind the attack (player/mob/pet)
  1874. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1875. * bl is the target to be attacked.
  1876. * flag can hold a bunch of information:
  1877. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1878. * (usually holds number of targets, or just 1 for simple splash attacks)
  1879. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1880. * packet shouldn't display a skill animation)
  1881. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1882. * client (causes player characters to not scream skill name)
  1883. *-------------------------------------------------------------------------*/
  1884. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1885. {
  1886. struct Damage dmg;
  1887. struct status_data *sstatus, *tstatus;
  1888. struct status_change *sc;
  1889. struct map_session_data *sd, *tsd;
  1890. int type,damage,rdamage=0;
  1891. if(skillid > 0 && skilllv <= 0) return 0;
  1892. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1893. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1894. nullpo_ret(bl); //Target to be attacked.
  1895. if (src != dsrc) {
  1896. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1897. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1898. return 0;
  1899. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1900. //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]
  1901. if (!status_check_skilluse(src, bl, skillid, 2))
  1902. return 0;
  1903. }
  1904. sd = BL_CAST(BL_PC, src);
  1905. tsd = BL_CAST(BL_PC, bl);
  1906. sstatus = status_get_status_data(src);
  1907. tstatus = status_get_status_data(bl);
  1908. sc= status_get_sc(bl);
  1909. if (sc && !sc->count) sc = NULL; //Don't need it.
  1910. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1911. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1912. return 0;
  1913. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1914. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1915. return 0;
  1916. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1917. //Skotlex: Adjusted to the new system
  1918. if(src->type==BL_PET)
  1919. { // [Valaris]
  1920. struct pet_data *pd = (TBL_PET*)src;
  1921. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1922. {
  1923. int element = skill_get_ele(skillid, skilllv);
  1924. if (skillid == -1)
  1925. element = sstatus->rhw.ele;
  1926. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1927. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1928. else
  1929. dmg.damage= skilllv;
  1930. dmg.damage2=0;
  1931. dmg.div_= pd->a_skill->div_;
  1932. }
  1933. }
  1934. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1935. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1936. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1937. { //Magic reflection, switch caster/target
  1938. struct block_list *tbl = bl;
  1939. bl = src;
  1940. src = tbl;
  1941. sd = BL_CAST(BL_PC, src);
  1942. tsd = BL_CAST(BL_PC, bl);
  1943. sc = status_get_sc(bl);
  1944. if (sc && !sc->count)
  1945. sc = NULL; //Don't need it.
  1946. /* bugreport:2564 flag&2 disables double casting trigger */
  1947. flag |= 2;
  1948. //Spirit of Wizard blocks Kaite's reflection
  1949. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1950. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  1951. type = tsd?pc_search_inventory (tsd, 7321):0;
  1952. if (type >= 0) {
  1953. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  1954. dmg.damage = dmg.damage2 = 0;
  1955. dmg.dmg_lv = ATK_MISS;
  1956. sc->data[SC_SPIRIT]->val3 = skillid;
  1957. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1958. }
  1959. }
  1960. /**
  1961. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  1962. **/
  1963. #if MAGIC_REFLECTION_TYPE
  1964. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  1965. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  1966. #endif
  1967. }
  1968. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1969. int sp = skill_get_sp(skillid,skilllv);
  1970. dmg.damage = dmg.damage2 = 0;
  1971. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1972. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1973. if(skillid == WZ_WATERBALL && skilllv > 1)
  1974. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1975. status_heal(bl, 0, sp, 2);
  1976. }
  1977. }
  1978. damage = dmg.damage + dmg.damage2;
  1979. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  1980. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  1981. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1982. damage = 1;
  1983. if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ))
  1984. || (sc && sc->data[SC_REFLECTDAMAGE])) )
  1985. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid);
  1986. if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  1987. struct block_list *nbl = NULL;
  1988. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  1989. if( nbl ){ // Only one target is chosen.
  1990. damage = damage / 2; // Deflect half of the damage to a target nearby
  1991. 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);
  1992. }
  1993. }
  1994. //Skill hit type
  1995. type=(skillid==0)?5:skill_get_hit(skillid);
  1996. if(damage < dmg.div_
  1997. //Only skills that knockback even when they miss. [Skotlex]
  1998. && skillid != CH_PALMSTRIKE)
  1999. dmg.blewcount = 0;
  2000. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  2001. if(battle_config.gx_disptype) dsrc = src;
  2002. if(src == bl) type = 4;
  2003. else flag|=SD_ANIMATION;
  2004. }
  2005. if(skillid == NJ_TATAMIGAESHI) {
  2006. dsrc = src; //For correct knockback.
  2007. flag|=SD_ANIMATION;
  2008. }
  2009. if(sd) {
  2010. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  2011. struct status_change_entry *sce;
  2012. if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex]
  2013. switch (skillid) {
  2014. case TK_TURNKICK:
  2015. case TK_STORMKICK:
  2016. case TK_DOWNKICK:
  2017. case TK_COUNTER:
  2018. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2019. sce->val1 = skillid; //Update combo-skill
  2020. sce->val3 = skillid;
  2021. if( sce->timer != INVALID_TIMER )
  2022. delete_timer(sce->timer, status_change_timer);
  2023. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2024. break;
  2025. }
  2026. unit_cancel_combo(src); // Cancel combo wait
  2027. break;
  2028. default:
  2029. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2030. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2031. }
  2032. }
  2033. switch(skillid) {
  2034. case MO_TRIPLEATTACK:
  2035. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2036. flag=1;
  2037. break;
  2038. case MO_CHAINCOMBO:
  2039. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2040. flag=1;
  2041. break;
  2042. case MO_COMBOFINISH:
  2043. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2044. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  2045. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2046. flag=1;
  2047. case CH_TIGERFIST:
  2048. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2049. flag=1;
  2050. case CH_CHAINCRUSH:
  2051. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2052. flag=1;
  2053. break;
  2054. case AC_DOUBLE:
  2055. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2056. {
  2057. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  2058. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  2059. clif_combo_delay(src,2000);
  2060. }
  2061. break;
  2062. case TK_COUNTER:
  2063. { //bonus from SG_FRIEND [Komurka]
  2064. int level;
  2065. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2066. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2067. }
  2068. break;
  2069. case SL_STIN:
  2070. case SL_STUN:
  2071. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  2072. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  2073. break;
  2074. case GS_FULLBUSTER:
  2075. //Can't attack nor use items until skill's delay expires. [Skotlex]
  2076. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2077. break;
  2078. case SR_DRAGONCOMBO:
  2079. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2080. flag = 1;
  2081. break;
  2082. case SR_FALLENEMPIRE:
  2083. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2084. flag = 1;
  2085. break;
  2086. } //Switch End
  2087. if (flag) { //Possible to chain
  2088. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  2089. if (flag < 1) flag = 1;
  2090. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  2091. clif_combo_delay(src, flag);
  2092. }
  2093. }
  2094. //Display damage.
  2095. switch( skillid )
  2096. {
  2097. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2098. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2099. break;
  2100. //Skills that need be passed as a normal attack for the client to display correctly.
  2101. case HVAN_EXPLOSION:
  2102. case NPC_SELFDESTRUCTION:
  2103. if(src->type==BL_PC)
  2104. dmg.blewcount = 10;
  2105. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2106. // fall through
  2107. case KN_AUTOCOUNTER:
  2108. case NPC_CRITICALSLASH:
  2109. case TF_DOUBLE:
  2110. case GS_CHAINACTION:
  2111. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2112. break;
  2113. case AS_SPLASHER:
  2114. if( flag&SD_ANIMATION ) // the surrounding targets
  2115. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  2116. else // the central target doesn't display an animation
  2117. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  2118. break;
  2119. case WL_HELLINFERNO:
  2120. case SR_EARTHSHAKER:
  2121. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  2122. break;
  2123. case WL_SOULEXPANSION:
  2124. case WL_COMET:
  2125. case KO_MUCHANAGE:
  2126. case NJ_HUUMA:
  2127. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  2128. break;
  2129. case WL_CHAINLIGHTNING_ATK:
  2130. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2131. break;
  2132. case WL_TETRAVORTEX_FIRE:
  2133. case WL_TETRAVORTEX_WATER:
  2134. case WL_TETRAVORTEX_WIND:
  2135. case WL_TETRAVORTEX_GROUND:
  2136. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type);
  2137. break;
  2138. case LG_OVERBRAND_BRANDISH:
  2139. case LG_OVERBRAND_PLUSATK:
  2140. case EL_FIRE_BOMB:
  2141. case EL_FIRE_BOMB_ATK:
  2142. case EL_FIRE_WAVE:
  2143. case EL_FIRE_WAVE_ATK:
  2144. case EL_FIRE_MANTLE:
  2145. case EL_CIRCLE_OF_FIRE:
  2146. case EL_FIRE_ARROW:
  2147. case EL_ICE_NEEDLE:
  2148. case EL_WATER_SCREW:
  2149. case EL_WATER_SCREW_ATK:
  2150. case EL_WIND_SLASH:
  2151. case EL_TIDAL_WEAPON:
  2152. case EL_ROCK_CRUSHER:
  2153. case EL_ROCK_CRUSHER_ATK:
  2154. case EL_HURRICANE:
  2155. case EL_HURRICANE_ATK:
  2156. case EL_TYPOON_MIS:
  2157. case EL_TYPOON_MIS_ATK:
  2158. case KO_BAKURETSU:
  2159. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
  2160. break;
  2161. case GN_SLINGITEM_RANGEMELEEATK:
  2162. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2163. break;
  2164. case EL_STONE_RAIN:
  2165. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,(flag&1)?8:5);
  2166. break;
  2167. case WM_SEVERE_RAINSTORM_MELEE:
  2168. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skilllv,5);
  2169. break;
  2170. case WM_REVERBERATION_MELEE:
  2171. case WM_REVERBERATION_MAGIC:
  2172. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2173. break;
  2174. case HT_CLAYMORETRAP:
  2175. case HT_BLASTMINE:
  2176. case HT_FLASHER:
  2177. case HT_FREEZINGTRAP:
  2178. case RA_CLUSTERBOMB:
  2179. case RA_FIRINGTRAP:
  2180. case RA_ICEBOUNDTRAP:
  2181. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid,flag&SD_LEVEL?-1:skilllv, 5);
  2182. if( dsrc != src ) // avoid damage display redundancy
  2183. break;
  2184. case HT_LANDMINE:
  2185. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, type);
  2186. break;
  2187. case AB_DUPLELIGHT_MELEE:
  2188. case AB_DUPLELIGHT_MAGIC:
  2189. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2190. default:
  2191. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2192. type = 5;
  2193. if( bl->type == BL_SKILL ){
  2194. TBL_SKILL *su = (TBL_SKILL*)bl;
  2195. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2196. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
  2197. }
  2198. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  2199. break;
  2200. }
  2201. map_freeblock_lock();
  2202. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2203. && pc_checkskill(tsd,RG_PLAGIARISM)
  2204. && (!sc || !sc->data[SC_PRESERVE])
  2205. && damage < tsd->battle_status.hp)
  2206. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2207. int copy_skill = skillid;
  2208. /**
  2209. * Copy Referal: dummy skills should point to their source upon copying
  2210. **/
  2211. switch( skillid ) {
  2212. case AB_DUPLELIGHT_MELEE:
  2213. case AB_DUPLELIGHT_MAGIC:
  2214. copy_skill = AB_DUPLELIGHT;
  2215. break;
  2216. case WL_CHAINLIGHTNING_ATK:
  2217. copy_skill = WL_CHAINLIGHTNING;
  2218. break;
  2219. case WM_REVERBERATION_MELEE:
  2220. case WM_REVERBERATION_MAGIC:
  2221. copy_skill = WM_REVERBERATION;
  2222. break;
  2223. case WM_SEVERE_RAINSTORM_MELEE:
  2224. copy_skill = WM_SEVERE_RAINSTORM;
  2225. break;
  2226. case GN_CRAZYWEED_ATK:
  2227. copy_skill = GN_CRAZYWEED;
  2228. break;
  2229. case GN_HELLS_PLANT_ATK:
  2230. copy_skill = GN_HELLS_PLANT;
  2231. break;
  2232. case LG_OVERBRAND_BRANDISH:
  2233. case LG_OVERBRAND_PLUSATK:
  2234. copy_skill = LG_OVERBRAND;
  2235. break;
  2236. }
  2237. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  2238. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  2239. {
  2240. int lv;
  2241. if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
  2242. //Level dependent and limitation.
  2243. lv = min(lv,skill_get_max(copy_skill));
  2244. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2245. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2246. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2247. tsd->status.skill[tsd->reproduceskill_id].flag = 0;
  2248. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2249. }
  2250. tsd->reproduceskill_id = copy_skill;
  2251. pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
  2252. pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
  2253. tsd->status.skill[copy_skill].id = copy_skill;
  2254. tsd->status.skill[copy_skill].lv = lv;
  2255. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2256. clif_addskill(tsd,copy_skill);
  2257. } else {
  2258. lv = skilllv;
  2259. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2260. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2261. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2262. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2263. clif_deleteskill(tsd,tsd->cloneskill_id);
  2264. }
  2265. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2266. lv = type;
  2267. tsd->cloneskill_id = copy_skill;
  2268. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2269. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2270. tsd->status.skill[skillid].id = copy_skill;
  2271. tsd->status.skill[skillid].lv = lv;
  2272. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  2273. clif_addskill(tsd,skillid);
  2274. }
  2275. }
  2276. }
  2277. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  2278. { //Skills with can't walk delay also stop normal attacking for that
  2279. //duration when the attack connects. [Skotlex]
  2280. struct unit_data *ud = unit_bl2ud(src);
  2281. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2282. ud->attackabletime = tick + type;
  2283. }
  2284. if( !dmg.amotion )
  2285. { //Instant damage
  2286. if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
  2287. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2288. if( !status_isdead(bl) )
  2289. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  2290. if( damage > 0 ) //Counter status effects [Skotlex]
  2291. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  2292. }
  2293. // Hell Inferno burning status only starts if Fire part hits.
  2294. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  2295. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  2296. // Apply knock back chance in SC_TRIANGLESHOT skill.
  2297. else if( skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv) )
  2298. dmg.blewcount = 0;
  2299. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2300. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2301. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2302. int direction = -1; // default
  2303. switch(skillid) {//direction
  2304. case MG_FIREWALL:
  2305. case PR_SANCTUARY:
  2306. case SC_TRIANGLESHOT:
  2307. case LG_OVERBRAND:
  2308. case SR_KNUCKLEARROW:
  2309. case GN_WALLOFTHORN:
  2310. case EL_FIRE_MANTLE:
  2311. direction = unit_getdir(bl);// backwards
  2312. break;
  2313. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2314. case WZ_STORMGUST:
  2315. direction = rand()%8;
  2316. break;
  2317. case WL_CRIMSONROCK:
  2318. direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2319. break;
  2320. }
  2321. //blown-specific handling
  2322. switch( skillid ) {
  2323. case LG_OVERBRAND:
  2324. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) {
  2325. short dir_x, dir_y;
  2326. dir_x = dirx[(direction+4)%8];
  2327. dir_y = diry[(direction+4)%8];
  2328. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2329. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2330. } else
  2331. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2332. break;
  2333. case SR_KNUCKLEARROW:
  2334. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4) ) {
  2335. short dir_x, dir_y;
  2336. dir_x = dirx[(direction+4)%8];
  2337. dir_y = diry[(direction+4)%8];
  2338. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2339. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4);
  2340. }
  2341. break;
  2342. case GN_WALLOFTHORN:
  2343. unit_stop_walking(bl,1);
  2344. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 );
  2345. clif_fixpos(bl);
  2346. break;
  2347. default:
  2348. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 );
  2349. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2350. TBL_SKILL *su = (TBL_SKILL*)bl;
  2351. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2352. skill_blown(src, bl, 3, -1, 0);
  2353. }
  2354. break;
  2355. }
  2356. }
  2357. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2358. if (dmg.amotion)
  2359. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2360. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  2361. {
  2362. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2363. struct block_list *d_bl = map_id2bl(sce->val1);
  2364. if( d_bl && (
  2365. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2366. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2367. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2368. {
  2369. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2370. status_fix_damage(NULL, d_bl, damage, 0);
  2371. }
  2372. else {
  2373. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2374. if( !dmg.amotion )
  2375. status_fix_damage(src,bl,damage,dmg.dmotion);
  2376. }
  2377. }
  2378. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2379. if( skillid == RG_INTIMIDATE ) {
  2380. int rate = 50 + skilllv * 5;
  2381. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2382. if(rnd()%100 < rate)
  2383. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2384. } else if( skillid == SC_FATALMENACE )
  2385. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag);
  2386. }
  2387. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  2388. dmg.flag |= BF_WEAPON;
  2389. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2390. (dmg.flag&BF_MISC && (skillid == RA_CLUSTERBOMB || skillid == RA_FIRINGTRAP || skillid == RA_ICEBOUNDTRAP || skillid == RK_DRAGONBREATH)) ) )
  2391. {
  2392. if (battle_config.left_cardfix_to_right)
  2393. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2394. else
  2395. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2396. }
  2397. if( rdamage > 0 ) {
  2398. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2399. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2400. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2401. } else {
  2402. if( dmg.amotion )
  2403. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  2404. else
  2405. status_fix_damage(bl,src,rdamage,0);
  2406. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
  2407. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2408. if( tsd && src != bl )
  2409. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2410. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2411. }
  2412. }
  2413. if( damage > 0 ) {
  2414. /**
  2415. * Post-damage effects
  2416. **/
  2417. switch( skillid ) {
  2418. case RK_CRUSHSTRIKE:
  2419. skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2420. break;
  2421. case GC_VENOMPRESSURE: {
  2422. struct status_change *ssc = status_get_sc(src);
  2423. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) {
  2424. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2425. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2426. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2427. }
  2428. }
  2429. break;
  2430. case WM_METALICSOUND:
  2431. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2432. break;
  2433. case SR_TIGERCANNON:
  2434. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2435. break;
  2436. }
  2437. if( sd )
  2438. skill_onskillusage(sd, bl, skillid, tick);
  2439. }
  2440. if (!(flag&2) &&
  2441. (
  2442. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2443. ) &&
  2444. (sc = status_get_sc(src)) &&
  2445. sc->data[SC_DOUBLECAST] &&
  2446. rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2447. {
  2448. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2449. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2450. }
  2451. map_freeblock_unlock();
  2452. return damage;
  2453. }
  2454. /*==========================================
  2455. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2456. * flagについて?F16?i?を確認
  2457. * MSB <- 00fTffff ->LSB
  2458. * T =タ?ゲット選?用(BCT_*)
  2459. * ffff=自由に使用可能
  2460. * 0 =予約?B0に固定
  2461. *------------------------------------------*/
  2462. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2463. int skill_area_sub (struct block_list *bl, va_list ap)
  2464. {
  2465. struct block_list *src;
  2466. int skill_id,skill_lv,flag;
  2467. unsigned int tick;
  2468. SkillFunc func;
  2469. nullpo_ret(bl);
  2470. src=va_arg(ap,struct block_list *);
  2471. skill_id=va_arg(ap,int);
  2472. skill_lv=va_arg(ap,int);
  2473. tick=va_arg(ap,unsigned int);
  2474. flag=va_arg(ap,int);
  2475. func=va_arg(ap,SkillFunc);
  2476. if(battle_check_target(src,bl,flag) > 0)
  2477. {
  2478. // several splash skills need this initial dummy packet to display correctly
  2479. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2480. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2481. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2482. skill_area_temp[2]++;
  2483. return func(src,bl,skill_id,skill_lv,tick,flag);
  2484. }
  2485. return 0;
  2486. }
  2487. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2488. {
  2489. struct skill_unit *unit;
  2490. int skillid,g_skillid;
  2491. unit = (struct skill_unit *)bl;
  2492. if(bl->prev == NULL || bl->type != BL_SKILL)
  2493. return 0;
  2494. if(!unit->alive)
  2495. return 0;
  2496. skillid = va_arg(ap,int);
  2497. g_skillid = unit->group->skill_id;
  2498. switch (skillid) {
  2499. case MG_SAFETYWALL:
  2500. case AL_PNEUMA:
  2501. case SC_MAELSTROM:
  2502. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM)
  2503. return 0;
  2504. break;
  2505. case AL_WARP:
  2506. case HT_SKIDTRAP:
  2507. case MA_SKIDTRAP:
  2508. case HT_LANDMINE:
  2509. case MA_LANDMINE:
  2510. case HT_ANKLESNARE:
  2511. case HT_SHOCKWAVE:
  2512. case HT_SANDMAN:
  2513. case MA_SANDMAN:
  2514. case HT_FLASHER:
  2515. case HT_FREEZINGTRAP:
  2516. case MA_FREEZINGTRAP:
  2517. case HT_BLASTMINE:
  2518. case HT_CLAYMORETRAP:
  2519. case HT_TALKIEBOX:
  2520. case HP_BASILICA:
  2521. case RA_ELECTRICSHOCKER:
  2522. case RA_CLUSTERBOMB:
  2523. case RA_MAGENTATRAP:
  2524. case RA_COBALTTRAP:
  2525. case RA_MAIZETRAP:
  2526. case RA_VERDURETRAP:
  2527. case RA_FIRINGTRAP:
  2528. case RA_ICEBOUNDTRAP:
  2529. case SC_DIMENSIONDOOR:
  2530. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2531. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST && g_skillid != MH_POISON_MIST)
  2532. return 0;
  2533. break;
  2534. default: //Avoid stacking with same kind of trap. [Skotlex]
  2535. if (g_skillid != skillid)
  2536. return 0;
  2537. break;
  2538. }
  2539. return 1;
  2540. }
  2541. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2542. {
  2543. //Non players do not check for the skill's splash-trigger area.
  2544. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2545. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2546. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2547. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2548. return 0;
  2549. }
  2550. range += layout_type;
  2551. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2552. }
  2553. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2554. {
  2555. int skillid;
  2556. if(bl->prev == NULL)
  2557. return 0;
  2558. skillid = va_arg(ap,int);
  2559. if( status_isdead(bl) && skillid != AL_WARP )
  2560. return 0;
  2561. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2562. return 0;
  2563. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2564. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2565. return 1;
  2566. }
  2567. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2568. {
  2569. int range, type;
  2570. switch (skillid) { // to be expanded later
  2571. case WZ_ICEWALL:
  2572. range = 2;
  2573. break;
  2574. default:
  2575. {
  2576. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2577. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2578. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2579. return 0;
  2580. }
  2581. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2582. }
  2583. break;
  2584. }
  2585. // if the caster is a monster/NPC, only check for players
  2586. // otherwise just check characters
  2587. if (bl->type == BL_PC)
  2588. type = BL_CHAR;
  2589. else
  2590. type = BL_PC;
  2591. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2592. x - range, y - range, x + range, y + range,
  2593. type, skillid);
  2594. }
  2595. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2596. {
  2597. if(id == sd->bl.id && battle_config.guild_aura&16)
  2598. return 0; // Do not affect guild leader
  2599. if (sd->sc.data[SC_GUILDAURA]) {
  2600. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2601. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2602. sce->val3 = strvit;
  2603. sce->val4 = agidex;
  2604. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2605. }
  2606. return 0;
  2607. }
  2608. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2609. return 1;
  2610. }
  2611. /*==========================================
  2612. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2613. * Flag:
  2614. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2615. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2616. *------------------------------------------*/
  2617. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2618. {
  2619. struct status_data *status;
  2620. struct map_session_data *sd = NULL;
  2621. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2622. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2623. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2624. return 0;
  2625. nullpo_ret(bl);
  2626. switch( bl->type )
  2627. {
  2628. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2629. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2630. }
  2631. status = status_get_status_data(bl);
  2632. if( (j = skill_get_index(skill)) == 0 )
  2633. return 0;
  2634. // Requeriments
  2635. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2636. {
  2637. itemid[i] = skill_db[j].itemid[i];
  2638. amount[i] = skill_db[j].amount[i];
  2639. }
  2640. hp = skill_db[j].hp[lv-1];
  2641. sp = skill_db[j].sp[lv-1];
  2642. hp_rate = skill_db[j].hp_rate[lv-1];
  2643. sp_rate = skill_db[j].sp_rate[lv-1];
  2644. state = skill_db[j].state;
  2645. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2646. hp += (status->max_hp * mhp) / 100;
  2647. if( hp_rate > 0 )
  2648. hp += (status->hp * hp_rate) / 100;
  2649. else
  2650. hp += (status->max_hp * (-hp_rate)) / 100;
  2651. if( sp_rate > 0 )
  2652. sp += (status->sp * sp_rate) / 100;
  2653. else
  2654. sp += (status->max_sp * (-sp_rate)) / 100;
  2655. if( bl->type == BL_HOM )
  2656. { // Intimacy Requeriments
  2657. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2658. switch( skill )
  2659. {
  2660. case HFLI_SBR44:
  2661. if( hd->homunculus.intimacy <= 200 )
  2662. return 0;
  2663. break;
  2664. case HVAN_EXPLOSION:
  2665. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2666. return 0;
  2667. break;
  2668. }
  2669. }
  2670. if( !(type&2) )
  2671. {
  2672. if( hp > 0 && status->hp <= (unsigned int)hp )
  2673. {
  2674. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2675. return 0;
  2676. }
  2677. if( sp > 0 && status->sp <= (unsigned int)sp )
  2678. {
  2679. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2680. return 0;
  2681. }
  2682. }
  2683. if( !type )
  2684. switch( state )
  2685. {
  2686. case ST_MOVE_ENABLE:
  2687. if( !unit_can_move(bl) )
  2688. {
  2689. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2690. return 0;
  2691. }
  2692. break;
  2693. }
  2694. if( !(type&1) )
  2695. return 1;
  2696. // Check item existences
  2697. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2698. {
  2699. index[i] = -1;
  2700. if( itemid[i] < 1 ) continue; // No item
  2701. index[i] = pc_search_inventory(sd, itemid[i]);
  2702. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2703. {
  2704. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2705. return 0;
  2706. }
  2707. }
  2708. // Consume items
  2709. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2710. {
  2711. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2712. }
  2713. if( type&2 )
  2714. return 1;
  2715. if( sp || hp )
  2716. status_zap(bl, hp, sp);
  2717. return 1;
  2718. }
  2719. /*==========================================
  2720. *
  2721. *------------------------------------------*/
  2722. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2723. {
  2724. return 1;
  2725. }
  2726. /*==========================================
  2727. *
  2728. *------------------------------------------*/
  2729. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2730. {
  2731. struct block_list *src = map_id2bl(id),*target;
  2732. struct unit_data *ud = unit_bl2ud(src);
  2733. struct skill_timerskill *skl = NULL;
  2734. int range;
  2735. nullpo_ret(src);
  2736. nullpo_ret(ud);
  2737. skl = ud->skilltimerskill[data];
  2738. nullpo_ret(skl);
  2739. ud->skilltimerskill[data] = NULL;
  2740. do {
  2741. if(src->prev == NULL)
  2742. break;
  2743. if(skl->target_id) {
  2744. target = map_id2bl(skl->target_id);
  2745. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2746. target = src; //Required since it has to warp.
  2747. if(target == NULL)
  2748. break;
  2749. if(target->prev == NULL)
  2750. break;
  2751. if(src->m != target->m)
  2752. break;
  2753. if(status_isdead(src))
  2754. break;
  2755. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2756. break;
  2757. switch(skl->skill_id) {
  2758. case RG_INTIMIDATE:
  2759. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2760. short x,y;
  2761. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2762. if (target != src && !status_isdead(target))
  2763. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2764. }
  2765. break;
  2766. case BA_FROSTJOKER:
  2767. case DC_SCREAM:
  2768. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2769. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2770. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2771. break;
  2772. case NPC_EARTHQUAKE:
  2773. if( skl->type > 1 )
  2774. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2775. 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);
  2776. skill_area_temp[1] = src->id;
  2777. skill_area_temp[2] = 0;
  2778. 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);
  2779. break;
  2780. case WZ_WATERBALL:
  2781. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2782. if (!status_isdead(target))
  2783. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2784. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  2785. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2786. } else {
  2787. struct status_change *sc = status_get_sc(src);
  2788. if(sc) {
  2789. if(sc->data[SC_SPIRIT] &&
  2790. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2791. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2792. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2793. }
  2794. }
  2795. break;
  2796. /**
  2797. * Warlock
  2798. **/
  2799. case WL_CHAINLIGHTNING_ATK:
  2800. {
  2801. struct block_list *nbl = NULL; // Next Target of Chain
  2802. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2803. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2804. if( skl->type > 1 )
  2805. { // Remaining Chains Hit
  2806. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2807. if( nbl == NULL && skl->x > 1 )
  2808. {
  2809. nbl = target;
  2810. skl->x--;
  2811. }
  2812. else skl->x = 3;
  2813. }
  2814. if( nbl )
  2815. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2816. }
  2817. break;
  2818. case WL_TETRAVORTEX_FIRE:
  2819. case WL_TETRAVORTEX_WATER:
  2820. case WL_TETRAVORTEX_WIND:
  2821. case WL_TETRAVORTEX_GROUND:
  2822. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2823. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2824. if( skl->type >= 3 )
  2825. { // Final Hit
  2826. if( !status_isdead(target) )
  2827. { // Final Status Effect
  2828. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2829. applyeffects[4] = { 0, 0, 0, 0 },
  2830. i, j = 0, k = 0;
  2831. for( i = 1; i <= 8; i = i + i )
  2832. {
  2833. if( skl->x&i )
  2834. {
  2835. applyeffects[j] = effects[k];
  2836. j++;
  2837. }
  2838. k++;
  2839. }
  2840. if( j )
  2841. {
  2842. i = applyeffects[rnd()%j];
  2843. status_change_start(target, i, 10000, skl->skill_lv,
  2844. (i == SC_BURNING ? 1000 : 0),
  2845. (i == SC_BURNING ? src->id : 0),
  2846. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2847. }
  2848. }
  2849. }
  2850. break;
  2851. case WM_REVERBERATION_MELEE:
  2852. case WM_REVERBERATION_MAGIC:
  2853. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  2854. break;
  2855. case SC_FATALMENACE:
  2856. if( src == target ) // Casters Part
  2857. unit_warp(src, -1, skl->x, skl->y, 3);
  2858. else { // Target's Part
  2859. short x = skl->x, y = skl->y;
  2860. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  2861. unit_warp(target,-1,x,y,3);
  2862. }
  2863. break;
  2864. case LG_MOONSLASHER:
  2865. case SR_WINDMILL:
  2866. if( target->type == BL_PC ) {
  2867. struct map_session_data *tsd = NULL;
  2868. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  2869. pc_setsit(tsd);
  2870. skill_sit(tsd,1);
  2871. clif_sitting(&tsd->bl);
  2872. }
  2873. }
  2874. break;
  2875. case LG_OVERBRAND_BRANDISH:
  2876. case LG_OVERBRAND_PLUSATK:
  2877. case SR_KNUCKLEARROW:
  2878. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  2879. break;
  2880. case GN_SPORE_EXPLOSION:
  2881. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  2882. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  2883. break;
  2884. default:
  2885. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2886. break;
  2887. }
  2888. }
  2889. else {
  2890. if(src->m != skl->map)
  2891. break;
  2892. switch( skl->skill_id )
  2893. {
  2894. case WZ_METEOR:
  2895. if( skl->type >= 0 )
  2896. {
  2897. int x = skl->type>>16, y = skl->type&0xFFFF;
  2898. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2899. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2900. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2901. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2902. }
  2903. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2904. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2905. break;
  2906. case WL_EARTHSTRAIN:
  2907. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  2908. break;
  2909. }
  2910. }
  2911. } while (0);
  2912. //Free skl now that it is no longer needed.
  2913. ers_free(skill_timer_ers, skl);
  2914. return 0;
  2915. }
  2916. /*==========================================
  2917. *
  2918. *------------------------------------------*/
  2919. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2920. {
  2921. int i;
  2922. struct unit_data *ud;
  2923. nullpo_retr(1, src);
  2924. if (src->prev == NULL)
  2925. return 0;
  2926. ud = unit_bl2ud(src);
  2927. nullpo_retr(1, ud);
  2928. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2929. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2930. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2931. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2932. ud->skilltimerskill[i]->src_id = src->id;
  2933. ud->skilltimerskill[i]->target_id = target;
  2934. ud->skilltimerskill[i]->skill_id = skill_id;
  2935. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2936. ud->skilltimerskill[i]->map = src->m;
  2937. ud->skilltimerskill[i]->x = x;
  2938. ud->skilltimerskill[i]->y = y;
  2939. ud->skilltimerskill[i]->type = type;
  2940. ud->skilltimerskill[i]->flag = flag;
  2941. return 0;
  2942. }
  2943. /*==========================================
  2944. *
  2945. *------------------------------------------*/
  2946. int skill_cleartimerskill (struct block_list *src)
  2947. {
  2948. int i;
  2949. struct unit_data *ud;
  2950. nullpo_ret(src);
  2951. ud = unit_bl2ud(src);
  2952. nullpo_ret(ud);
  2953. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2954. if(ud->skilltimerskill[i]) {
  2955. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2956. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2957. ud->skilltimerskill[i]=NULL;
  2958. }
  2959. }
  2960. return 1;
  2961. }
  2962. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  2963. struct skill_unit *su = (TBL_SKILL*)bl;
  2964. struct skill_unit_group *sg;
  2965. if( bl->type != BL_SKILL )
  2966. return 0;
  2967. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  2968. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  2969. su->limit=DIFF_TICK(gettick(),sg->tick);
  2970. sg->unit_id = UNT_USED_TRAPS;
  2971. }
  2972. return 0;
  2973. }
  2974. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2975. {
  2976. TBL_SKILL *su = (TBL_SKILL*)bl;
  2977. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2978. { //Reveal trap.
  2979. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2980. //clif_changetraplook(bl, su->group->unit_id);
  2981. clif_skill_setunit(su);
  2982. return 1;
  2983. }
  2984. return 0;
  2985. }
  2986. /*==========================================
  2987. *
  2988. *
  2989. *------------------------------------------*/
  2990. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2991. {
  2992. struct map_session_data *sd = NULL;
  2993. struct status_data *tstatus;
  2994. struct status_change *sc;
  2995. if (skillid > 0 && skilllv <= 0) return 0;
  2996. nullpo_retr(1, src);
  2997. nullpo_retr(1, bl);
  2998. if (src->m != bl->m)
  2999. return 1;
  3000. if (bl->prev == NULL)
  3001. return 1;
  3002. sd = BL_CAST(BL_PC, src);
  3003. if (status_isdead(bl))
  3004. return 1;
  3005. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  3006. { //GTB makes all targetted magic display miss with a single bolt.
  3007. sc_type sct = status_skill2sc(skillid);
  3008. if(sct != SC_NONE)
  3009. status_change_end(bl, sct, INVALID_TIMER);
  3010. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  3011. return 1;
  3012. }
  3013. sc = status_get_sc(src);
  3014. if (sc && !sc->count)
  3015. sc = NULL; //Unneeded
  3016. tstatus = status_get_status_data(bl);
  3017. map_freeblock_lock();
  3018. switch(skillid)
  3019. {
  3020. case MER_CRASH:
  3021. case SM_BASH:
  3022. case MS_BASH:
  3023. case MC_MAMMONITE:
  3024. case TF_DOUBLE:
  3025. case AC_DOUBLE:
  3026. case MA_DOUBLE:
  3027. case AS_SONICBLOW:
  3028. case KN_PIERCE:
  3029. case ML_PIERCE:
  3030. case KN_SPEARBOOMERANG:
  3031. case TF_POISON:
  3032. case TF_SPRINKLESAND:
  3033. case AC_CHARGEARROW:
  3034. case MA_CHARGEARROW:
  3035. case RG_INTIMIDATE:
  3036. case AM_ACIDTERROR:
  3037. case BA_MUSICALSTRIKE:
  3038. case DC_THROWARROW:
  3039. case BA_DISSONANCE:
  3040. case CR_HOLYCROSS:
  3041. case NPC_DARKCROSS:
  3042. case CR_SHIELDCHARGE:
  3043. case CR_SHIELDBOOMERANG:
  3044. case NPC_PIERCINGATT:
  3045. case NPC_MENTALBREAKER:
  3046. case NPC_RANGEATTACK:
  3047. case NPC_CRITICALSLASH:
  3048. case NPC_COMBOATTACK:
  3049. case NPC_GUIDEDATTACK:
  3050. case NPC_POISON:
  3051. case NPC_RANDOMATTACK:
  3052. case NPC_WATERATTACK:
  3053. case NPC_GROUNDATTACK:
  3054. case NPC_FIREATTACK:
  3055. case NPC_WINDATTACK:
  3056. case NPC_POISONATTACK:
  3057. case NPC_HOLYATTACK:
  3058. case NPC_DARKNESSATTACK:
  3059. case NPC_TELEKINESISATTACK:
  3060. case NPC_UNDEADATTACK:
  3061. case NPC_ARMORBRAKE:
  3062. case NPC_WEAPONBRAKER:
  3063. case NPC_HELMBRAKE:
  3064. case NPC_SHIELDBRAKE:
  3065. case NPC_BLINDATTACK:
  3066. case NPC_SILENCEATTACK:
  3067. case NPC_STUNATTACK:
  3068. case NPC_PETRIFYATTACK:
  3069. case NPC_CURSEATTACK:
  3070. case NPC_SLEEPATTACK:
  3071. case LK_AURABLADE:
  3072. case LK_SPIRALPIERCE:
  3073. case ML_SPIRALPIERCE:
  3074. case LK_HEADCRUSH:
  3075. case CG_ARROWVULCAN:
  3076. case HW_MAGICCRASHER:
  3077. case ITM_TOMAHAWK:
  3078. case MO_TRIPLEATTACK:
  3079. case CH_CHAINCRUSH:
  3080. case CH_TIGERFIST:
  3081. case PA_SHIELDCHAIN: // Shield Chain
  3082. case PA_SACRIFICE:
  3083. case WS_CARTTERMINATION: // Cart Termination
  3084. case AS_VENOMKNIFE:
  3085. case HT_PHANTASMIC:
  3086. case HT_POWER:
  3087. case TK_DOWNKICK:
  3088. case TK_COUNTER:
  3089. case GS_CHAINACTION:
  3090. case GS_TRIPLEACTION:
  3091. case GS_MAGICALBULLET:
  3092. case GS_TRACKING:
  3093. case GS_PIERCINGSHOT:
  3094. case GS_RAPIDSHOWER:
  3095. case GS_DUST:
  3096. case GS_DISARM: // Added disarm. [Reddozen]
  3097. case GS_FULLBUSTER:
  3098. case NJ_SYURIKEN:
  3099. case NJ_KUNAI:
  3100. case ASC_BREAKER:
  3101. case HFLI_MOON: //[orn]
  3102. case HFLI_SBR44: //[orn]
  3103. case NPC_BLEEDING:
  3104. case NPC_CRITICALWOUND:
  3105. case NPC_HELLPOWER:
  3106. case RK_SONICWAVE:
  3107. case RK_HUNDREDSPEAR:
  3108. case AB_DUPLELIGHT_MELEE:
  3109. case RA_AIMEDBOLT:
  3110. case NC_AXEBOOMERANG:
  3111. case NC_POWERSWING:
  3112. case GC_CROSSIMPACT:
  3113. case GC_VENOMPRESSURE:
  3114. case SC_TRIANGLESHOT:
  3115. case SC_FEINTBOMB:
  3116. case LG_BANISHINGPOINT:
  3117. case LG_SHIELDPRESS:
  3118. case LG_RAGEBURST:
  3119. case LG_RAYOFGENESIS:
  3120. case LG_HESPERUSLIT:
  3121. case SR_FALLENEMPIRE:
  3122. case SR_CRESCENTELBOW_AUTOSPELL:
  3123. case SR_GATEOFHELL:
  3124. case SR_GENTLETOUCH_QUIET:
  3125. case WM_SEVERE_RAINSTORM_MELEE:
  3126. case WM_GREAT_ECHO:
  3127. case GN_SLINGITEM_RANGEMELEEATK:
  3128. case MH_STAHL_HORN:
  3129. case KO_JYUMONJIKIRI:
  3130. case KO_SETSUDAN:
  3131. case KO_KAIHOU:
  3132. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3133. break;
  3134. /**
  3135. * Mechanic (MADO GEAR)
  3136. **/
  3137. case NC_BOOSTKNUCKLE:
  3138. case NC_PILEBUNKER:
  3139. case NC_VULCANARM:
  3140. case NC_COLDSLOWER:
  3141. case NC_ARMSCANNON:
  3142. if (sd) pc_overheat(sd,1);
  3143. case RK_WINDCUTTER:
  3144. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3145. break;
  3146. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3147. switch( rnd()%6 ){
  3148. case 0: flag |= BREAK_ANKLE; break;
  3149. case 1: flag |= BREAK_WRIST; break;
  3150. case 2: flag |= BREAK_KNEE; break;
  3151. case 3: flag |= BREAK_SHOULDER; break;
  3152. case 4: flag |= BREAK_WAIST; break;
  3153. case 5: flag |= BREAK_NECK; break;
  3154. }
  3155. //TODO: is there really no cleaner way to do this?
  3156. sc = status_get_sc(bl);
  3157. if (sc) sc->jb_flag = flag;
  3158. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3159. break;
  3160. case MO_COMBOFINISH:
  3161. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3162. { //Becomes a splash attack when Soul Linked.
  3163. map_foreachinrange(skill_area_sub, bl,
  3164. skill_get_splash(skillid, skilllv),splash_target(src),
  3165. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3166. skill_castend_damage_id);
  3167. } else
  3168. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3169. break;
  3170. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3171. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3172. skill_area_temp[1] = 0;
  3173. map_foreachinrange(skill_attack_area, src,
  3174. skill_get_splash(skillid, skilllv), splash_target(src),
  3175. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3176. break;
  3177. case KN_CHARGEATK:
  3178. {
  3179. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3180. unsigned int dist = distance_bl(src, bl);
  3181. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  3182. // teleport to target (if not on WoE grounds)
  3183. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3184. clif_slide(src, bl->x, bl->y);
  3185. // cause damage and knockback if the path to target was a straight one
  3186. if( path )
  3187. {
  3188. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  3189. skill_blown(src, bl, dist, dir, 0);
  3190. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3191. // make the caster look in the direction of the target
  3192. unit_setdir(src, (dir+4)%8);
  3193. }
  3194. }
  3195. break;
  3196. case NC_FLAMELAUNCHER:
  3197. if (sd) pc_overheat(sd,1);
  3198. case SN_SHARPSHOOTING:
  3199. case MA_SHARPSHOOTING:
  3200. case NJ_KAMAITACHI:
  3201. case LG_CANNONSPEAR:
  3202. //It won't shoot through walls since on castend there has to be a direct
  3203. //line of sight between caster and target.
  3204. skill_area_temp[1] = bl->id;
  3205. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3206. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3207. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3208. break;
  3209. case NPC_ACIDBREATH:
  3210. case NPC_DARKNESSBREATH:
  3211. case NPC_FIREBREATH:
  3212. case NPC_ICEBREATH:
  3213. case NPC_THUNDERBREATH:
  3214. skill_area_temp[1] = bl->id;
  3215. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3216. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3217. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3218. break;
  3219. case MO_INVESTIGATE:
  3220. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3221. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3222. break;
  3223. case RG_BACKSTAP:
  3224. {
  3225. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3226. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3227. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3228. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3229. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3230. unit_setdir(bl,dir);
  3231. }
  3232. else if (sd)
  3233. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3234. }
  3235. break;
  3236. case MO_FINGEROFFENSIVE:
  3237. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3238. if (battle_config.finger_offensive_type && sd) {
  3239. int i;
  3240. for (i = 1; i < sd->spiritball_old; i++)
  3241. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3242. }
  3243. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3244. break;
  3245. case MO_CHAINCOMBO:
  3246. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3247. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3248. break;
  3249. case NJ_ISSEN:
  3250. status_change_end(src, SC_NEN, INVALID_TIMER);
  3251. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3252. // fall through
  3253. case MO_EXTREMITYFIST:
  3254. if( skillid == MO_EXTREMITYFIST )
  3255. {
  3256. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3257. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3258. }
  3259. //Client expects you to move to target regardless of distance
  3260. {
  3261. struct unit_data *ud = unit_bl2ud(src);
  3262. short dx,dy;
  3263. int i,speed;
  3264. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  3265. dx = bl->x - src->x;
  3266. dy = bl->y - src->y;
  3267. if (dx < 0) dx-=i;
  3268. else if (dx > 0) dx+=i;
  3269. if (dy < 0) dy-=i;
  3270. else if (dy > 0) dy+=i;
  3271. if (!dx && !dy) dy++;
  3272. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  3273. {
  3274. dx = bl->x;
  3275. dy = bl->y;
  3276. } else {
  3277. dx = src->x + dx;
  3278. dy = src->y + dy;
  3279. }
  3280. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3281. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  3282. //Increase can't walk delay to not alter your walk path
  3283. ud->canmove_tick = tick;
  3284. speed = status_get_speed(src);
  3285. for (i = 0; i < ud->walkpath.path_len; i ++)
  3286. {
  3287. if(ud->walkpath.path[i]&1)
  3288. ud->canmove_tick+=7*speed/5;
  3289. else
  3290. ud->canmove_tick+=speed;
  3291. }
  3292. }
  3293. }
  3294. break;
  3295. //Splash attack skills.
  3296. case AS_GRIMTOOTH:
  3297. case MC_CARTREVOLUTION:
  3298. case NPC_SPLASHATTACK:
  3299. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3300. case AS_SPLASHER:
  3301. case SM_MAGNUM:
  3302. case MS_MAGNUM:
  3303. case HT_BLITZBEAT:
  3304. case AC_SHOWER:
  3305. case MA_SHOWER:
  3306. case MG_NAPALMBEAT:
  3307. case MG_FIREBALL:
  3308. case RG_RAID:
  3309. case HW_NAPALMVULCAN:
  3310. case NJ_HUUMA:
  3311. case NJ_BAKUENRYU:
  3312. case ASC_METEORASSAULT:
  3313. case GS_DESPERADO:
  3314. case GS_SPREADATTACK:
  3315. case NPC_EARTHQUAKE:
  3316. case NPC_PULSESTRIKE:
  3317. case NPC_HELLJUDGEMENT:
  3318. case NPC_VAMPIRE_GIFT:
  3319. case RK_IGNITIONBREAK:
  3320. case AB_JUDEX:
  3321. case WL_SOULEXPANSION:
  3322. case WL_CRIMSONROCK:
  3323. case WL_COMET:
  3324. case WL_JACKFROST:
  3325. case RA_ARROWSTORM:
  3326. case RA_WUGDASH:
  3327. case NC_SELFDESTRUCTION:
  3328. case NC_AXETORNADO:
  3329. case GC_ROLLINGCUTTER:
  3330. case GC_COUNTERSLASH:
  3331. case LG_MOONSLASHER:
  3332. case LG_EARTHDRIVE:
  3333. case SR_TIGERCANNON:
  3334. case SR_RAMPAGEBLASTER:
  3335. case SR_SKYNETBLOW:
  3336. case SR_WINDMILL:
  3337. case SR_RIDEINLIGHTNING:
  3338. case WM_SOUND_OF_DESTRUCTION:
  3339. case WM_REVERBERATION_MELEE:
  3340. case WM_REVERBERATION_MAGIC:
  3341. case SO_VARETYR_SPEAR:
  3342. case GN_CART_TORNADO:
  3343. case GN_CARTCANNON:
  3344. case MH_LAVA_SLIDE:
  3345. case KO_HAPPOKUNAI:
  3346. case KO_HUUMARANKA:
  3347. case KO_MUCHANAGE:
  3348. case KO_BAKURETSU:
  3349. if( flag&1 ) {//Recursive invocation
  3350. // skill_area_temp[0] holds number of targets in area
  3351. // skill_area_temp[1] holds the id of the original target
  3352. // skill_area_temp[2] counts how many targets have already been processed
  3353. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3354. if( flag&SD_LEVEL )
  3355. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3356. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  3357. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3358. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  3359. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3360. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3361. status_heal(src,heal,0,0);
  3362. }
  3363. } else {
  3364. switch ( skillid ) {
  3365. case NJ_BAKUENRYU:
  3366. case LG_EARTHDRIVE:
  3367. case GN_CARTCANNON:
  3368. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3369. break;
  3370. case LG_MOONSLASHER:
  3371. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3372. break;
  3373. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3374. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3375. default:
  3376. break;
  3377. }
  3378. skill_area_temp[0] = 0;
  3379. skill_area_temp[1] = bl->id;
  3380. skill_area_temp[2] = 0;
  3381. if( skillid == WL_CRIMSONROCK ) {
  3382. skill_area_temp[4] = bl->x;
  3383. skill_area_temp[5] = bl->y;
  3384. }
  3385. if( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )
  3386. skill_area_temp[1] = 0;
  3387. // if skill damage should be split among targets, count them
  3388. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3389. //special case: Venom Splasher uses a different range for searching than for splashing
  3390. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  3391. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  3392. // recursive invocation of skill_castend_damage_id() with flag|1
  3393. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), ( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3394. }
  3395. break;
  3396. case KN_BRANDISHSPEAR:
  3397. case ML_BRANDISH:
  3398. //Coded apart for it needs the flag passed to the damage calculation.
  3399. if (skill_area_temp[1] != bl->id)
  3400. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  3401. else
  3402. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3403. break;
  3404. case KN_BOWLINGBASH:
  3405. case MS_BOWLINGBASH:
  3406. if(flag&1){
  3407. if(bl->id==skill_area_temp[1])
  3408. break;
  3409. //two hits for 500%
  3410. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3411. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3412. } else {
  3413. int i,c;
  3414. c = skill_get_blewcount(skillid,skilllv);
  3415. // keep moving target in the direction that src is looking, square by square
  3416. for(i=0;i<c;i++){
  3417. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3418. break; //Can't knockback
  3419. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  3420. if( skill_area_temp[0] > 1 ) break; // collision
  3421. }
  3422. clif_blown(bl); //Update target pos.
  3423. if (i!=c) { //Splash
  3424. skill_area_temp[1] = bl->id;
  3425. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3426. }
  3427. //Weirdo dual-hit property, two attacks for 500%
  3428. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3429. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3430. }
  3431. break;
  3432. case KN_SPEARSTAB:
  3433. if(flag&1) {
  3434. if (bl->id==skill_area_temp[1])
  3435. break;
  3436. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  3437. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3438. } else {
  3439. int x=bl->x,y=bl->y,i,dir;
  3440. dir = map_calc_dir(bl,src->x,src->y);
  3441. skill_area_temp[1] = bl->id;
  3442. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  3443. // all the enemies between the caster and the target are hit, as well as the target
  3444. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  3445. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3446. for (i=0;i<4;i++) {
  3447. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3448. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3449. x += dirx[dir];
  3450. y += diry[dir];
  3451. }
  3452. }
  3453. break;
  3454. case TK_TURNKICK:
  3455. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3456. {
  3457. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3458. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  3459. map_foreachinrange(skill_area_sub,bl,
  3460. skill_get_splash(skillid, skilllv),BL_CHAR,
  3461. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  3462. skill_castend_nodamage_id);
  3463. }
  3464. break;
  3465. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3466. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  3467. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3468. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3469. break;
  3470. case PR_TURNUNDEAD:
  3471. case ALL_RESURRECTION:
  3472. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3473. break;
  3474. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3475. break;
  3476. case MG_SOULSTRIKE:
  3477. case NPC_DARKSTRIKE:
  3478. case MG_COLDBOLT:
  3479. case MG_FIREBOLT:
  3480. case MG_LIGHTNINGBOLT:
  3481. case WZ_EARTHSPIKE:
  3482. case AL_HEAL:
  3483. case AL_HOLYLIGHT:
  3484. case WZ_JUPITEL:
  3485. case NPC_DARKTHUNDER:
  3486. case PR_ASPERSIO:
  3487. case MG_FROSTDIVER:
  3488. case WZ_SIGHTBLASTER:
  3489. case WZ_SIGHTRASHER:
  3490. case NJ_KOUENKA:
  3491. case NJ_HYOUSENSOU:
  3492. case NJ_HUUJIN:
  3493. case AB_ADORAMUS:
  3494. case AB_RENOVATIO:
  3495. case AB_HIGHNESSHEAL:
  3496. case AB_DUPLELIGHT_MAGIC:
  3497. case WM_METALICSOUND:
  3498. case MH_ERASER_CUTTER:
  3499. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3500. break;
  3501. case NPC_MAGICALATTACK:
  3502. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3503. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3504. break;
  3505. case HVAN_CAPRICE: //[blackhole89]
  3506. {
  3507. int ran=rnd()%4;
  3508. int sid = 0;
  3509. switch(ran)
  3510. {
  3511. case 0: sid=MG_COLDBOLT; break;
  3512. case 1: sid=MG_FIREBOLT; break;
  3513. case 2: sid=MG_LIGHTNINGBOLT; break;
  3514. case 3: sid=WZ_EARTHSPIKE; break;
  3515. }
  3516. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3517. }
  3518. break;
  3519. case WZ_WATERBALL:
  3520. {
  3521. int range = skilllv / 2;
  3522. int maxlv = skill_get_max(skillid); // learnable level
  3523. int count = 0;
  3524. int x, y;
  3525. struct skill_unit* unit;
  3526. if( skilllv > maxlv )
  3527. {
  3528. if( src->type == BL_MOB && skilllv == 10 )
  3529. range = 4;
  3530. else
  3531. range = maxlv / 2;
  3532. }
  3533. for( y = src->y - range; y <= src->y + range; ++y )
  3534. for( x = src->x - range; x <= src->x + range; ++x )
  3535. {
  3536. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3537. {
  3538. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3539. count++; // natural water cell
  3540. 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 )
  3541. {
  3542. count++; // skill-induced water cell
  3543. skill_delunit(unit); // consume cell
  3544. }
  3545. }
  3546. }
  3547. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3548. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3549. }
  3550. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3551. break;
  3552. case PR_BENEDICTIO:
  3553. //Should attack undead and demons. [Skotlex]
  3554. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3555. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3556. break;
  3557. case SL_SMA:
  3558. status_change_end(src, SC_SMA, INVALID_TIMER);
  3559. case SL_STIN:
  3560. case SL_STUN:
  3561. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3562. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3563. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3564. break;
  3565. }
  3566. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3567. break;
  3568. case NPC_DARKBREATH:
  3569. clif_emotion(src,E_AG);
  3570. case SN_FALCONASSAULT:
  3571. case PA_PRESSURE:
  3572. case CR_ACIDDEMONSTRATION:
  3573. case TF_THROWSTONE:
  3574. case NPC_SMOKING:
  3575. case GS_FLING:
  3576. case NJ_ZENYNAGE:
  3577. case GN_THORNS_TRAP:
  3578. case GN_HELLS_PLANT_ATK:
  3579. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3580. break;
  3581. /**
  3582. * Rune Knight
  3583. **/
  3584. case RK_DRAGONBREATH: {
  3585. struct status_change *tsc = NULL;
  3586. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3587. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3588. } else
  3589. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3590. }
  3591. break;
  3592. case NPC_SELFDESTRUCTION: {
  3593. struct status_change *tsc = NULL;
  3594. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3595. break;
  3596. }
  3597. case HVAN_EXPLOSION:
  3598. if (src != bl)
  3599. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3600. break;
  3601. // Celest
  3602. case PF_SOULBURN:
  3603. if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3604. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3605. if (skilllv == 5)
  3606. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3607. status_percent_damage(src, bl, 0, 100, false);
  3608. } else {
  3609. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3610. if (skilllv == 5)
  3611. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3612. status_percent_damage(src, src, 0, 100, false);
  3613. }
  3614. break;
  3615. case NPC_BLOODDRAIN:
  3616. case NPC_ENERGYDRAIN:
  3617. {
  3618. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3619. src, src, bl, skillid, skilllv, tick, flag);
  3620. if (heal > 0){
  3621. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3622. status_heal(src, heal, 0, 0);
  3623. }
  3624. }
  3625. break;
  3626. case GS_BULLSEYE:
  3627. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3628. break;
  3629. case NJ_KASUMIKIRI:
  3630. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3631. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3632. break;
  3633. case NJ_KIRIKAGE:
  3634. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3635. { //You don't move on GVG grounds.
  3636. short x, y;
  3637. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3638. if (unit_movepos(src, x, y, 0, 0))
  3639. clif_slide(src,src->x,src->y);
  3640. }
  3641. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3642. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3643. break;
  3644. case RK_PHANTOMTHRUST:
  3645. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3646. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3647. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3648. if( battle_check_target(src,bl,BCT_ENEMY) )
  3649. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3650. break;
  3651. case RK_STORMBLAST:
  3652. case RK_CRUSHSTRIKE:
  3653. if( sd ) {
  3654. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3655. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3656. else
  3657. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3658. } else //non-sd support
  3659. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3660. break;
  3661. case GC_DARKILLUSION:
  3662. {
  3663. short x, y;
  3664. short dir = map_calc_dir(src,bl->x,bl->y);
  3665. if( dir > 4 ) x = -1;
  3666. else if( dir > 0 && dir < 4 ) x = 1;
  3667. else x = 0;
  3668. if( dir < 3 || dir > 5 ) y = -1;
  3669. else if( dir > 3 && dir < 5 ) y = 1;
  3670. else y = 0;
  3671. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3672. {
  3673. clif_slide(src,bl->x+x,bl->y+y);
  3674. clif_fixpos(src); // the official server send these two packts.
  3675. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3676. if( rnd()%100 < 4 * skilllv )
  3677. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3678. }
  3679. }
  3680. break;
  3681. case GC_WEAPONCRUSH:
  3682. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3683. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3684. else if( sd )
  3685. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3686. break;
  3687. case GC_CROSSRIPPERSLASHER:
  3688. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3689. clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
  3690. else
  3691. {
  3692. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3693. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  3694. }
  3695. break;
  3696. case GC_PHANTOMMENACE:
  3697. if( flag&1 )
  3698. { // Only Hits Invisible Targets
  3699. struct status_change *tsc = status_get_sc(bl);
  3700. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3701. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3702. }
  3703. break;
  3704. case WL_CHAINLIGHTNING:
  3705. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3706. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3707. break;
  3708. case WL_DRAINLIFE:
  3709. {
  3710. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3711. int rate = 70 + 5 * skilllv;
  3712. heal = heal * (5 + 5 * skilllv) / 100;
  3713. if( bl->type == BL_SKILL )
  3714. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3715. if( heal && rnd()%100 < rate )
  3716. {
  3717. status_heal(src, heal, 0, 0);
  3718. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3719. }
  3720. }
  3721. break;
  3722. case WL_TETRAVORTEX:
  3723. if( sd )
  3724. {
  3725. int spheres[5] = { 0, 0, 0, 0, 0 },
  3726. positions[5] = {-1,-1,-1,-1,-1 },
  3727. i, j = 0, k, subskill = 0;
  3728. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3729. if( sc && sc->data[i] )
  3730. {
  3731. spheres[j] = i;
  3732. positions[j] = sc->data[i]->val2;
  3733. j++; //
  3734. }
  3735. if( j < 4 )
  3736. { // Need 4 spheres minimum
  3737. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3738. break;
  3739. }
  3740. // Sphere Sort, this time from new to old
  3741. for( i = 0; i <= j - 2; i++ )
  3742. for( k = i + 1; k <= j - 1; k++ )
  3743. if( positions[i] < positions[k] )
  3744. {
  3745. swap(positions[i],positions[k]);
  3746. swap(spheres[i],spheres[k]);
  3747. }
  3748. k = 0;
  3749. for( i = 0; i < 4; i++ )
  3750. {
  3751. switch( sc->data[spheres[i]]->val1 )
  3752. {
  3753. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3754. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3755. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3756. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3757. }
  3758. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,k,0,subskill,skilllv,i,flag);
  3759. status_change_end(src, spheres[i], INVALID_TIMER);
  3760. }
  3761. }
  3762. break;
  3763. case WL_RELEASE:
  3764. if( sd )
  3765. {
  3766. int i;
  3767. // Priority is to release SpellBook
  3768. if( sc && sc->data[SC_READING_SB] )
  3769. { // SpellBook
  3770. int skill_id, skill_lv, point, s = 0;
  3771. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  3772. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  3773. if( sc->data[i] ) spell[s++] = i;
  3774. if ( s == 0 )
  3775. break;
  3776. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  3777. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  3778. skill_id = sc->data[i]->val1;
  3779. skill_lv = sc->data[i]->val2;
  3780. point = sc->data[i]->val3;
  3781. status_change_end(src, (sc_type)i, INVALID_TIMER);
  3782. }else //something went wrong :(
  3783. break;
  3784. if( sc->data[SC_READING_SB]->val2 > point )
  3785. sc->data[SC_READING_SB]->val2 -= point;
  3786. else // Last spell to be released
  3787. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3788. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3789. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  3790. break;
  3791. switch( skill_get_casttype(skill_id) )
  3792. {
  3793. case CAST_GROUND:
  3794. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  3795. break;
  3796. case CAST_NODAMAGE:
  3797. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  3798. break;
  3799. case CAST_DAMAGE:
  3800. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  3801. break;
  3802. }
  3803. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  3804. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  3805. }
  3806. else
  3807. { // Summon Balls
  3808. int j = 0, k, skele;
  3809. int spheres[5] = { 0, 0, 0, 0, 0 },
  3810. positions[5] = {-1,-1,-1,-1,-1 };
  3811. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3812. if( sc && sc->data[i] )
  3813. {
  3814. spheres[j] = i;
  3815. positions[j] = sc->data[i]->val2;
  3816. sc->data[i]->val2--; // Prepares for next position
  3817. j++;
  3818. }
  3819. if( j == 0 )
  3820. { // No Spheres
  3821. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0);
  3822. break;
  3823. }
  3824. // Sphere Sort
  3825. for( i = 0; i <= j - 2; i++ )
  3826. for( k = i + 1; k <= j - 1; k++ )
  3827. if( positions[i] > positions[k] )
  3828. {
  3829. swap(positions[i],positions[k]);
  3830. swap(spheres[i],spheres[k]);
  3831. }
  3832. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3833. for( i = 0; i < j; i++ )
  3834. {
  3835. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3836. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3837. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3838. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3839. }
  3840. clif_skill_nodamage(src,bl,skillid,0,1);
  3841. }
  3842. }
  3843. break;
  3844. case WL_FROSTMISTY:
  3845. // Causes Freezing status through walls.
  3846. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3847. // Doesn't deal damage through non-shootable walls.
  3848. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3849. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3850. break;
  3851. case WL_HELLINFERNO:
  3852. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3853. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|ELE_DARK);
  3854. break;
  3855. case RA_WUGSTRIKE:
  3856. if( sd && pc_isridingwug(sd) ){
  3857. short x[8]={0,-1,-1,-1,0,1,1,1};
  3858. short y[8]={1,1,0,-1,-1,-1,0,1};
  3859. int dir = map_calc_dir(bl, src->x, src->y);
  3860. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  3861. {
  3862. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  3863. clif_fixpos(src);
  3864. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3865. }
  3866. break;
  3867. }
  3868. case RA_WUGBITE:
  3869. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3870. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3871. }else if( sd && skillid == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  3872. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  3873. break;
  3874. case RA_SENSITIVEKEEN:
  3875. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3876. struct status_change * tsc = status_get_sc(bl);
  3877. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  3878. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3879. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  3880. }
  3881. }
  3882. else
  3883. {
  3884. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3885. struct skill_unit_group* sg;
  3886. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  3887. {
  3888. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3889. {
  3890. struct item item_tmp;
  3891. memset(&item_tmp,0,sizeof(item_tmp));
  3892. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  3893. item_tmp.identify = 1;
  3894. if( item_tmp.nameid )
  3895. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  3896. }
  3897. skill_delunit(su);
  3898. }
  3899. }
  3900. break;
  3901. case NC_INFRAREDSCAN:
  3902. if( flag&1 )
  3903. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  3904. if( rnd()%100 < 50 )
  3905. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  3906. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  3907. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  3908. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  3909. }
  3910. else
  3911. {
  3912. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3913. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3914. if( sd ) pc_overheat(sd,1);
  3915. }
  3916. break;
  3917. case NC_MAGNETICFIELD:
  3918. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  3919. break;
  3920. case SC_FATALMENACE:
  3921. if( flag&1 )
  3922. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3923. else
  3924. {
  3925. short x, y;
  3926. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  3927. // Destination area
  3928. skill_area_temp[4] = x;
  3929. skill_area_temp[5] = y;
  3930. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3931. skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self
  3932. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  3933. }
  3934. break;
  3935. case LG_PINPOINTATTACK:
  3936. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  3937. clif_slide(src,bl->x,bl->y);
  3938. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3939. break;
  3940. case LG_SHIELDSPELL:
  3941. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  3942. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3943. break;
  3944. case LG_OVERBRAND:
  3945. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  3946. break;
  3947. case LG_OVERBRAND_BRANDISH:
  3948. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL);
  3949. break;
  3950. case SR_DRAGONCOMBO:
  3951. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3952. break;
  3953. case SR_KNUCKLEARROW:
  3954. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  3955. clif_slide(src,bl->x,bl->y);
  3956. clif_fixpos(src); // Aegis send this packet too.
  3957. }
  3958. if( flag&1 )
  3959. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  3960. else
  3961. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2);
  3962. break;
  3963. case SR_HOWLINGOFLION:
  3964. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  3965. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  3966. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  3967. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  3968. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  3969. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  3970. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  3971. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  3972. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  3973. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  3974. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  3975. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  3976. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  3977. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  3978. break;
  3979. case SR_EARTHSHAKER:
  3980. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  3981. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  3982. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  3983. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3984. } else{
  3985. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3986. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3987. }
  3988. break;
  3989. case WM_LULLABY_DEEPSLEEP:
  3990. if( bl != src && rnd()%100 < 88 + 2 * skilllv )
  3991. sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3992. break;
  3993. case SO_POISON_BUSTER: {
  3994. struct status_change *tsc = status_get_sc(bl);
  3995. if( tsc && tsc->data[SC_POISON] ) {
  3996. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3997. status_change_end(bl, SC_POISON, INVALID_TIMER);
  3998. }
  3999. else if( sd )
  4000. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4001. }
  4002. break;
  4003. case GN_SPORE_EXPLOSION:
  4004. if( flag&1 )
  4005. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4006. else {
  4007. clif_skill_nodamage(src, bl, skillid, 0, 1);
  4008. skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 0, 0);
  4009. }
  4010. break;
  4011. case GN_CRAZYWEED:
  4012. if( rnd()%100 < 75 ) {
  4013. if( bl->type == BL_SKILL ) {
  4014. struct skill_unit *su = (struct skill_unit *)bl;
  4015. if( !su )
  4016. break;
  4017. if( skill_get_inf2(su->group->skill_id)&INF2_TRAP ) {// Still need confirm it.
  4018. skill_delunit(su);
  4019. break;
  4020. }
  4021. switch( su->group->skill_id ) {// Unconfirmed list, based on info from irowiki.
  4022. case GN_WALLOFTHORN:
  4023. case GN_THORNS_TRAP:
  4024. case SC_BLOODYLUST:
  4025. case SC_CHAOSPANIC:
  4026. case SC_MAELSTROM:
  4027. case WZ_FIREPILLAR:
  4028. case SA_LANDPROTECTOR:
  4029. case SA_VOLCANO:
  4030. case SA_DELUGE:
  4031. case SA_VIOLENTGALE:
  4032. case MG_SAFETYWALL:
  4033. case AL_PNEUMA:
  4034. skill_delunit(su);
  4035. break;
  4036. }
  4037. break;
  4038. }
  4039. else
  4040. skill_attack(BF_WEAPON,src,src,bl,GN_CRAZYWEED_ATK,skilllv,tick,flag);
  4041. }
  4042. break;
  4043. case EL_FIRE_BOMB:
  4044. case EL_FIRE_WAVE:
  4045. case EL_WATER_SCREW:
  4046. case EL_HURRICANE:
  4047. case EL_TYPOON_MIS:
  4048. if( flag&1 )
  4049. skill_attack(skill_get_type(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag);
  4050. else {
  4051. int i = skill_get_splash(skillid,skilllv);
  4052. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4053. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4054. if( rnd()%100 < 30 )
  4055. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4056. else
  4057. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4058. }
  4059. break;
  4060. case EL_ROCK_CRUSHER:
  4061. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4062. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4063. if( rnd()%100 < 50 )
  4064. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  4065. else
  4066. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag);
  4067. break;
  4068. case EL_STONE_RAIN:
  4069. if( flag&1 )
  4070. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4071. else {
  4072. int i = skill_get_splash(skillid,skilllv);
  4073. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4074. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4075. if( rnd()%100 < 30 )
  4076. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4077. else
  4078. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4079. }
  4080. break;
  4081. case EL_FIRE_ARROW:
  4082. case EL_ICE_NEEDLE:
  4083. case EL_WIND_SLASH:
  4084. case EL_STONE_HAMMER:
  4085. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4086. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4087. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4088. break;
  4089. case EL_TIDAL_WEAPON:
  4090. if( src->type == BL_ELEM ) {
  4091. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4092. struct status_change *sc = status_get_sc(&ele->bl);
  4093. struct status_change *tsc = status_get_sc(bl);
  4094. sc_type type = status_skill2sc(skillid), type2;
  4095. type2 = type-1;
  4096. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4097. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4098. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4099. elemental_clean_single_effect(ele, skillid);
  4100. }
  4101. if( rnd()%100 < 50 )
  4102. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4103. else {
  4104. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  4105. sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv));
  4106. }
  4107. clif_skill_nodamage(src,src,skillid,skilllv,1);
  4108. }
  4109. break;
  4110. case 0:/* no skill - basic/normal attack */
  4111. if(sd) {
  4112. if (flag & 3){
  4113. if (bl->id != skill_area_temp[1])
  4114. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  4115. } else {
  4116. skill_area_temp[1] = bl->id;
  4117. map_foreachinrange(skill_area_sub, bl,
  4118. sd->bonus.splash_range, BL_CHAR,
  4119. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  4120. skill_castend_damage_id);
  4121. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4122. }
  4123. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  4124. }
  4125. break;
  4126. default:
  4127. if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
  4128. if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
  4129. clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported");
  4130. } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */
  4131. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  4132. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4133. 0, abs(skill_get_num(skillid, skilllv)),
  4134. skillid, skilllv, skill_get_hit(skillid));
  4135. map_freeblock_unlock();
  4136. return 1;
  4137. }
  4138. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) { //Should only remove after the skill has been casted.
  4139. sc->data[SC_CURSEDCIRCLE_ATKER]->val3 = 1;
  4140. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4141. }
  4142. map_freeblock_unlock();
  4143. if( sd && !(flag&1) )
  4144. {// ensure that the skill last-cast tick is recorded
  4145. sd->canskill_tick = gettick();
  4146. if( sd->state.arrow_atk )
  4147. {// consume arrow on last invocation to this skill.
  4148. battle_consume_ammo(sd, skillid, skilllv);
  4149. }
  4150. // perform skill requirement consumption
  4151. skill_consume_requirement(sd,skillid,skilllv,2);
  4152. }
  4153. return 0;
  4154. }
  4155. /*==========================================
  4156. *
  4157. *------------------------------------------*/
  4158. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  4159. {
  4160. struct map_session_data *sd, *dstsd;
  4161. struct mob_data *md, *dstmd;
  4162. struct homun_data *hd;
  4163. struct mercenary_data *mer;
  4164. struct status_data *sstatus, *tstatus;
  4165. struct status_change *tsc;
  4166. struct status_change_entry *tsce;
  4167. int i = 0;
  4168. enum sc_type type;
  4169. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4170. nullpo_retr(1, src);
  4171. nullpo_retr(1, bl);
  4172. if (src->m != bl->m)
  4173. return 1;
  4174. sd = BL_CAST(BL_PC, src);
  4175. hd = BL_CAST(BL_HOM, src);
  4176. md = BL_CAST(BL_MOB, src);
  4177. mer = BL_CAST(BL_MER, src);
  4178. dstsd = BL_CAST(BL_PC, bl);
  4179. dstmd = BL_CAST(BL_MOB, bl);
  4180. if(bl->prev == NULL)
  4181. return 1;
  4182. if(status_isdead(src))
  4183. return 1;
  4184. if( src != bl && status_isdead(bl) ) {
  4185. /**
  4186. * Skills that may be cast on dead targets
  4187. **/
  4188. switch( skillid ) {
  4189. case NPC_WIDESOULDRAIN:
  4190. case PR_REDEMPTIO:
  4191. case ALL_RESURRECTION:
  4192. case WM_DEADHILLHERE:
  4193. break;
  4194. default:
  4195. return 1;
  4196. }
  4197. }
  4198. tstatus = status_get_status_data(bl);
  4199. sstatus = status_get_status_data(src);
  4200. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4201. switch (skillid) {
  4202. case HLIF_HEAL: //[orn]
  4203. if (bl->type != BL_HOM) {
  4204. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ;
  4205. break ;
  4206. }
  4207. case AL_HEAL:
  4208. case ALL_RESURRECTION:
  4209. case PR_ASPERSIO:
  4210. /**
  4211. * Arch Bishop
  4212. **/
  4213. case AB_RENOVATIO:
  4214. case AB_HIGHNESSHEAL:
  4215. //Apparently only player casted skills can be offensive like this.
  4216. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4217. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4218. //Offensive heal does not works on non-enemies. [Skotlex]
  4219. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4220. return 0;
  4221. }
  4222. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4223. }
  4224. break;
  4225. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4226. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4227. default:
  4228. //Skill is actually ground placed.
  4229. if (src == bl && skill_get_unit_id(skillid,0))
  4230. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  4231. }
  4232. type = status_skill2sc(skillid);
  4233. tsc = status_get_sc(bl);
  4234. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4235. if (src!=bl && type > -1 &&
  4236. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  4237. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  4238. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4239. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4240. map_freeblock_lock();
  4241. switch(skillid)
  4242. {
  4243. case HLIF_HEAL: //[orn]
  4244. case AL_HEAL:
  4245. /**
  4246. * Arch Bishop
  4247. **/
  4248. case AB_HIGHNESSHEAL:
  4249. {
  4250. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  4251. int heal_get_jobexp;
  4252. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  4253. if( skillid == AB_HIGHNESSHEAL ) {
  4254. heal = heal * ( 15 + 5 * skilllv ) / 10;
  4255. }
  4256. if( status_isimmune(bl) ||
  4257. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4258. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4259. heal=0;
  4260. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  4261. heal = heal*2;
  4262. if( tsc && tsc->count )
  4263. {
  4264. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  4265. { //Bounce back heal
  4266. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4267. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4268. if (src == bl)
  4269. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4270. else {
  4271. bl = src;
  4272. dstsd = sd;
  4273. }
  4274. } else
  4275. if (tsc->data[SC_BERSERK])
  4276. heal = 0; //Needed so that it actually displays 0 when healing.
  4277. }
  4278. clif_skill_nodamage (src, bl, skillid, heal, 1);
  4279. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != HLIF_HEAL )
  4280. heal = ~heal + 1;
  4281. heal_get_jobexp = status_heal(bl,heal,0,0);
  4282. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4283. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4284. if (heal_get_jobexp <= 0)
  4285. heal_get_jobexp = 1;
  4286. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4287. }
  4288. }
  4289. break;
  4290. case PR_REDEMPTIO:
  4291. if (sd && !(flag&1)) {
  4292. if (sd->status.party_id == 0) {
  4293. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4294. break;
  4295. }
  4296. skill_area_temp[0] = 0;
  4297. party_foreachsamemap(skill_area_sub,
  4298. sd,skill_get_splash(skillid, skilllv),
  4299. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4300. skill_castend_nodamage_id);
  4301. if (skill_area_temp[0] == 0) {
  4302. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4303. break;
  4304. }
  4305. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4306. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4307. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4308. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4309. clif_updatestatus(sd,SP_BASEEXP);
  4310. clif_updatestatus(sd,SP_JOBEXP);
  4311. }
  4312. status_set_hp(src, 1, 0);
  4313. status_set_sp(src, 0, 0);
  4314. break;
  4315. } else if (status_isdead(bl) && flag&1) { //Revive
  4316. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4317. skilllv = 3; //Resurrection level 3 is used
  4318. } else //Invalid target, skip resurrection.
  4319. break;
  4320. case ALL_RESURRECTION:
  4321. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4322. { //No reviving in WoE grounds!
  4323. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4324. break;
  4325. }
  4326. if (!status_isdead(bl))
  4327. break;
  4328. {
  4329. int per = 0, sper = 0;
  4330. if (tsc && tsc->data[SC_HELLPOWER])
  4331. break;
  4332. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4333. break;
  4334. switch(skilllv){
  4335. case 1: per=10; break;
  4336. case 2: per=30; break;
  4337. case 3: per=50; break;
  4338. case 4: per=80; break;
  4339. }
  4340. if(dstsd && dstsd->special_state.restart_full_recover)
  4341. per = sper = 100;
  4342. if (status_revive(bl, per, sper))
  4343. {
  4344. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  4345. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4346. {
  4347. int exp = 0,jexp = 0;
  4348. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4349. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4350. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4351. if (exp < 1) exp = 1;
  4352. }
  4353. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4354. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4355. if (jexp < 1) jexp = 1;
  4356. }
  4357. if(exp > 0 || jexp > 0)
  4358. pc_gainexp (sd, bl, exp, jexp, false);
  4359. }
  4360. }
  4361. }
  4362. break;
  4363. case AL_DECAGI:
  4364. case MER_DECAGI:
  4365. clif_skill_nodamage (src, bl, skillid, skilllv,
  4366. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  4367. break;
  4368. case AL_CRUCIS:
  4369. if (flag&1)
  4370. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  4371. else {
  4372. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  4373. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4374. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4375. }
  4376. break;
  4377. case PR_LEXDIVINA:
  4378. case MER_LEXDIVINA:
  4379. if( tsce )
  4380. status_change_end(bl,type, INVALID_TIMER);
  4381. else
  4382. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4383. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4384. break;
  4385. case SA_ABRACADABRA:
  4386. {
  4387. int abra_skillid = 0, abra_skilllv;
  4388. do {
  4389. i = rnd() % MAX_SKILL_ABRA_DB;
  4390. abra_skillid = skill_abra_db[i].skillid;
  4391. } while (abra_skillid == 0 ||
  4392. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  4393. rnd()%10000 >= skill_abra_db[i].per
  4394. );
  4395. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  4396. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4397. if( sd )
  4398. {// player-casted
  4399. sd->state.abra_flag = 1;
  4400. sd->skillitem = abra_skillid;
  4401. sd->skillitemlv = abra_skilllv;
  4402. clif_item_skill(sd, abra_skillid, abra_skilllv);
  4403. }
  4404. else
  4405. {// mob-casted
  4406. struct unit_data *ud = unit_bl2ud(src);
  4407. int inf = skill_get_inf(abra_skillid);
  4408. int target_id = 0;
  4409. if (!ud) break;
  4410. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4411. if (src->type == BL_PET)
  4412. bl = (struct block_list*)((TBL_PET*)src)->msd;
  4413. if (!bl) bl = src;
  4414. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  4415. } else { //Assume offensive skills
  4416. if (ud->target)
  4417. target_id = ud->target;
  4418. else switch (src->type) {
  4419. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4420. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4421. }
  4422. if (!target_id)
  4423. break;
  4424. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  4425. bl = map_id2bl(target_id);
  4426. if (!bl) bl = src;
  4427. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  4428. } else
  4429. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  4430. }
  4431. }
  4432. }
  4433. break;
  4434. case SA_COMA:
  4435. clif_skill_nodamage(src,bl,skillid,skilllv,
  4436. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  4437. break;
  4438. case SA_FULLRECOVERY:
  4439. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4440. if (status_isimmune(bl))
  4441. break;
  4442. status_percent_heal(bl, 100, 100);
  4443. break;
  4444. case NPC_ALLHEAL:
  4445. {
  4446. int heal;
  4447. if( status_isimmune(bl) )
  4448. break;
  4449. heal = status_percent_heal(bl, 100, 0);
  4450. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4451. if( dstmd )
  4452. { // Reset Damage Logs
  4453. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4454. dstmd->tdmg = 0;
  4455. }
  4456. }
  4457. break;
  4458. case SA_SUMMONMONSTER:
  4459. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4460. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  4461. break;
  4462. case SA_LEVELUP:
  4463. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4464. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4465. break;
  4466. case SA_INSTANTDEATH:
  4467. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4468. status_set_hp(bl,1,0);
  4469. break;
  4470. case SA_QUESTION:
  4471. case SA_GRAVITY:
  4472. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4473. break;
  4474. case SA_CLASSCHANGE:
  4475. case SA_MONOCELL:
  4476. if (dstmd)
  4477. {
  4478. int class_;
  4479. if ( sd && dstmd->status.mode&MD_BOSS )
  4480. {
  4481. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4482. break;
  4483. }
  4484. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4485. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4486. mob_class_change(dstmd,class_);
  4487. if( tsc && dstmd->status.mode&MD_BOSS )
  4488. {
  4489. 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 };
  4490. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4491. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4492. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4493. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4494. }
  4495. }
  4496. break;
  4497. case SA_DEATH:
  4498. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4499. {
  4500. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4501. break;
  4502. }
  4503. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4504. status_kill(bl);
  4505. break;
  4506. case SA_REVERSEORCISH:
  4507. clif_skill_nodamage(src,bl,skillid,skilllv,
  4508. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4509. break;
  4510. case SA_FORTUNE:
  4511. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4512. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  4513. break;
  4514. case SA_TAMINGMONSTER:
  4515. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4516. if (sd && dstmd) {
  4517. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4518. if( i < MAX_PET_DB )
  4519. pet_catch_process1(sd, dstmd->class_);
  4520. }
  4521. break;
  4522. case CR_PROVIDENCE:
  4523. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4524. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4525. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4526. map_freeblock_unlock();
  4527. return 1;
  4528. }
  4529. }
  4530. clif_skill_nodamage(src,bl,skillid,skilllv,
  4531. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4532. break;
  4533. case CG_MARIONETTE:
  4534. {
  4535. struct status_change* sc = status_get_sc(src);
  4536. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4537. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4538. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4539. map_freeblock_unlock();
  4540. return 1;
  4541. }
  4542. if( sc && tsc )
  4543. {
  4544. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4545. {
  4546. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  4547. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  4548. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4549. }
  4550. else
  4551. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4552. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4553. {
  4554. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4555. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4556. }
  4557. else
  4558. {
  4559. if( sd )
  4560. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4561. map_freeblock_unlock();
  4562. return 1;
  4563. }
  4564. }
  4565. }
  4566. break;
  4567. case RG_CLOSECONFINE:
  4568. clif_skill_nodamage(src,bl,skillid,skilllv,
  4569. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  4570. break;
  4571. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4572. case SA_FROSTWEAPON:
  4573. case SA_LIGHTNINGLOADER:
  4574. case SA_SEISMICWEAPON:
  4575. if (dstsd) {
  4576. if(dstsd->status.weapon == W_FIST ||
  4577. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4578. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4579. dstsd->sc.data[SC_FIREWEAPON] ||
  4580. dstsd->sc.data[SC_WATERWEAPON] ||
  4581. dstsd->sc.data[SC_WINDWEAPON] ||
  4582. dstsd->sc.data[SC_EARTHWEAPON] ||
  4583. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4584. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4585. dstsd->sc.data[SC_ENCPOISON]
  4586. ))
  4587. ) {
  4588. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4589. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4590. break;
  4591. }
  4592. }
  4593. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4594. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  4595. if (sd)
  4596. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4597. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4598. clif_displaymessage(sd->fd, msg_txt(669));
  4599. }
  4600. break;
  4601. case PR_ASPERSIO:
  4602. if (sd && dstmd) {
  4603. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4604. break;
  4605. }
  4606. clif_skill_nodamage(src,bl,skillid,skilllv,
  4607. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4608. break;
  4609. case ITEM_ENCHANTARMS:
  4610. clif_skill_nodamage(src,bl,skillid,skilllv,
  4611. sc_start2(bl,type,100,skilllv,
  4612. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  4613. break;
  4614. case TK_SEVENWIND:
  4615. switch(skill_get_ele(skillid,skilllv)) {
  4616. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4617. case ELE_WIND : type = SC_WINDWEAPON; break;
  4618. case ELE_WATER : type = SC_WATERWEAPON; break;
  4619. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4620. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4621. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4622. case ELE_HOLY : type = SC_ASPERSIO; break;
  4623. }
  4624. clif_skill_nodamage(src,bl,skillid,skilllv,
  4625. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4626. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  4627. break;
  4628. case PR_KYRIE:
  4629. case MER_KYRIE:
  4630. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4631. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4632. break;
  4633. //Passive Magnum, should had been casted on yourself.
  4634. case SM_MAGNUM:
  4635. case MS_MAGNUM:
  4636. skill_area_temp[1] = 0;
  4637. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  4638. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4639. clif_skill_nodamage (src,src,skillid,skilllv,1);
  4640. // Initiate 10% of your damage becomes fire element.
  4641. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  4642. if( sd )
  4643. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  4644. else if( bl->type == BL_MER )
  4645. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  4646. break;
  4647. case TK_JUMPKICK:
  4648. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4649. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4650. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4651. clif_slide(src,bl->x,bl->y);
  4652. }
  4653. break;
  4654. case AL_INCAGI:
  4655. case AL_BLESSING:
  4656. case MER_INCAGI:
  4657. case MER_BLESSING:
  4658. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4659. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  4660. break;
  4661. }
  4662. case PR_SLOWPOISON:
  4663. case PR_IMPOSITIO:
  4664. case PR_LEXAETERNA:
  4665. case PR_SUFFRAGIUM:
  4666. case PR_BENEDICTIO:
  4667. case LK_BERSERK:
  4668. case MS_BERSERK:
  4669. case KN_AUTOCOUNTER:
  4670. case KN_TWOHANDQUICKEN:
  4671. case KN_ONEHAND:
  4672. case MER_QUICKEN:
  4673. case CR_SPEARQUICKEN:
  4674. case CR_REFLECTSHIELD:
  4675. case MS_REFLECTSHIELD:
  4676. case AS_POISONREACT:
  4677. case MC_LOUD:
  4678. case MG_ENERGYCOAT:
  4679. case MO_EXPLOSIONSPIRITS:
  4680. case MO_STEELBODY:
  4681. case MO_BLADESTOP:
  4682. case LK_AURABLADE:
  4683. case LK_PARRYING:
  4684. case MS_PARRYING:
  4685. case LK_CONCENTRATION:
  4686. case WS_CARTBOOST:
  4687. case SN_SIGHT:
  4688. case WS_MELTDOWN:
  4689. case WS_OVERTHRUSTMAX:
  4690. case ST_REJECTSWORD:
  4691. case HW_MAGICPOWER:
  4692. case PF_MEMORIZE:
  4693. case PA_SACRIFICE:
  4694. case ASC_EDP:
  4695. case PF_DOUBLECASTING:
  4696. case SG_SUN_COMFORT:
  4697. case SG_MOON_COMFORT:
  4698. case SG_STAR_COMFORT:
  4699. case NPC_HALLUCINATION:
  4700. case GS_MADNESSCANCEL:
  4701. case GS_ADJUSTMENT:
  4702. case GS_INCREASING:
  4703. case NJ_KASUMIKIRI:
  4704. case NJ_UTSUSEMI:
  4705. case NJ_NEN:
  4706. case NPC_DEFENDER:
  4707. case NPC_MAGICMIRROR:
  4708. case ST_PRESERVE:
  4709. case NPC_INVINCIBLE:
  4710. case NPC_INVINCIBLEOFF:
  4711. case RK_DEATHBOUND:
  4712. case AB_RENOVATIO:
  4713. case AB_EXPIATIO:
  4714. case AB_DUPLELIGHT:
  4715. case AB_SECRAMENT:
  4716. case NC_ACCELERATION:
  4717. case NC_HOVERING:
  4718. case NC_SHAPESHIFT:
  4719. case WL_RECOGNIZEDSPELL:
  4720. case GC_VENOMIMPRESS:
  4721. case SC_DEADLYINFECT:
  4722. case LG_EXEEDBREAK:
  4723. case LG_PRESTIGE:
  4724. case SR_CRESCENTELBOW:
  4725. case SR_LIGHTNINGWALK:
  4726. case SR_GENTLETOUCH_ENERGYGAIN:
  4727. case GN_CARTBOOST:
  4728. case KO_MEIKYOUSISUI:
  4729. clif_skill_nodamage(src,bl,skillid,skilllv,
  4730. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4731. break;
  4732. case SO_STRIKING:
  4733. if (sd) {
  4734. int bonus = 25 + 10 * skilllv;
  4735. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  4736. clif_skill_nodamage( src, bl, skillid, skilllv,
  4737. battle_check_target(src,bl,BCT_PARTY) ?
  4738. sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) :
  4739. 0
  4740. );
  4741. }
  4742. break;
  4743. case NPC_STOP:
  4744. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4745. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4746. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4747. break;
  4748. case HP_ASSUMPTIO:
  4749. if( sd && dstmd )
  4750. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4751. else
  4752. clif_skill_nodamage(src,bl,skillid,skilllv,
  4753. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4754. break;
  4755. case MG_SIGHT:
  4756. case MER_SIGHT:
  4757. case AL_RUWACH:
  4758. case WZ_SIGHTBLASTER:
  4759. case NPC_WIDESIGHT:
  4760. case NPC_STONESKIN:
  4761. case NPC_ANTIMAGIC:
  4762. clif_skill_nodamage(src,bl,skillid,skilllv,
  4763. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4764. break;
  4765. case HLIF_AVOID:
  4766. case HAMI_DEFENCE:
  4767. i = skill_get_time(skillid,skilllv);
  4768. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4769. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4770. break;
  4771. case NJ_BUNSINJYUTSU:
  4772. clif_skill_nodamage(src,bl,skillid,skilllv,
  4773. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4774. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4775. break;
  4776. /* Was modified to only affect targetted char. [Skotlex]
  4777. case HP_ASSUMPTIO:
  4778. if (flag&1)
  4779. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4780. else
  4781. {
  4782. map_foreachinrange(skill_area_sub, bl,
  4783. skill_get_splash(skillid, skilllv), BL_PC,
  4784. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4785. skill_castend_nodamage_id);
  4786. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4787. }
  4788. break;
  4789. */
  4790. case SM_ENDURE:
  4791. clif_skill_nodamage(src,bl,skillid,skilllv,
  4792. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4793. if (sd)
  4794. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4795. break;
  4796. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4797. if (sd && dstsd && dstsd->sc.count) {
  4798. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4799. dstsd->sc.data[SC_WATERWEAPON] ||
  4800. dstsd->sc.data[SC_WINDWEAPON] ||
  4801. dstsd->sc.data[SC_EARTHWEAPON] ||
  4802. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4803. dstsd->sc.data[SC_GHOSTWEAPON]
  4804. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4805. ) {
  4806. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4807. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4808. break;
  4809. }
  4810. }
  4811. clif_skill_nodamage(src,bl,skillid,skilllv,
  4812. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4813. break;
  4814. case LK_TENSIONRELAX:
  4815. clif_skill_nodamage(src,bl,skillid,skilllv,
  4816. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4817. skill_get_time(skillid,skilllv)));
  4818. break;
  4819. case MC_CHANGECART:
  4820. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4821. break;
  4822. case TK_MISSION:
  4823. if (sd) {
  4824. int id;
  4825. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  4826. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4827. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4828. break;
  4829. }
  4830. id = mob_get_random_id(0,0xF, sd->status.base_level);
  4831. if (!id) {
  4832. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4833. break;
  4834. }
  4835. sd->mission_mobid = id;
  4836. sd->mission_count = 0;
  4837. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4838. clif_mission_info(sd, id, 0);
  4839. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4840. }
  4841. break;
  4842. case AC_CONCENTRATION:
  4843. {
  4844. clif_skill_nodamage(src,bl,skillid,skilllv,
  4845. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4846. map_foreachinrange( status_change_timer_sub, src,
  4847. skill_get_splash(skillid, skilllv), BL_CHAR,
  4848. src,NULL,type,tick);
  4849. }
  4850. break;
  4851. case SM_PROVOKE:
  4852. case SM_SELFPROVOKE:
  4853. case MER_PROVOKE:
  4854. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4855. {
  4856. map_freeblock_unlock();
  4857. return 1;
  4858. }
  4859. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4860. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4861. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  4862. if( !i )
  4863. {
  4864. if( sd )
  4865. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4866. map_freeblock_unlock();
  4867. return 0;
  4868. }
  4869. unit_skillcastcancel(bl, 2);
  4870. if( tsc && tsc->count )
  4871. {
  4872. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4873. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4874. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4875. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4876. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4877. }
  4878. if( dstmd )
  4879. {
  4880. dstmd->state.provoke_flag = src->id;
  4881. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4882. }
  4883. break;
  4884. case ML_DEVOTION:
  4885. case CR_DEVOTION:
  4886. {
  4887. int count, lv;
  4888. if( !dstsd || (!sd && !mer) )
  4889. { // Only players can be devoted
  4890. if( sd )
  4891. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4892. break;
  4893. }
  4894. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4895. lv = -lv;
  4896. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4897. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4898. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4899. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4900. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4901. {
  4902. if( sd )
  4903. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4904. map_freeblock_unlock();
  4905. return 1;
  4906. }
  4907. i = 0;
  4908. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  4909. if( sd )
  4910. { // Player Devoting Player
  4911. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  4912. if( i == count )
  4913. {
  4914. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  4915. if( i == count )
  4916. { // No free slots, skill Fail
  4917. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4918. map_freeblock_unlock();
  4919. return 1;
  4920. }
  4921. }
  4922. sd->devotion[i] = bl->id;
  4923. }
  4924. else
  4925. mer->devotion_flag = 1; // Mercenary Devoting Owner
  4926. clif_skill_nodamage(src, bl, skillid, skilllv,
  4927. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  4928. clif_devotion(src, NULL);
  4929. }
  4930. break;
  4931. case MO_CALLSPIRITS:
  4932. if(sd) {
  4933. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4934. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  4935. }
  4936. break;
  4937. case CH_SOULCOLLECT:
  4938. if(sd) {
  4939. int limit = 5;
  4940. if( sd->sc.data[SC_RAISINGDRAGON] )
  4941. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  4942. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4943. for (i = 0; i < limit; i++)
  4944. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  4945. }
  4946. break;
  4947. case MO_KITRANSLATION:
  4948. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  4949. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  4950. }
  4951. break;
  4952. case TK_TURNKICK:
  4953. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  4954. if (skill_area_temp[1] != bl->id) {
  4955. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  4956. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  4957. }
  4958. break;
  4959. case MO_ABSORBSPIRITS:
  4960. i = 0;
  4961. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  4962. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  4963. i = dstsd->spiritball * 7;
  4964. pc_delspiritball(dstsd,dstsd->spiritball,0);
  4965. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  4966. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  4967. i = 2 * dstmd->level;
  4968. mob_target(dstmd,src,0);
  4969. }
  4970. if (i) status_heal(src, 0, i, 3);
  4971. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  4972. break;
  4973. case AC_MAKINGARROW:
  4974. if(sd) {
  4975. clif_arrow_create_list(sd);
  4976. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4977. }
  4978. break;
  4979. case AM_PHARMACY:
  4980. if(sd) {
  4981. clif_skill_produce_mix_list(sd,skillid,22);
  4982. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4983. }
  4984. break;
  4985. case SA_CREATECON:
  4986. if(sd) {
  4987. clif_elementalconverter_list(sd);
  4988. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4989. }
  4990. break;
  4991. case BS_HAMMERFALL:
  4992. clif_skill_nodamage(src,bl,skillid,skilllv,
  4993. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  4994. break;
  4995. case RG_RAID:
  4996. skill_area_temp[1] = 0;
  4997. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4998. map_foreachinrange(skill_area_sub, bl,
  4999. skill_get_splash(skillid, skilllv), splash_target(src),
  5000. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5001. skill_castend_damage_id);
  5002. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5003. break;
  5004. case ASC_METEORASSAULT:
  5005. case GS_SPREADATTACK:
  5006. case RK_STORMBLAST:
  5007. case NC_AXETORNADO:
  5008. case GC_COUNTERSLASH:
  5009. case SR_SKYNETBLOW:
  5010. case SR_RAMPAGEBLASTER:
  5011. case SR_HOWLINGOFLION:
  5012. case KO_HAPPOKUNAI:
  5013. skill_area_temp[1] = 0;
  5014. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5015. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  5016. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5017. if( !i && ( skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI ) )
  5018. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  5019. break;
  5020. case NC_EMERGENCYCOOL:
  5021. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5022. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5023. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5024. break;
  5025. case SR_WINDMILL:
  5026. case GN_CART_TORNADO:
  5027. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5028. case SR_EARTHSHAKER:
  5029. case NC_INFRAREDSCAN:
  5030. case NPC_EARTHQUAKE:
  5031. case NPC_VAMPIRE_GIFT:
  5032. case NPC_HELLJUDGEMENT:
  5033. case NPC_PULSESTRIKE:
  5034. case LG_MOONSLASHER:
  5035. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  5036. break;
  5037. case KN_BRANDISHSPEAR:
  5038. case ML_BRANDISH:
  5039. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  5040. break;
  5041. case WZ_SIGHTRASHER:
  5042. //Passive side of the attack.
  5043. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5044. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5045. map_foreachinrange(skill_area_sub,src,
  5046. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  5047. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5048. skill_castend_damage_id);
  5049. break;
  5050. case NJ_HYOUSYOURAKU:
  5051. case NJ_RAIGEKISAI:
  5052. case WZ_FROSTNOVA:
  5053. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5054. skill_area_temp[1] = 0;
  5055. map_foreachinrange(skill_attack_area, src,
  5056. skill_get_splash(skillid, skilllv), splash_target(src),
  5057. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5058. break;
  5059. case HVAN_EXPLOSION: //[orn]
  5060. case NPC_SELFDESTRUCTION:
  5061. //Self Destruction hits everyone in range (allies+enemies)
  5062. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5063. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  5064. BCT_ENEMY:BCT_ALL;
  5065. clif_skill_nodamage(src, src, skillid, -1, 1);
  5066. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5067. map_foreachinrange(skill_area_sub, bl,
  5068. skill_get_splash(skillid, skilllv), splash_target(src),
  5069. src, skillid, skilllv, tick, flag|i,
  5070. skill_castend_damage_id);
  5071. map_addblock(src);
  5072. status_damage(src, src, sstatus->max_hp,0,0,1);
  5073. break;
  5074. case AL_ANGELUS:
  5075. case PR_MAGNIFICAT:
  5076. case PR_GLORIA:
  5077. case SN_WINDWALK:
  5078. case CASH_BLESSING:
  5079. case CASH_INCAGI:
  5080. case CASH_ASSUMPTIO:
  5081. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5082. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5083. else if( sd )
  5084. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5085. break;
  5086. case MER_MAGNIFICAT:
  5087. if( mer != NULL )
  5088. {
  5089. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5090. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5091. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5092. else if( mer->master && !(flag&1) )
  5093. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5094. }
  5095. break;
  5096. case BS_ADRENALINE:
  5097. case BS_ADRENALINE2:
  5098. case BS_WEAPONPERFECT:
  5099. case BS_OVERTHRUST:
  5100. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5101. clif_skill_nodamage(bl,bl,skillid,skilllv,
  5102. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  5103. } else if (sd) {
  5104. party_foreachsamemap(skill_area_sub,
  5105. sd,skill_get_splash(skillid, skilllv),
  5106. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  5107. skill_castend_nodamage_id);
  5108. }
  5109. break;
  5110. case BS_MAXIMIZE:
  5111. case NV_TRICKDEAD:
  5112. case CR_DEFENDER:
  5113. case ML_DEFENDER:
  5114. case CR_AUTOGUARD:
  5115. case ML_AUTOGUARD:
  5116. case TK_READYSTORM:
  5117. case TK_READYDOWN:
  5118. case TK_READYTURN:
  5119. case TK_READYCOUNTER:
  5120. case TK_DODGE:
  5121. case CR_SHRINK:
  5122. case SG_FUSION:
  5123. case GS_GATLINGFEVER:
  5124. if( tsce )
  5125. {
  5126. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5127. map_freeblock_unlock();
  5128. return 0;
  5129. }
  5130. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5131. break;
  5132. case SL_KAITE:
  5133. case SL_KAAHI:
  5134. case SL_KAIZEL:
  5135. case SL_KAUPE:
  5136. if (sd) {
  5137. if (!dstsd || !(
  5138. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5139. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5140. dstsd->status.char_id == sd->status.char_id ||
  5141. dstsd->status.char_id == sd->status.partner_id ||
  5142. dstsd->status.char_id == sd->status.child
  5143. )) {
  5144. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  5145. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5146. break;
  5147. }
  5148. }
  5149. clif_skill_nodamage(src,bl,skillid,skilllv,
  5150. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  5151. break;
  5152. case SM_AUTOBERSERK:
  5153. case MER_AUTOBERSERK:
  5154. if( tsce )
  5155. i = status_change_end(bl, type, INVALID_TIMER);
  5156. else
  5157. i = sc_start(bl,type,100,skilllv,60000);
  5158. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5159. break;
  5160. case TF_HIDING:
  5161. case ST_CHASEWALK:
  5162. case KO_YAMIKUMO:
  5163. if (tsce)
  5164. {
  5165. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5166. map_freeblock_unlock();
  5167. return 0;
  5168. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5169. //Mado Gear cannot hide
  5170. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5171. map_freeblock_unlock();
  5172. return 0;
  5173. }
  5174. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5175. break;
  5176. case TK_RUN:
  5177. if (tsce)
  5178. {
  5179. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5180. map_freeblock_unlock();
  5181. return 0;
  5182. }
  5183. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  5184. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5185. clif_walkok(sd); // So aegis has to resend the walk ok.
  5186. break;
  5187. case AS_CLOAKING:
  5188. case GC_CLOAKINGEXCEED:
  5189. case LG_FORCEOFVANGUARD:
  5190. case SC_REPRODUCE:
  5191. case SC_INVISIBILITY:
  5192. if (tsce) {
  5193. i = status_change_end(bl, type, INVALID_TIMER);
  5194. if( i )
  5195. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5196. else if( sd )
  5197. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5198. map_freeblock_unlock();
  5199. return 0;
  5200. }
  5201. case RA_CAMOUFLAGE:
  5202. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5203. if( i )
  5204. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5205. else if( sd )
  5206. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5207. break;
  5208. case BD_ADAPTATION:
  5209. if(tsc && tsc->data[SC_DANCING]){
  5210. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5211. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5212. }
  5213. break;
  5214. case BA_FROSTJOKER:
  5215. case DC_SCREAM:
  5216. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5217. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  5218. if (md) {
  5219. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5220. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5221. char temp[70];
  5222. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  5223. clif_message(&md->bl,temp);
  5224. }
  5225. break;
  5226. case BA_PANGVOICE:
  5227. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  5228. break;
  5229. case DC_WINKCHARM:
  5230. if( dstsd )
  5231. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  5232. else
  5233. if( dstmd )
  5234. {
  5235. if( status_get_lv(src) > status_get_lv(bl)
  5236. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5237. && !(tstatus->mode&MD_BOSS) )
  5238. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv)));
  5239. else
  5240. {
  5241. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5242. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5243. }
  5244. }
  5245. break;
  5246. case TF_STEAL:
  5247. if(sd) {
  5248. if(pc_steal_item(sd,bl,skilllv))
  5249. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5250. else
  5251. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  5252. }
  5253. break;
  5254. case RG_STEALCOIN:
  5255. if(sd) {
  5256. if(pc_steal_coin(sd,bl))
  5257. {
  5258. dstmd->state.provoke_flag = src->id;
  5259. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  5260. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5261. }
  5262. else
  5263. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5264. }
  5265. break;
  5266. case MG_STONECURSE:
  5267. {
  5268. if (tstatus->mode&MD_BOSS) {
  5269. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5270. break;
  5271. }
  5272. if(status_isimmune(bl) || !tsc)
  5273. break;
  5274. if (tsc->data[SC_STONE]) {
  5275. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5276. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5277. break;
  5278. }
  5279. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  5280. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  5281. skill_get_time2(skillid,skilllv)))
  5282. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5283. else if(sd) {
  5284. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5285. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5286. if (skilllv > 5)
  5287. { // not to consume items
  5288. map_freeblock_unlock();
  5289. return 0;
  5290. }
  5291. }
  5292. }
  5293. break;
  5294. case NV_FIRSTAID:
  5295. clif_skill_nodamage(src,bl,skillid,5,1);
  5296. status_heal(bl,5,0,0);
  5297. break;
  5298. case AL_CURE:
  5299. if(status_isimmune(bl)) {
  5300. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5301. break;
  5302. }
  5303. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5304. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5305. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5306. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5307. break;
  5308. case TF_DETOXIFY:
  5309. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5310. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5311. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5312. break;
  5313. case PR_STRECOVERY:
  5314. if(status_isimmune(bl)) {
  5315. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5316. break;
  5317. }
  5318. if (tsc && tsc->opt1) {
  5319. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5320. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5321. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5322. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5323. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5324. }
  5325. //Is this equation really right? It looks so... special.
  5326. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5327. {
  5328. status_change_start(bl, SC_BLIND,
  5329. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5330. 1,0,0,0,
  5331. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5332. }
  5333. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5334. if(dstmd)
  5335. mob_unlocktarget(dstmd,tick);
  5336. break;
  5337. // Mercenary Supportive Skills
  5338. case MER_BENEDICTION:
  5339. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5340. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5341. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5342. break;
  5343. case MER_COMPRESS:
  5344. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5345. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5346. break;
  5347. case MER_MENTALCURE:
  5348. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5349. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5350. break;
  5351. case MER_RECUPERATE:
  5352. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5353. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5354. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5355. break;
  5356. case MER_REGAIN:
  5357. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5358. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5359. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5360. break;
  5361. case MER_TENDER:
  5362. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5363. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5364. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5365. break;
  5366. case MER_SCAPEGOAT:
  5367. if( mer && mer->master )
  5368. {
  5369. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5370. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5371. }
  5372. break;
  5373. case MER_ESTIMATION:
  5374. if( !mer )
  5375. break;
  5376. sd = mer->master;
  5377. case WZ_ESTIMATION:
  5378. if( sd == NULL )
  5379. break;
  5380. if( dstsd )
  5381. { // Fail on Players
  5382. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5383. break;
  5384. }
  5385. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5386. break; // Cannot be Used on Emperium
  5387. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5388. clif_skill_estimation(sd, bl);
  5389. if( skillid == MER_ESTIMATION )
  5390. sd = NULL;
  5391. break;
  5392. case BS_REPAIRWEAPON:
  5393. if(sd && dstsd)
  5394. clif_item_repair_list(sd,dstsd);
  5395. break;
  5396. case MC_IDENTIFY:
  5397. if(sd)
  5398. clif_item_identify_list(sd);
  5399. break;
  5400. // Weapon Refining [Celest]
  5401. case WS_WEAPONREFINE:
  5402. if(sd)
  5403. clif_item_refine_list(sd);
  5404. break;
  5405. case MC_VENDING:
  5406. if(sd)
  5407. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5408. if ( !pc_can_give_items(sd) )
  5409. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5410. else {
  5411. sd->state.prevend = 1;
  5412. clif_openvendingreq(sd,2+skilllv);
  5413. }
  5414. }
  5415. break;
  5416. case AL_TELEPORT:
  5417. if(sd)
  5418. {
  5419. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  5420. clif_skill_teleportmessage(sd,0);
  5421. break;
  5422. }
  5423. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  5424. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  5425. break;
  5426. }
  5427. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  5428. {
  5429. if( skilllv == 1 )
  5430. pc_randomwarp(sd,CLR_TELEPORT);
  5431. else
  5432. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5433. break;
  5434. }
  5435. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5436. if( skilllv == 1 )
  5437. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  5438. else
  5439. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5440. } else
  5441. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5442. break;
  5443. case NPC_EXPULSION:
  5444. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5445. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5446. break;
  5447. case AL_HOLYWATER:
  5448. if(sd) {
  5449. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  5450. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5451. else
  5452. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5453. }
  5454. break;
  5455. case TF_PICKSTONE:
  5456. if(sd) {
  5457. int eflag;
  5458. struct item item_tmp;
  5459. struct block_list tbl;
  5460. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5461. memset(&item_tmp,0,sizeof(item_tmp));
  5462. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5463. item_tmp.nameid = ITEMID_STONE;
  5464. item_tmp.identify = 1;
  5465. tbl.id = 0;
  5466. clif_takeitem(&sd->bl,&tbl);
  5467. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5468. if(eflag) {
  5469. clif_additem(sd,0,0,eflag);
  5470. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5471. }
  5472. }
  5473. break;
  5474. case ASC_CDP:
  5475. if(sd) {
  5476. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5477. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  5478. }
  5479. break;
  5480. case RG_STRIPWEAPON:
  5481. case RG_STRIPSHIELD:
  5482. case RG_STRIPARMOR:
  5483. case RG_STRIPHELM:
  5484. case ST_FULLSTRIP:
  5485. case GC_WEAPONCRUSH:
  5486. case SC_STRIPACCESSARY: {
  5487. unsigned short location = 0;
  5488. int d = 0;
  5489. //Rate in percent
  5490. if ( skillid == ST_FULLSTRIP ) {
  5491. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  5492. } else if( skillid == SC_STRIPACCESSARY ) {
  5493. i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5;
  5494. } else {
  5495. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  5496. }
  5497. if (i < 5) i = 5; //Minimum rate 5%
  5498. //Duration in ms
  5499. if( skillid == GC_WEAPONCRUSH){
  5500. d = skill_get_time(skillid,skilllv);
  5501. if(bl->type == BL_PC)
  5502. d += skilllv * 15 + (sstatus->dex - tstatus->dex);
  5503. else
  5504. d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2;
  5505. }else
  5506. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  5507. if (d < 0) d = 0; //Minimum duration 0ms
  5508. switch (skillid) {
  5509. case RG_STRIPWEAPON:
  5510. case GC_WEAPONCRUSH:
  5511. location = EQP_WEAPON;
  5512. break;
  5513. case RG_STRIPSHIELD:
  5514. location = EQP_SHIELD;
  5515. break;
  5516. case RG_STRIPARMOR:
  5517. location = EQP_ARMOR;
  5518. break;
  5519. case RG_STRIPHELM:
  5520. location = EQP_HELM;
  5521. break;
  5522. case ST_FULLSTRIP:
  5523. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5524. break;
  5525. case SC_STRIPACCESSARY:
  5526. location = EQP_ACC;
  5527. break;
  5528. }
  5529. //Special message when trying to use strip on FCP [Jobbie]
  5530. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  5531. {
  5532. clif_gospel_info(sd, 0x28);
  5533. break;
  5534. }
  5535. //Attempts to strip at rate i and duration d
  5536. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  5537. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5538. //Nothing stripped.
  5539. if( sd && !i )
  5540. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5541. break;
  5542. }
  5543. case AM_BERSERKPITCHER:
  5544. case AM_POTIONPITCHER: {
  5545. int i,x,hp = 0,sp = 0,bonus=100;
  5546. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  5547. map_freeblock_unlock();
  5548. return 1;
  5549. }
  5550. if( sd ) {
  5551. x = skilllv%11 - 1;
  5552. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  5553. if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) {
  5554. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5555. map_freeblock_unlock();
  5556. return 1;
  5557. }
  5558. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  5559. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5560. map_freeblock_unlock();
  5561. return 1;
  5562. }
  5563. if( skillid == AM_BERSERKPITCHER ) {
  5564. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  5565. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5566. map_freeblock_unlock();
  5567. return 1;
  5568. }
  5569. }
  5570. potion_flag = 1;
  5571. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5572. potion_target = bl->id;
  5573. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5574. potion_flag = potion_target = 0;
  5575. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5576. bonus += sd->status.base_level;
  5577. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  5578. hp = tstatus->max_hp * potion_per_hp / 100;
  5579. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5580. if( dstsd ) {
  5581. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5582. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5583. }
  5584. } else {
  5585. if( potion_hp > 0 ) {
  5586. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5587. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5588. if( dstsd )
  5589. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5590. }
  5591. if( potion_sp > 0 ) {
  5592. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5593. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5594. if( dstsd )
  5595. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5596. }
  5597. }
  5598. if (sd->itemgrouphealrate[IG_POTION]>0) {
  5599. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5600. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5601. }
  5602. if( (i = pc_skillheal_bonus(sd, skillid)) ) {
  5603. hp += hp * i / 100;
  5604. sp += sp * i / 100;
  5605. }
  5606. } else {
  5607. hp = (1 + rnd()%400) * (100 + skilllv*10) / 100;
  5608. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5609. if( dstsd )
  5610. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5611. }
  5612. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) {
  5613. hp += hp * i / 100;
  5614. sp += sp * i / 100;
  5615. }
  5616. if( tsc && tsc->count ) {
  5617. if( tsc->data[SC_CRITICALWOUND] ) {
  5618. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5619. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5620. }
  5621. if( tsc->data[SC_DEATHHURT] ) {
  5622. hp -= hp * 20 / 100;
  5623. sp -= sp * 20 / 100;
  5624. }
  5625. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5626. hp += hp / 10;
  5627. sp += sp / 10;
  5628. }
  5629. }
  5630. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5631. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  5632. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5633. if( sp > 0 )
  5634. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5635. status_heal(bl,hp,sp,0);
  5636. }
  5637. break;
  5638. case AM_CP_WEAPON:
  5639. case AM_CP_SHIELD:
  5640. case AM_CP_ARMOR:
  5641. case AM_CP_HELM:
  5642. {
  5643. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  5644. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  5645. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0 ) ) ){
  5646. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5647. map_freeblock_unlock(); // Don't consume item requirements
  5648. return 0;
  5649. }
  5650. status_change_end(bl, scid, INVALID_TIMER);
  5651. clif_skill_nodamage(src,bl,skillid,skilllv,
  5652. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5653. }
  5654. break;
  5655. case AM_TWILIGHT1:
  5656. if (sd) {
  5657. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5658. //Prepare 200 White Potions.
  5659. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  5660. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5661. }
  5662. break;
  5663. case AM_TWILIGHT2:
  5664. if (sd) {
  5665. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5666. //Prepare 200 Slim White Potions.
  5667. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  5668. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5669. }
  5670. break;
  5671. case AM_TWILIGHT3:
  5672. if (sd) {
  5673. int ebottle = pc_search_inventory(sd,713);
  5674. if( ebottle >= 0 )
  5675. ebottle = sd->status.inventory[ebottle].amount;
  5676. //check if you can produce all three, if not, then fail:
  5677. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5678. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5679. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5680. || ebottle < 200 //200 empty bottle are required at total.
  5681. ) {
  5682. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5683. break;
  5684. }
  5685. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5686. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  5687. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  5688. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  5689. }
  5690. break;
  5691. case SA_DISPELL:
  5692. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  5693. {
  5694. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5695. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5696. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5697. || rnd()%100 >= 50+10*skilllv
  5698. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5699. {
  5700. if (sd)
  5701. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5702. break;
  5703. }
  5704. if(status_isimmune(bl) || !tsc || !tsc->count)
  5705. break;
  5706. for(i=0;i<SC_MAX;i++)
  5707. {
  5708. if (!tsc->data[i])
  5709. continue;
  5710. switch (i) {
  5711. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5712. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5713. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5714. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5715. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5716. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5717. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5718. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5719. case SC_EDP: case SC_AUTOBERSERK:
  5720. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5721. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5722. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5723. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5724. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5725. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5726. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5727. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5728. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5729. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5730. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5731. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5732. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5733. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5734. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5735. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5736. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5737. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  5738. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  5739. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  5740. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  5741. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  5742. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  5743. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  5744. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  5745. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  5746. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  5747. continue;
  5748. /**
  5749. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5750. **/
  5751. case SC_WHISTLE:
  5752. case SC_ASSNCROS:
  5753. case SC_POEMBRAGI:
  5754. case SC_APPLEIDUN:
  5755. case SC_HUMMING:
  5756. case SC_DONTFORGETME:
  5757. case SC_FORTUNE:
  5758. case SC_SERVICE4U:
  5759. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5760. continue;
  5761. break;
  5762. case SC_ASSUMPTIO:
  5763. if( bl->type == BL_MOB )
  5764. continue;
  5765. break;
  5766. }
  5767. if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  5768. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5769. }
  5770. break;
  5771. }
  5772. //Affect all targets on splash area.
  5773. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5774. src, skillid, skilllv, tick, flag|1,
  5775. skill_castend_damage_id);
  5776. break;
  5777. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5778. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5779. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5780. break;
  5781. case TK_HIGHJUMP:
  5782. {
  5783. int x,y, dir = unit_getdir(src);
  5784. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5785. if( map[src->m].flag.noteleport &&
  5786. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5787. ) {
  5788. x = src->x;
  5789. y = src->y;
  5790. } else {
  5791. x = src->x + dirx[dir]*skilllv*2;
  5792. y = src->y + diry[dir]*skilllv*2;
  5793. }
  5794. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5795. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5796. clif_slide(src,x,y);
  5797. unit_movepos(src, x, y, 1, 0);
  5798. }
  5799. }
  5800. break;
  5801. case SA_CASTCANCEL:
  5802. case SO_SPELLFIST:
  5803. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5804. unit_skillcastcancel(src,1);
  5805. if(sd) {
  5806. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5807. if( skillid == SO_SPELLFIST ){
  5808. sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv));
  5809. sd->skillid_old = sd->skilllv_old = 0;
  5810. break;
  5811. }
  5812. sp = sp * (90 - (skilllv-1)*20) / 100;
  5813. if(sp < 0) sp = 0;
  5814. status_zap(src, 0, sp);
  5815. }
  5816. break;
  5817. case SA_SPELLBREAKER:
  5818. {
  5819. int sp;
  5820. if(tsc && tsc->data[SC_MAGICROD]) {
  5821. sp = skill_get_sp(skillid,skilllv);
  5822. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5823. if(sp < 1) sp = 1;
  5824. status_heal(bl,0,sp,2);
  5825. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5826. } else {
  5827. struct unit_data *ud = unit_bl2ud(bl);
  5828. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5829. if (!ud || ud->skilltimer == INVALID_TIMER)
  5830. break; //Nothing to cancel.
  5831. bl_skillid = ud->skillid;
  5832. bl_skilllv = ud->skilllv;
  5833. if (tstatus->mode & MD_BOSS)
  5834. { //Only 10% success chance against bosses. [Skotlex]
  5835. if (rnd()%100 < 90)
  5836. {
  5837. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5838. break;
  5839. }
  5840. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5841. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5842. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5843. unit_skillcastcancel(bl,0);
  5844. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5845. status_zap(bl, hp, sp);
  5846. if (hp && skilllv >= 5)
  5847. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5848. else
  5849. hp = 0;
  5850. if (sp) //Recover some of the SP used
  5851. sp = sp*(25*(skilllv-1))/100;
  5852. if(hp || sp)
  5853. status_heal(src, hp, sp, 2);
  5854. }
  5855. }
  5856. break;
  5857. case SA_MAGICROD:
  5858. clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1);
  5859. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5860. break;
  5861. case SA_AUTOSPELL:
  5862. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5863. if(sd)
  5864. clif_autospell(sd,skilllv);
  5865. else {
  5866. int maxlv=1,spellid=0;
  5867. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5868. if(skilllv >= 10) {
  5869. spellid = MG_FROSTDIVER;
  5870. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5871. // maxlv = 10;
  5872. // else
  5873. maxlv = skilllv - 9;
  5874. }
  5875. else if(skilllv >=8) {
  5876. spellid = MG_FIREBALL;
  5877. maxlv = skilllv - 7;
  5878. }
  5879. else if(skilllv >=5) {
  5880. spellid = MG_SOULSTRIKE;
  5881. maxlv = skilllv - 4;
  5882. }
  5883. else if(skilllv >=2) {
  5884. int i = rnd()%3;
  5885. spellid = spellarray[i];
  5886. maxlv = skilllv - 1;
  5887. }
  5888. else if(skilllv > 0) {
  5889. spellid = MG_NAPALMBEAT;
  5890. maxlv = 3;
  5891. }
  5892. if(spellid > 0)
  5893. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  5894. skill_get_time(SA_AUTOSPELL,skilllv));
  5895. }
  5896. break;
  5897. case BS_GREED:
  5898. if(sd){
  5899. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5900. map_foreachinrange(skill_greed,bl,
  5901. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  5902. }
  5903. break;
  5904. case SA_ELEMENTWATER:
  5905. case SA_ELEMENTFIRE:
  5906. case SA_ELEMENTGROUND:
  5907. case SA_ELEMENTWIND:
  5908. if(sd && !dstmd) //Only works on monsters.
  5909. break;
  5910. if(tstatus->mode&MD_BOSS)
  5911. break;
  5912. case NPC_ATTRICHANGE:
  5913. case NPC_CHANGEWATER:
  5914. case NPC_CHANGEGROUND:
  5915. case NPC_CHANGEFIRE:
  5916. case NPC_CHANGEWIND:
  5917. case NPC_CHANGEPOISON:
  5918. case NPC_CHANGEHOLY:
  5919. case NPC_CHANGEDARKNESS:
  5920. case NPC_CHANGETELEKINESIS:
  5921. clif_skill_nodamage(src,bl,skillid,skilllv,
  5922. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5923. skill_get_time(skillid, skilllv)));
  5924. break;
  5925. case NPC_CHANGEUNDEAD:
  5926. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  5927. //TO-DO This is ugly, fix it
  5928. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  5929. clif_skill_nodamage(src,bl,skillid,skilllv,
  5930. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5931. skill_get_time(skillid, skilllv)));
  5932. break;
  5933. case NPC_PROVOCATION:
  5934. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5935. if (md) mob_unlocktarget(md, tick);
  5936. break;
  5937. case NPC_KEEPING:
  5938. case NPC_BARRIER:
  5939. {
  5940. int skill_time = skill_get_time(skillid,skilllv);
  5941. struct unit_data *ud = unit_bl2ud(bl);
  5942. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  5943. sc_start(bl,type,100,skilllv,skill_time))
  5944. && ud) { //Disable attacking/acting/moving for skill's duration.
  5945. ud->attackabletime =
  5946. ud->canact_tick =
  5947. ud->canmove_tick = tick + skill_time;
  5948. }
  5949. }
  5950. break;
  5951. case NPC_REBIRTH:
  5952. if( md && md->state.rebirth )
  5953. break; // only works once
  5954. sc_start(bl,type,100,skilllv,-1);
  5955. break;
  5956. case NPC_DARKBLESSING:
  5957. clif_skill_nodamage(src,bl,skillid,skilllv,
  5958. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  5959. break;
  5960. case NPC_LICK:
  5961. status_zap(bl, 0, 100);
  5962. clif_skill_nodamage(src,bl,skillid,skilllv,
  5963. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  5964. break;
  5965. case NPC_SUICIDE:
  5966. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5967. status_kill(src); //When suiciding, neither exp nor drops is given.
  5968. break;
  5969. case NPC_SUMMONSLAVE:
  5970. case NPC_SUMMONMONSTER:
  5971. if(md && md->skillidx >= 0)
  5972. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  5973. break;
  5974. case NPC_CALLSLAVE:
  5975. mob_warpslave(src,MOB_SLAVEDISTANCE);
  5976. break;
  5977. case NPC_RANDOMMOVE:
  5978. if (md) {
  5979. md->next_walktime = tick - 1;
  5980. mob_randomwalk(md,tick);
  5981. }
  5982. break;
  5983. case NPC_SPEEDUP:
  5984. {
  5985. // or does it increase casting rate? just a guess xD
  5986. int i = SC_ASPDPOTION0 + skilllv - 1;
  5987. if (i > SC_ASPDPOTION3)
  5988. i = SC_ASPDPOTION3;
  5989. clif_skill_nodamage(src,bl,skillid,skilllv,
  5990. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  5991. }
  5992. break;
  5993. case NPC_REVENGE:
  5994. // not really needed... but adding here anyway ^^
  5995. if (md && md->master_id > 0) {
  5996. struct block_list *mbl, *tbl;
  5997. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  5998. (tbl = battle_gettargeted(mbl)) == NULL)
  5999. break;
  6000. md->state.provoke_flag = tbl->id;
  6001. mob_target(md, tbl, sstatus->rhw.range);
  6002. }
  6003. break;
  6004. case NPC_RUN:
  6005. {
  6006. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6007. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6008. unit_stop_attack(src);
  6009. //Run skillv tiles overriding the can-move check.
  6010. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  6011. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6012. }
  6013. break;
  6014. case NPC_TRANSFORMATION:
  6015. case NPC_METAMORPHOSIS:
  6016. if(md && md->skillidx >= 0) {
  6017. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  6018. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  6019. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  6020. if (class_) mob_class_change(md, class_);
  6021. }
  6022. break;
  6023. case NPC_EMOTION_ON:
  6024. case NPC_EMOTION:
  6025. //va[0] is the emotion to use.
  6026. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6027. //val[1] 'sets' the mode
  6028. //val[2] adds to the current mode
  6029. //val[3] removes from the current mode
  6030. //val[4] if set, asks to delete the previous mode change.
  6031. if(md && md->skillidx >= 0 && tsc)
  6032. {
  6033. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  6034. if(md->db->skill[md->skillidx].val[4] && tsce)
  6035. status_change_end(bl, type, INVALID_TIMER);
  6036. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  6037. sc_start4(src, type, 100, skilllv,
  6038. md->db->skill[md->skillidx].val[1],
  6039. md->db->skill[md->skillidx].val[2],
  6040. md->db->skill[md->skillidx].val[3],
  6041. skill_get_time(skillid, skilllv));
  6042. }
  6043. break;
  6044. case NPC_POWERUP:
  6045. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  6046. clif_skill_nodamage(src,bl,skillid,skilllv,
  6047. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6048. break;
  6049. case NPC_AGIUP:
  6050. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  6051. clif_skill_nodamage(src,bl,skillid,skilllv,
  6052. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6053. break;
  6054. case NPC_INVISIBLE:
  6055. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6056. clif_skill_nodamage(src,bl,skillid,skilllv,
  6057. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  6058. break;
  6059. case NPC_SIEGEMODE:
  6060. // not sure what it does
  6061. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6062. break;
  6063. case WE_MALE:
  6064. {
  6065. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  6066. 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]
  6067. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  6068. }
  6069. break;
  6070. case WE_FEMALE:
  6071. {
  6072. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  6073. 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]
  6074. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  6075. }
  6076. break;
  6077. // parent-baby skills
  6078. case WE_BABY:
  6079. if(sd){
  6080. struct map_session_data *f_sd = pc_get_father(sd);
  6081. struct map_session_data *m_sd = pc_get_mother(sd);
  6082. // if neither was found
  6083. if(!f_sd && !m_sd){
  6084. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6085. map_freeblock_unlock();
  6086. return 0;
  6087. }
  6088. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  6089. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6090. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6091. }
  6092. break;
  6093. case PF_HPCONVERSION:
  6094. {
  6095. int hp, sp;
  6096. hp = sstatus->max_hp/10;
  6097. sp = hp * 10 * skilllv / 100;
  6098. if (!status_charge(src,hp,0)) {
  6099. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6100. break;
  6101. }
  6102. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6103. status_heal(bl,0,sp,2);
  6104. }
  6105. break;
  6106. case MA_REMOVETRAP:
  6107. case HT_REMOVETRAP:
  6108. {
  6109. struct skill_unit* su;
  6110. struct skill_unit_group* sg;
  6111. su = BL_CAST(BL_SKILL, bl);
  6112. // Mercenaries can remove any trap
  6113. // Players can only remove their own traps or traps on Vs maps.
  6114. 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) )
  6115. {
  6116. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6117. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6118. { // prevent picking up expired traps
  6119. if( battle_config.skill_removetrap_type )
  6120. { // get back all items used to deploy the trap
  6121. for( i = 0; i < 10; i++ )
  6122. {
  6123. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  6124. {
  6125. int flag;
  6126. struct item item_tmp;
  6127. memset(&item_tmp,0,sizeof(item_tmp));
  6128. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  6129. item_tmp.identify = 1;
  6130. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  6131. {
  6132. clif_additem(sd,0,0,flag);
  6133. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6134. }
  6135. }
  6136. }
  6137. }
  6138. else
  6139. { // get back 1 trap
  6140. struct item item_tmp;
  6141. memset(&item_tmp,0,sizeof(item_tmp));
  6142. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6143. item_tmp.identify = 1;
  6144. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6145. {
  6146. clif_additem(sd,0,0,flag);
  6147. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6148. }
  6149. }
  6150. }
  6151. skill_delunit(su);
  6152. }else if(sd)
  6153. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6154. }
  6155. break;
  6156. case HT_SPRINGTRAP:
  6157. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6158. {
  6159. struct skill_unit *su=NULL;
  6160. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6161. switch(su->group->unit_id){
  6162. case UNT_ANKLESNARE: // ankle snare
  6163. if (su->group->val2 != 0)
  6164. // if it is already trapping something don't spring it,
  6165. // remove trap should be used instead
  6166. break;
  6167. // otherwise fallthrough to below
  6168. case UNT_BLASTMINE:
  6169. case UNT_SKIDTRAP:
  6170. case UNT_LANDMINE:
  6171. case UNT_SHOCKWAVE:
  6172. case UNT_SANDMAN:
  6173. case UNT_FLASHER:
  6174. case UNT_FREEZINGTRAP:
  6175. case UNT_CLAYMORETRAP:
  6176. case UNT_TALKIEBOX:
  6177. su->group->unit_id = UNT_USED_TRAPS;
  6178. clif_changetraplook(bl, UNT_USED_TRAPS);
  6179. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6180. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6181. }
  6182. }
  6183. }
  6184. break;
  6185. case BD_ENCORE:
  6186. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6187. if(sd)
  6188. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  6189. break;
  6190. case AS_SPLASHER:
  6191. if(tstatus->mode&MD_BOSS
  6192. /**
  6193. * Renewal dropped the 3/4 hp requirement
  6194. **/
  6195. #ifndef RENEWAL
  6196. || tstatus-> hp > tstatus->max_hp*3/4
  6197. #endif
  6198. ) {
  6199. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6200. map_freeblock_unlock();
  6201. return 1;
  6202. }
  6203. clif_skill_nodamage(src,bl,skillid,skilllv,
  6204. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  6205. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  6206. break;
  6207. case PF_MINDBREAKER:
  6208. {
  6209. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6210. {
  6211. map_freeblock_unlock();
  6212. return 1;
  6213. }
  6214. if (tsce)
  6215. { //HelloKitty2 (?) explained that this silently fails when target is
  6216. //already inflicted. [Skotlex]
  6217. map_freeblock_unlock();
  6218. return 1;
  6219. }
  6220. //Has a 55% + skilllv*5% success chance.
  6221. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  6222. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  6223. {
  6224. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6225. map_freeblock_unlock();
  6226. return 0;
  6227. }
  6228. unit_skillcastcancel(bl,0);
  6229. if(tsc && tsc->count){
  6230. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6231. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6232. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6233. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6234. }
  6235. if(dstmd)
  6236. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  6237. }
  6238. break;
  6239. case PF_SOULCHANGE:
  6240. {
  6241. unsigned int sp1 = 0, sp2 = 0;
  6242. if (dstmd) {
  6243. if (dstmd->state.soul_change_flag) {
  6244. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6245. break;
  6246. }
  6247. dstmd->state.soul_change_flag = 1;
  6248. sp2 = sstatus->max_sp * 3 /100;
  6249. status_heal(src, 0, sp2, 2);
  6250. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6251. break;
  6252. }
  6253. sp1 = sstatus->sp;
  6254. sp2 = tstatus->sp;
  6255. #ifdef RENEWAL
  6256. sp1 = sp1 / 2;
  6257. sp2 = sp2 / 2;
  6258. #endif
  6259. status_set_sp(src, sp2, 3);
  6260. status_set_sp(bl, sp1, 3);
  6261. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6262. }
  6263. break;
  6264. // Slim Pitcher
  6265. case CR_SLIMPITCHER:
  6266. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6267. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6268. break;
  6269. if (potion_hp || potion_sp) {
  6270. int hp = potion_hp, sp = potion_sp;
  6271. hp = hp * (100 + (tstatus->vit<<1))/100;
  6272. sp = sp * (100 + (tstatus->int_<<1))/100;
  6273. if (dstsd) {
  6274. if (hp)
  6275. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6276. if (sp)
  6277. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6278. }
  6279. if( tsc && tsc->count ) {
  6280. if (tsc->data[SC_CRITICALWOUND]) {
  6281. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6282. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6283. }
  6284. if (tsc->data[SC_DEATHHURT]) {
  6285. hp -= hp * 20 / 100;
  6286. sp -= sp * 20 / 100;
  6287. }
  6288. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6289. hp += hp / 10;
  6290. sp += sp / 10;
  6291. }
  6292. }
  6293. if(hp > 0)
  6294. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6295. if(sp > 0)
  6296. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6297. status_heal(bl,hp,sp,0);
  6298. }
  6299. break;
  6300. // Full Chemical Protection
  6301. case CR_FULLPROTECTION:
  6302. {
  6303. int i, skilltime;
  6304. skilltime = skill_get_time(skillid,skilllv);
  6305. if (!tsc) {
  6306. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  6307. break;
  6308. }
  6309. for (i=0; i<4; i++) {
  6310. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
  6311. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  6312. }
  6313. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6314. }
  6315. break;
  6316. case RG_CLEANER: //AppleGirl
  6317. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6318. break;
  6319. case CG_LONGINGFREEDOM:
  6320. {
  6321. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6322. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6323. {
  6324. clif_skill_nodamage(src,bl,skillid,skilllv,
  6325. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6326. }
  6327. }
  6328. break;
  6329. case CG_TAROTCARD:
  6330. {
  6331. int eff, count = -1;
  6332. if( rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  6333. {
  6334. if( sd )
  6335. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6336. map_freeblock_unlock();
  6337. return 0;
  6338. }
  6339. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  6340. do {
  6341. eff = rnd() % 14;
  6342. clif_specialeffect(bl, 523 + eff, AREA);
  6343. switch (eff)
  6344. {
  6345. case 0: // heals SP to 0
  6346. status_percent_damage(src, bl, 0, 100, false);
  6347. break;
  6348. case 1: // matk halved
  6349. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6350. break;
  6351. case 2: // all buffs removed
  6352. status_change_clear_buffs(bl,1);
  6353. break;
  6354. case 3: // 1000 damage, random armor destroyed
  6355. {
  6356. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6357. status_fix_damage(src, bl, 1000, 0);
  6358. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6359. if( !status_isdead(bl) )
  6360. skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
  6361. }
  6362. break;
  6363. case 4: // atk halved
  6364. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6365. break;
  6366. case 5: // 2000HP heal, random teleported
  6367. status_heal(src, 2000, 0, 0);
  6368. if( !map_flag_vs(bl->m) )
  6369. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6370. break;
  6371. case 6: // random 2 other effects
  6372. if (count == -1)
  6373. count = 3;
  6374. else
  6375. count++; //Should not retrigger this one.
  6376. break;
  6377. case 7: // stop freeze or stoned
  6378. {
  6379. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6380. sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  6381. }
  6382. break;
  6383. case 8: // curse coma and poison
  6384. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  6385. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  6386. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  6387. break;
  6388. case 9: // confusion
  6389. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  6390. break;
  6391. case 10: // 6666 damage, atk matk halved, cursed
  6392. status_fix_damage(src, bl, 6666, 0);
  6393. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6394. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6395. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6396. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  6397. break;
  6398. case 11: // 4444 damage
  6399. status_fix_damage(src, bl, 4444, 0);
  6400. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6401. break;
  6402. case 12: // stun
  6403. sc_start(bl,SC_STUN,100,skilllv,5000);
  6404. break;
  6405. case 13: // atk,matk,hit,flee,def reduced
  6406. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6407. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6408. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  6409. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  6410. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  6411. break;
  6412. default:
  6413. break;
  6414. }
  6415. } while ((--count) > 0);
  6416. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6417. }
  6418. break;
  6419. case SL_ALCHEMIST:
  6420. case SL_ASSASIN:
  6421. case SL_BARDDANCER:
  6422. case SL_BLACKSMITH:
  6423. case SL_CRUSADER:
  6424. case SL_HUNTER:
  6425. case SL_KNIGHT:
  6426. case SL_MONK:
  6427. case SL_PRIEST:
  6428. case SL_ROGUE:
  6429. case SL_SAGE:
  6430. case SL_SOULLINKER:
  6431. case SL_STAR:
  6432. case SL_SUPERNOVICE:
  6433. case SL_WIZARD:
  6434. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  6435. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  6436. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6437. break;
  6438. }
  6439. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  6440. { //Erase death count 1% of the casts
  6441. dstsd->die_counter = 0;
  6442. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  6443. clif_specialeffect(bl, 0x152, AREA);
  6444. //SC_SPIRIT invokes status_calc_pc for us.
  6445. }
  6446. clif_skill_nodamage(src,bl,skillid,skilllv,
  6447. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6448. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6449. break;
  6450. case SL_HIGH:
  6451. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  6452. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6453. break;
  6454. }
  6455. clif_skill_nodamage(src,bl,skillid,skilllv,
  6456. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6457. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6458. break;
  6459. case SL_SWOO:
  6460. if (tsce) {
  6461. sc_start(src,SC_STUN,100,skilllv,10000);
  6462. break;
  6463. }
  6464. case SL_SKA: // [marquis007]
  6465. case SL_SKE:
  6466. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  6467. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6468. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  6469. break;
  6470. }
  6471. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6472. if (skillid == SL_SKE)
  6473. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6474. break;
  6475. // New guild skills [Celest]
  6476. case GD_BATTLEORDER:
  6477. if(flag&1) {
  6478. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6479. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6480. } else if (status_get_guild_id(src)) {
  6481. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6482. map_foreachinrange(skill_area_sub, src,
  6483. skill_get_splash(skillid, skilllv), BL_PC,
  6484. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6485. skill_castend_nodamage_id);
  6486. if (sd)
  6487. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6488. }
  6489. break;
  6490. case GD_REGENERATION:
  6491. if(flag&1) {
  6492. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6493. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6494. } else if (status_get_guild_id(src)) {
  6495. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6496. map_foreachinrange(skill_area_sub, src,
  6497. skill_get_splash(skillid, skilllv), BL_PC,
  6498. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6499. skill_castend_nodamage_id);
  6500. if (sd)
  6501. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6502. }
  6503. break;
  6504. case GD_RESTORE:
  6505. if(flag&1) {
  6506. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6507. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  6508. } else if (status_get_guild_id(src)) {
  6509. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6510. map_foreachinrange(skill_area_sub, src,
  6511. skill_get_splash(skillid, skilllv), BL_PC,
  6512. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6513. skill_castend_nodamage_id);
  6514. if (sd)
  6515. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6516. }
  6517. break;
  6518. case GD_EMERGENCYCALL:
  6519. {
  6520. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  6521. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  6522. int j = 0;
  6523. struct guild *g = NULL;
  6524. // i don't know if it actually summons in a circle, but oh well. ;P
  6525. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  6526. if (!g)
  6527. break;
  6528. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6529. for(i = 0; i < g->max_member; i++, j++) {
  6530. if (j>8) j=0;
  6531. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  6532. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  6533. continue;
  6534. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  6535. dx[j] = dy[j] = 0;
  6536. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  6537. }
  6538. }
  6539. if (sd)
  6540. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6541. }
  6542. break;
  6543. case SG_FEEL:
  6544. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6545. if (sd) {
  6546. if(!sd->feel_map[skilllv-1].index)
  6547. clif_feel_req(sd->fd,sd, skilllv);
  6548. else
  6549. clif_feel_info(sd, skilllv-1, 1);
  6550. }
  6551. break;
  6552. case SG_HATE:
  6553. if (sd) {
  6554. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6555. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  6556. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6557. }
  6558. break;
  6559. case GS_GLITTERING:
  6560. if(sd) {
  6561. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6562. if(rnd()%100 < (20+10*skilllv))
  6563. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  6564. else if(sd->spiritball > 0)
  6565. pc_delspiritball(sd,1,0);
  6566. }
  6567. break;
  6568. case GS_CRACKER:
  6569. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  6570. {
  6571. i =65 -5*distance_bl(src,bl); //Base rate
  6572. if (i < 30) i = 30;
  6573. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6574. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  6575. }
  6576. else if (sd)
  6577. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6578. break;
  6579. case AM_CALLHOMUN: //[orn]
  6580. if (sd && !merc_call_homunculus(sd))
  6581. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6582. break;
  6583. case AM_REST:
  6584. if (sd) {
  6585. if (merc_hom_vaporize(sd,1))
  6586. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6587. else
  6588. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6589. }
  6590. break;
  6591. case MH_STAHL_HORN:
  6592. if (sd) {
  6593. if( skillid == MH_GOLDENE_FERSE )
  6594. clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
  6595. }
  6596. break;
  6597. case HAMI_CASTLE: //[orn]
  6598. if(rnd()%100 < 20*skilllv && src != bl)
  6599. {
  6600. int x,y;
  6601. x = src->x;
  6602. y = src->y;
  6603. if (hd)
  6604. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6605. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6606. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  6607. clif_slide(src,bl->x,bl->y) ;
  6608. if (unit_movepos(bl,x,y,0,0))
  6609. {
  6610. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  6611. clif_slide(bl,x,y) ;
  6612. }
  6613. //TODO: Shouldn't also players and the like switch targets?
  6614. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6615. AREA_SIZE, BL_MOB, bl, src);
  6616. }
  6617. }
  6618. // Failed
  6619. else if (hd && hd->master)
  6620. clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0);
  6621. else if (sd)
  6622. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6623. break;
  6624. case HVAN_CHAOTIC: //[orn]
  6625. {
  6626. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6627. int r = rnd()%100;
  6628. i = (skilllv-1)%5;
  6629. if(r<per[i][0]) //Self
  6630. bl = src;
  6631. else if(r<per[i][1]) //Master
  6632. bl = battle_get_master(src);
  6633. else //Enemy
  6634. bl = map_id2bl(battle_gettarget(src));
  6635. if (!bl) bl = src;
  6636. i = skill_calc_heal(src, bl, skillid, 1+rnd()%skilllv, true);
  6637. //Eh? why double skill packet?
  6638. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6639. clif_skill_nodamage(src,bl,skillid,i,1);
  6640. status_heal(bl, i, 0, 0);
  6641. }
  6642. break;
  6643. //Homun single-target support skills [orn]
  6644. case HAMI_BLOODLUST:
  6645. case HFLI_FLEET:
  6646. case HFLI_SPEED:
  6647. case HLIF_CHANGE:
  6648. case MH_ANGRIFFS_MODUS:
  6649. case MH_GOLDENE_FERSE:
  6650. clif_skill_nodamage(src,bl,skillid,skilllv,
  6651. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6652. if (hd)
  6653. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6654. break;
  6655. case NPC_DRAGONFEAR:
  6656. if (flag&1) {
  6657. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  6658. int j;
  6659. j = i = rnd()%ARRAYLENGTH(sc);
  6660. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  6661. i++;
  6662. if ( i == ARRAYLENGTH(sc) )
  6663. i = 0;
  6664. if (i == j)
  6665. break;
  6666. }
  6667. break;
  6668. }
  6669. case NPC_WIDEBLEEDING:
  6670. case NPC_WIDECONFUSE:
  6671. case NPC_WIDECURSE:
  6672. case NPC_WIDEFREEZE:
  6673. case NPC_WIDESLEEP:
  6674. case NPC_WIDESILENCE:
  6675. case NPC_WIDESTONE:
  6676. case NPC_WIDESTUN:
  6677. case NPC_SLOWCAST:
  6678. case NPC_WIDEHELLDIGNITY:
  6679. if (flag&1)
  6680. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  6681. else {
  6682. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6683. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6684. map_foreachinrange(skill_area_sub, bl,
  6685. skill_get_splash(skillid, skilllv),BL_CHAR,
  6686. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6687. skill_castend_nodamage_id);
  6688. }
  6689. break;
  6690. case NPC_WIDESOULDRAIN:
  6691. if (flag&1)
  6692. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  6693. else {
  6694. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6695. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6696. map_foreachinrange(skill_area_sub, bl,
  6697. skill_get_splash(skillid, skilllv),BL_CHAR,
  6698. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6699. skill_castend_nodamage_id);
  6700. }
  6701. break;
  6702. case ALL_PARTYFLEE:
  6703. if( sd && !(flag&1) )
  6704. {
  6705. if( !sd->status.party_id )
  6706. {
  6707. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6708. break;
  6709. }
  6710. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6711. }
  6712. else
  6713. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6714. break;
  6715. case NPC_TALK:
  6716. case ALL_WEWISH:
  6717. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6718. break;
  6719. case ALL_BUYING_STORE:
  6720. if( sd )
  6721. {// players only, skill allows 5 buying slots
  6722. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6723. }
  6724. break;
  6725. case RK_ENCHANTBLADE:
  6726. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  6727. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  6728. break;
  6729. case RK_DRAGONHOWLING:
  6730. if( flag&1)
  6731. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  6732. else
  6733. {
  6734. skill_area_temp[2] = 0;
  6735. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6736. map_foreachinrange(skill_area_sub, src,
  6737. skill_get_splash(skillid,skilllv),BL_CHAR,
  6738. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6739. skill_castend_nodamage_id);
  6740. }
  6741. break;
  6742. case RK_IGNITIONBREAK:
  6743. case LG_EARTHDRIVE:
  6744. case MH_LAVA_SLIDE:
  6745. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6746. i = skill_get_splash(skillid,skilllv);
  6747. if( skillid == LG_EARTHDRIVE ) {
  6748. int dummy = 1;
  6749. 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);
  6750. }
  6751. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  6752. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6753. break;
  6754. case RK_STONEHARDSKIN:
  6755. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  6756. {
  6757. int heal = sstatus->hp / 4; // 25% HP
  6758. if( status_charge(bl,heal,0) )
  6759. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  6760. else
  6761. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6762. }
  6763. break;
  6764. case RK_REFRESH:
  6765. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  6766. {
  6767. int heal = status_get_max_hp(bl) * 25 / 100;
  6768. clif_skill_nodamage(src,bl,skillid,skilllv,
  6769. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6770. status_heal(bl,heal,0,1);
  6771. status_change_clear_buffs(bl,2);
  6772. }
  6773. break;
  6774. case RK_MILLENNIUMSHIELD:
  6775. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  6776. {
  6777. short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
  6778. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  6779. clif_millenniumshield(sd,shields);
  6780. clif_skill_nodamage(src,bl,skillid,1,1);
  6781. }
  6782. break;
  6783. case RK_GIANTGROWTH:
  6784. case RK_VITALITYACTIVATION:
  6785. case RK_ABUNDANCE:
  6786. if( sd )
  6787. {
  6788. int lv = 1; // RK_GIANTGROWTH
  6789. if( skillid == RK_VITALITYACTIVATION )
  6790. lv = 2;
  6791. else if( skillid == RK_ABUNDANCE )
  6792. lv = 6;
  6793. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6794. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6795. }
  6796. break;
  6797. case RK_FIGHTINGSPIRIT:
  6798. if( flag&1 ) {
  6799. if( src == bl )
  6800. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6801. else
  6802. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6803. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6804. if( sd->status.party_id ) {
  6805. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6806. skill_area_temp[5] = 7 * i; // ATK
  6807. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6808. } else
  6809. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6810. }
  6811. clif_skill_nodamage(src,bl,skillid,1,1);
  6812. break;
  6813. /**
  6814. * Guilotine Cross
  6815. **/
  6816. case GC_ROLLINGCUTTER:
  6817. {
  6818. short count = 1;
  6819. skill_area_temp[2] = 0;
  6820. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  6821. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6822. { // Every time the skill is casted the status change is reseted adding a counter.
  6823. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6824. if( count > 10 )
  6825. count = 10; // Max coounter
  6826. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6827. }
  6828. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6829. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6830. }
  6831. break;
  6832. case GC_WEAPONBLOCKING:
  6833. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6834. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6835. else
  6836. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6837. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6838. break;
  6839. case GC_CREATENEWPOISON:
  6840. if( sd )
  6841. {
  6842. clif_skill_produce_mix_list(sd,skillid,25);
  6843. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6844. }
  6845. break;
  6846. case GC_POISONINGWEAPON:
  6847. if( sd ) {
  6848. clif_poison_list(sd,skilllv);
  6849. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6850. }
  6851. break;
  6852. case GC_ANTIDOTE:
  6853. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6854. if( tsc )
  6855. {
  6856. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6857. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6858. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6859. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6860. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6861. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6862. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6863. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6864. }
  6865. break;
  6866. case GC_PHANTOMMENACE:
  6867. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6868. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6869. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6870. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6871. break;
  6872. case GC_HALLUCINATIONWALK:
  6873. {
  6874. int heal = status_get_max_hp(bl) / 10;
  6875. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6876. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6877. break;
  6878. }
  6879. if( !status_charge(bl,heal,0) )
  6880. {
  6881. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6882. break;
  6883. }
  6884. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6885. }
  6886. break;
  6887. /**
  6888. * Arch Bishop
  6889. **/
  6890. case AB_ANCILLA:
  6891. if( sd ) {
  6892. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6893. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  6894. }
  6895. break;
  6896. case AB_CLEMENTIA:
  6897. case AB_CANTO:
  6898. {
  6899. int bless_lv = pc_checkskill(sd,AL_BLESSING);
  6900. int agi_lv = pc_checkskill(sd,AL_INCAGI);
  6901. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6902. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  6903. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  6904. else if( sd )
  6905. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6906. }
  6907. break;
  6908. case AB_PRAEFATIO:
  6909. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6910. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  6911. else if( sd )
  6912. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6913. break;
  6914. case AB_CHEAL:
  6915. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6916. {
  6917. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6918. {
  6919. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  6920. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl) || (tsc && tsc->data[SC_BERSERK]))
  6921. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  6922. clif_skill_nodamage(bl, bl, skillid, i, 1);
  6923. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  6924. i = ~i + 1;
  6925. status_heal(bl, i, 0, 1);
  6926. }
  6927. }
  6928. else if( sd )
  6929. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6930. break;
  6931. case AB_ORATIO:
  6932. if( flag&1 )
  6933. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  6934. else
  6935. {
  6936. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6937. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6938. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6939. }
  6940. break;
  6941. case AB_LAUDAAGNUS:
  6942. if( flag&1 || sd == NULL ) {
  6943. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  6944. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  6945. // Success Chance: (40 + 10 * Skill Level) %
  6946. if( rnd()%100 > 40+10*skilllv ) break;
  6947. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6948. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6949. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6950. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  6951. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  6952. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  6953. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  6954. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6955. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6956. } else if( sd )
  6957. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6958. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6959. break;
  6960. case AB_LAUDARAMUS:
  6961. if( flag&1 || sd == NULL ) {
  6962. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
  6963. // Success Chance: (40 + 10 * Skill Level) %
  6964. if( rnd()%100 > 40+10*skilllv ) break;
  6965. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6966. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6967. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  6968. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6969. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  6970. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6971. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6972. } else if( sd )
  6973. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6974. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6975. break;
  6976. case AB_CLEARANCE:
  6977. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  6978. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  6979. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6980. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv)
  6981. {
  6982. if (sd)
  6983. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6984. break;
  6985. }
  6986. if(status_isimmune(bl) || !tsc || !tsc->count)
  6987. break;
  6988. for(i=0;i<SC_MAX;i++)
  6989. {
  6990. if (!tsc->data[i])
  6991. continue;
  6992. switch (i) {
  6993. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6994. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6995. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6996. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6997. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6998. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6999. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7000. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7001. case SC_SPIRIT: case SC_AUTOBERSERK:
  7002. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7003. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7004. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7005. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7006. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7007. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7008. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7009. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7010. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7011. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7012. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7013. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7014. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7015. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7016. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7017. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7018. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7019. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7020. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7021. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7022. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7023. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7024. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7025. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7026. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7027. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7028. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7029. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7030. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7031. case SC_PARTYFLEE:
  7032. continue;
  7033. case SC_ASSUMPTIO:
  7034. if( bl->type == BL_MOB )
  7035. continue;
  7036. break;
  7037. }
  7038. 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.
  7039. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7040. }
  7041. break;
  7042. }
  7043. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  7044. break;
  7045. case AB_SILENTIUM:
  7046. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7047. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  7048. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7049. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7050. break;
  7051. /**
  7052. * Warlock
  7053. **/
  7054. case WL_STASIS:
  7055. if( flag&1 )
  7056. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7057. else
  7058. {
  7059. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7060. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7061. }
  7062. break;
  7063. case WL_WHITEIMPRISON:
  7064. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
  7065. {
  7066. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7067. if(src == bl ) rate = 100; // Success Chance: On self, 100%
  7068. else if(bl->type == BL_PC) rate += 20 + 10 * skilllv; // On Players, (20 + 10 * Skill Level) %
  7069. else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) %
  7070. if( !(tsc && tsc->data[type]) ){
  7071. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv));
  7072. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  7073. }
  7074. if( sd && i )
  7075. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  7076. else if(sd)
  7077. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7078. }else if( sd )
  7079. clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0);
  7080. break;
  7081. case WL_FROSTMISTY:
  7082. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7083. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7084. break;
  7085. case WL_JACKFROST:
  7086. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7087. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7088. break;
  7089. case WL_MARSHOFABYSS:
  7090. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7091. clif_skill_nodamage(src, bl, skillid, skilllv,
  7092. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7093. skill_get_time(skillid, skilllv)));
  7094. break;
  7095. case WL_SIENNAEXECRATE:
  7096. if( status_isimmune(bl) || !tsc )
  7097. break;
  7098. if( flag&1 )
  7099. {
  7100. if( bl->id == skill_area_temp[1] )
  7101. break; // Already work on this target
  7102. if( tsc && tsc->data[SC_STONE] )
  7103. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7104. else
  7105. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  7106. }
  7107. else
  7108. {
  7109. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  7110. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7111. if( rnd()%100 < rate )
  7112. { // Success on First Target
  7113. rate = 0;
  7114. if( !tsc->data[SC_STONE] )
  7115. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  7116. else
  7117. {
  7118. rate = 1;
  7119. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7120. }
  7121. if( rate )
  7122. {
  7123. skill_area_temp[1] = bl->id;
  7124. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7125. }
  7126. // Doesn't send failure packet if it fails on defense.
  7127. }
  7128. else if( sd ) // Failure on Rate
  7129. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7130. }
  7131. break;
  7132. case WL_SUMMONFB:
  7133. case WL_SUMMONBL:
  7134. case WL_SUMMONWB:
  7135. case WL_SUMMONSTONE:
  7136. {
  7137. short element = 0, sctype = 0, pos = -1;
  7138. struct status_change *sc = status_get_sc(src);
  7139. if( !sc ) break;
  7140. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7141. {
  7142. if( !sctype && !sc->data[i] )
  7143. sctype = i; // Take the free SC
  7144. if( sc->data[i] )
  7145. pos = max(sc->data[i]->val2,pos);
  7146. }
  7147. if( !sctype )
  7148. {
  7149. if( sd ) // No free slots to put SC
  7150. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0);
  7151. break;
  7152. }
  7153. pos++; // Used in val2 for SC. Indicates the order of this ball
  7154. switch( skillid )
  7155. { // Set val1. The SC element for this ball
  7156. case WL_SUMMONFB: element = WLS_FIRE; break;
  7157. case WL_SUMMONBL: element = WLS_WIND; break;
  7158. case WL_SUMMONWB: element = WLS_WATER; break;
  7159. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7160. }
  7161. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  7162. clif_skill_nodamage(src,bl,skillid,0,0);
  7163. }
  7164. break;
  7165. case WL_READING_SB:
  7166. if( sd ) {
  7167. struct status_change *sc = status_get_sc(bl);
  7168. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7169. if( sc && !sc->data[i] )
  7170. break;
  7171. if( i == SC_MAXSPELLBOOK ) {
  7172. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7173. break;
  7174. }
  7175. sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7176. clif_spellbook_list(sd);
  7177. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7178. }
  7179. break;
  7180. /**
  7181. * Ranger
  7182. **/
  7183. case RA_FEARBREEZE:
  7184. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7185. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7186. break;
  7187. case RA_WUGMASTERY:
  7188. if( sd ) {
  7189. if( !pc_iswug(sd) )
  7190. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7191. else
  7192. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7193. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7194. }
  7195. break;
  7196. case RA_WUGRIDER:
  7197. if( sd ) {
  7198. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7199. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7200. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7201. } else if( pc_isridingwug(sd) ) {
  7202. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7203. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7204. }
  7205. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7206. }
  7207. break;
  7208. case RA_WUGDASH:
  7209. if( tsce ) {
  7210. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  7211. map_freeblock_unlock();
  7212. return 0;
  7213. }
  7214. if( sd && pc_isridingwug(sd) ) {
  7215. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  7216. clif_walkok(sd);
  7217. }
  7218. break;
  7219. case RA_SENSITIVEKEEN:
  7220. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7221. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7222. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7223. break;
  7224. /**
  7225. * Mechanic
  7226. **/
  7227. case NC_F_SIDESLIDE:
  7228. case NC_B_SIDESLIDE:
  7229. {
  7230. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7231. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  7232. clif_slide(src,src->x,src->y);
  7233. clif_fixpos(src); //Aegis sent this packet
  7234. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7235. }
  7236. break;
  7237. case NC_SELFDESTRUCTION:
  7238. if( sd ) {
  7239. if( pc_ismadogear(sd) )
  7240. pc_setmadogear(sd, 0);
  7241. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7242. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  7243. status_set_sp(src, 0, 0);
  7244. }
  7245. break;
  7246. case NC_ANALYZE:
  7247. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7248. clif_skill_nodamage(src, bl, skillid, skilllv,
  7249. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  7250. if( sd ) pc_overheat(sd,1);
  7251. break;
  7252. case NC_MAGNETICFIELD:
  7253. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  7254. {
  7255. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  7256. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7257. if (sd) pc_overheat(sd,1);
  7258. }
  7259. clif_skill_nodamage(src,src,skillid,skilllv,i);
  7260. break;
  7261. case NC_REPAIR:
  7262. if( sd )
  7263. {
  7264. int heal;
  7265. if( dstsd && pc_ismadogear(dstsd) )
  7266. {
  7267. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  7268. status_heal(bl,heal,0,2);
  7269. } else {
  7270. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  7271. status_heal(src,heal,0,2);
  7272. }
  7273. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7274. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  7275. }
  7276. break;
  7277. case NC_DISJOINT:
  7278. {
  7279. if( bl->type != BL_MOB ) break;
  7280. md = map_id2md(bl->id);
  7281. if( md && md->class_ >= 2042 && md->class_ <= 2046 )
  7282. status_kill(bl);
  7283. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7284. }
  7285. break;
  7286. case SC_AUTOSHADOWSPELL:
  7287. if( sd ) {
  7288. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7289. sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  7290. clif_autoshadowspell_list(sd);
  7291. clif_skill_nodamage(src,bl,skillid,1,1);
  7292. }
  7293. else
  7294. clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7295. }
  7296. break;
  7297. case SC_SHADOWFORM:
  7298. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7299. if( clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv))) )
  7300. dstsd->shadowform_id = src->id;
  7301. }
  7302. else if( sd )
  7303. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7304. break;
  7305. case SC_BODYPAINT:
  7306. if( flag&1 ) {
  7307. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  7308. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  7309. tsc->data[SC__INVISIBILITY]) ) {
  7310. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7311. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7312. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  7313. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7314. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  7315. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7316. sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  7317. }
  7318. } else {
  7319. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7320. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7321. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7322. }
  7323. break;
  7324. case SC_ENERVATION:
  7325. case SC_GROOMY:
  7326. case SC_LAZINESS:
  7327. case SC_UNLUCKY:
  7328. case SC_WEAKNESS:
  7329. if( !(tsc && tsc->data[type]) ) {
  7330. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  7331. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7332. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7333. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7334. clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)));
  7335. } else if( sd )
  7336. clif_skill_fail(sd,skillid,0,0);
  7337. break;
  7338. case SC_IGNORANCE:
  7339. if( !(tsc && tsc->data[type]) ) {
  7340. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7341. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7342. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7343. if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) {
  7344. int sp = 200 * skilllv;
  7345. if( dstmd ) sp = dstmd->level * 2;
  7346. if( status_zap(bl,0,sp) )
  7347. status_heal(src,0,sp/2,3);
  7348. }
  7349. else if( sd ) clif_skill_fail(sd,skillid,0,0);
  7350. } else if( sd )
  7351. clif_skill_fail(sd,skillid,0,0);
  7352. break;
  7353. case LG_TRAMPLE:
  7354. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7355. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick);
  7356. break;
  7357. case LG_REFLECTDAMAGE:
  7358. if( tsc && tsc->data[type] )
  7359. status_change_end(bl,type,INVALID_TIMER);
  7360. else
  7361. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7362. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7363. break;
  7364. case LG_SHIELDSPELL:
  7365. if( flag&1 ) {
  7366. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  7367. sc_start(bl,SC_SILENCE,100,skilllv,duration);
  7368. } else if( sd ) {
  7369. int opt = skilllv;
  7370. int rate = rnd()%100;
  7371. int val, brate;
  7372. switch( skilllv ) {
  7373. case 1:
  7374. {
  7375. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  7376. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  7377. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7378. break;
  7379. }
  7380. brate = shield_data->def * 10;
  7381. if( rate < 50 )
  7382. opt = 1;
  7383. else if( rate < 75 )
  7384. opt = 2;
  7385. else
  7386. opt = 3;
  7387. switch( opt ) {
  7388. case 1:
  7389. sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  7390. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7391. if( rate < brate )
  7392. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7393. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  7394. break;
  7395. case 2:
  7396. val = shield_data->def / 10; // % Reflected damage.
  7397. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  7398. break;
  7399. case 3:
  7400. val = shield_data->def; // Attack increase.
  7401. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  7402. break;
  7403. }
  7404. }
  7405. break;
  7406. case 2:
  7407. brate = sd->bonus.shieldmdef * 20;
  7408. if( rate < 30 )
  7409. opt = 1;
  7410. else if( rate < 60 )
  7411. opt = 2;
  7412. else
  7413. opt = 3;
  7414. switch( opt ) {
  7415. case 1:
  7416. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7417. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7418. if( rate < brate )
  7419. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  7420. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  7421. break;
  7422. case 2:
  7423. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7424. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7425. if( rate < brate )
  7426. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7427. break;
  7428. case 3:
  7429. if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  7430. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv,
  7431. sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  7432. break;
  7433. }
  7434. break;
  7435. case 3:
  7436. {
  7437. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  7438. if( !it ) { // No shield?
  7439. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7440. break;
  7441. }
  7442. brate = it->refine * 5;
  7443. if( rate < 25 )
  7444. opt = 1;
  7445. else if( rate < 50 )
  7446. opt = 2;
  7447. else
  7448. opt = 3;
  7449. switch( opt ) {
  7450. case 1:
  7451. val = 105 * it->refine / 10;
  7452. sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv));
  7453. break;
  7454. case 2: case 3:
  7455. if( rate < brate )
  7456. {
  7457. val = sstatus->max_hp * (11 + it->refine) / 100;
  7458. status_heal(bl, val, 0, 3);
  7459. }
  7460. break;
  7461. /*case 3:
  7462. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  7463. break;*/
  7464. }
  7465. }
  7466. break;
  7467. }
  7468. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7469. }
  7470. break;
  7471. case LG_PIETY:
  7472. if( flag&1 )
  7473. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7474. else {
  7475. skill_area_temp[2] = 0;
  7476. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  7477. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7478. }
  7479. break;
  7480. case LG_INSPIRATION:
  7481. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  7482. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  7483. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  7484. clif_updatestatus(sd,SP_BASEEXP);
  7485. clif_updatestatus(sd,SP_JOBEXP);
  7486. }
  7487. clif_skill_nodamage(bl,src,skillid,skilllv,
  7488. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7489. break;
  7490. case SR_CURSEDCIRCLE:
  7491. if( flag&1 ) {
  7492. if( is_boss(bl) ) break;
  7493. if( sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) {
  7494. if( bl->type == BL_MOB )
  7495. mob_unlocktarget((TBL_MOB*)bl,gettick());
  7496. unit_stop_attack(bl);
  7497. clif_bladestop(src, bl->id, 1);
  7498. map_freeblock_unlock();
  7499. return 1;
  7500. }
  7501. } else {
  7502. int count = 0;
  7503. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7504. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  7505. BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7506. if( sd ) pc_delspiritball(sd, count, 0);
  7507. clif_skill_nodamage(src, src, skillid, skilllv,
  7508. sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv)));
  7509. }
  7510. break;
  7511. case SR_RAISINGDRAGON:
  7512. if( sd ) {
  7513. short max = 5 + skilllv;
  7514. sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv));
  7515. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  7516. pc_addspiritball(sd, skill_get_time(skillid, skilllv), max);
  7517. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)));
  7518. }
  7519. break;
  7520. case SR_ASSIMILATEPOWER:
  7521. if( flag&1 ) {
  7522. i = 0;
  7523. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  7524. {
  7525. i = dstsd->spiritball; //1%sp per spiritball.
  7526. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  7527. }
  7528. if( i ) status_percent_heal(src, 0, i);
  7529. clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0);
  7530. } else {
  7531. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7532. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  7533. }
  7534. break;
  7535. case SR_POWERVELOCITY:
  7536. if( !dstsd )
  7537. break;
  7538. if( sd && dstsd->spiritball <= 5 ) {
  7539. for(i = 0; i <= 5; i++) {
  7540. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  7541. pc_delspiritball(sd, sd->spiritball, 0);
  7542. }
  7543. }
  7544. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7545. break;
  7546. case SR_GENTLETOUCH_CURE:
  7547. {
  7548. int heal;
  7549. if( status_isimmune(bl) )
  7550. {
  7551. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  7552. break;
  7553. }
  7554. heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100;
  7555. status_heal(bl, heal, 0, 0);
  7556. clif_skill_nodamage(src, bl, AL_HEAL, heal, 1);
  7557. if( (tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  7558. {
  7559. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7560. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7561. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7562. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7563. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7564. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7565. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7566. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7567. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7568. }
  7569. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7570. }
  7571. break;
  7572. case SR_GENTLETOUCH_CHANGE:
  7573. case SR_GENTLETOUCH_REVITALIZE:
  7574. clif_skill_nodamage(src,bl,skillid,skilllv,
  7575. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)));
  7576. break;
  7577. case WA_SWING_DANCE:
  7578. case WA_MOONLIT_SERENADE:
  7579. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7580. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7581. else if( sd ) { // Only shows effects on caster.
  7582. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7583. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7584. }
  7585. break;
  7586. case WA_SYMPHONY_OF_LOVER:
  7587. case MI_RUSH_WINDMILL:
  7588. case MI_ECHOSONG:
  7589. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7590. sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv));
  7591. else if( sd ) { // Only shows effects on caster.
  7592. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7593. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7594. }
  7595. break;
  7596. case MI_HARMONIZE:
  7597. clif_skill_nodamage(src, bl, skillid, skilllv,sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7598. break;
  7599. case WM_DEADHILLHERE:
  7600. if( bl->type == BL_PC ) {
  7601. if( !status_isdead(bl) )
  7602. break;
  7603. if( rnd()%100 < 88 + 2 * skilllv ) {
  7604. int heal = tstatus->sp;
  7605. if( heal <= 0 )
  7606. heal = 1;
  7607. tstatus->hp = heal;
  7608. tstatus->sp -= tstatus->sp * ( 120 - 20 * skilllv ) / 100;
  7609. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7610. pc_revive((TBL_PC*)bl,heal,0);
  7611. clif_resurrection(bl,1);
  7612. }
  7613. }
  7614. break;
  7615. case WM_SIRCLEOFNATURE:
  7616. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7617. case WM_VOICEOFSIREN:
  7618. if( skillid != WM_SIRCLEOFNATURE )
  7619. flag &= ~BCT_SELF;
  7620. if( flag&1 ) {
  7621. sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv));
  7622. } else {
  7623. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7624. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7625. }
  7626. break;
  7627. case WM_GLOOMYDAY:
  7628. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7629. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  7630. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  7631. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  7632. {
  7633. sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv));
  7634. break;
  7635. }
  7636. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7637. break;
  7638. case WM_SATURDAY_NIGHT_FEVER:
  7639. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  7640. if( !(tsc && tsc->data[type]) )
  7641. sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv));
  7642. } else if( flag&2 ) {
  7643. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  7644. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7645. } else if( sd ) {
  7646. if( !sd->status.party_id ) {
  7647. clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0);
  7648. break;
  7649. }
  7650. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv),
  7651. BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  7652. flag |= 2;
  7653. else
  7654. flag |= 1;
  7655. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  7656. clif_skill_nodamage(src, bl, skillid, skilllv,
  7657. sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv)));
  7658. if( flag&2 ) // Dealed here to prevent conflicts
  7659. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7660. }
  7661. break;
  7662. case WM_SONG_OF_MANA:
  7663. case WM_DANCE_WITH_WUG:
  7664. case WM_LERADS_DEW:
  7665. if( flag&1 ) { // These affect to to all party members near the caster.
  7666. struct status_change *sc = status_get_sc(src);
  7667. if( sc && sc->data[type] ) {
  7668. sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv));
  7669. }
  7670. } else if( sd ) {
  7671. short lv = (short)skilllv;
  7672. int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1);
  7673. if( sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)) )
  7674. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7675. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7676. }
  7677. break;
  7678. case WM_MELODYOFSINK:
  7679. case WM_BEYOND_OF_WARCRY:
  7680. case WM_UNLIMITED_HUMMING_VOICE:
  7681. if( flag&1 ) {
  7682. sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv));
  7683. } else { // These affect to all targets arround the caster.
  7684. short lv = (short)skilllv;
  7685. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones).
  7686. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7687. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7688. }
  7689. break;
  7690. case WM_RANDOMIZESPELL: {
  7691. int improv_skillid = 0, improv_skilllv;
  7692. do {
  7693. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  7694. improv_skillid = skill_improvise_db[i].skillid;
  7695. } while( improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  7696. improv_skilllv = 4 + skilllv;
  7697. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7698. if( sd ) {
  7699. sd->state.abra_flag = 2;
  7700. sd->skillitem = improv_skillid;
  7701. sd->skillitemlv = improv_skilllv;
  7702. clif_item_skill(sd, improv_skillid, improv_skilllv);
  7703. } else {
  7704. struct unit_data *ud = unit_bl2ud(src);
  7705. int inf = skill_get_inf(improv_skillid);
  7706. int target_id = 0;
  7707. if (!ud) break;
  7708. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7709. if (src->type == BL_PET)
  7710. bl = (struct block_list*)((TBL_PET*)src)->msd;
  7711. if (!bl) bl = src;
  7712. unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv);
  7713. } else {
  7714. if (ud->target)
  7715. target_id = ud->target;
  7716. else switch (src->type) {
  7717. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7718. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7719. }
  7720. if (!target_id)
  7721. break;
  7722. if (skill_get_casttype(improv_skillid) == CAST_GROUND) {
  7723. bl = map_id2bl(target_id);
  7724. if (!bl) bl = src;
  7725. unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv);
  7726. } else
  7727. unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv);
  7728. }
  7729. }
  7730. }
  7731. break;
  7732. case RETURN_TO_ELDICASTES:
  7733. case ALL_GUARDIAN_RECALL:
  7734. if( sd )
  7735. {
  7736. short x, y; // Destiny position.
  7737. unsigned short mapindex;
  7738. if( skillid == RETURN_TO_ELDICASTES)
  7739. {
  7740. x = 198;
  7741. y = 187;
  7742. mapindex = mapindex_name2id(MAP_DICASTES);
  7743. }
  7744. else
  7745. {
  7746. x = 44;
  7747. y = 151;
  7748. mapindex = mapindex_name2id(MAP_MORA);
  7749. }
  7750. if(!mapindex)
  7751. { //Given map not found?
  7752. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7753. map_freeblock_unlock();
  7754. return 0;
  7755. }
  7756. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  7757. }
  7758. break;
  7759. case GM_SANDMAN:
  7760. if( tsc ) {
  7761. if( tsc->opt1 == OPT1_SLEEP )
  7762. tsc->opt1 = 0;
  7763. else
  7764. tsc->opt1 = OPT1_SLEEP;
  7765. clif_changeoption(bl);
  7766. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7767. }
  7768. break;
  7769. case SO_ARRULLO:
  7770. if( flag&1 )
  7771. sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv));
  7772. else {
  7773. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7774. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7775. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7776. }
  7777. break;
  7778. case SO_SUMMON_AGNI:
  7779. case SO_SUMMON_AQUA:
  7780. case SO_SUMMON_VENTUS:
  7781. case SO_SUMMON_TERA:
  7782. if( sd ) {
  7783. int elemental_class = skill_get_elemental_type(skillid,skilllv);
  7784. // Remove previous elemental fisrt.
  7785. if( sd->ed && elemental_delete(sd->ed,0) ) {
  7786. clif_skill_fail(sd,skillid,0,0);
  7787. break;
  7788. }
  7789. // Summoning the new one.
  7790. if( !elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv)) ) {
  7791. clif_skill_fail(sd,skillid,0,0);
  7792. break;
  7793. }
  7794. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7795. }
  7796. break;
  7797. case SO_EL_CONTROL:
  7798. if( sd ) {
  7799. int mode = EL_MODE_PASSIVE; // Standard mode.
  7800. if( !sd->ed ) {
  7801. clif_skill_fail(sd,skillid,0,0);
  7802. break;
  7803. }
  7804. if( skilllv == 4 ) {// At level 4 delete elementals.
  7805. if( elemental_delete(sd->ed, 0) )
  7806. clif_skill_fail(sd,skillid,0,0);
  7807. break;
  7808. }
  7809. switch( skilllv ) {// Select mode bassed on skill level used.
  7810. case 1: mode = EL_MODE_PASSIVE; break;
  7811. case 2: mode = EL_MODE_ASSIST; break;
  7812. case 3: mode = EL_MODE_AGGRESSIVE; break;
  7813. }
  7814. if( !elemental_change_mode(sd->ed,mode) ) {
  7815. clif_skill_fail(sd,skillid,0,0);
  7816. break;
  7817. }
  7818. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7819. }
  7820. break;
  7821. case SO_EL_ACTION:
  7822. if( sd ) {
  7823. if( !sd->ed )
  7824. break;
  7825. elemental_action(sd->ed, bl, tick);
  7826. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7827. }
  7828. break;
  7829. case SO_EL_CURE:
  7830. if( sd ) {
  7831. struct elemental_data *ed = sd->ed;
  7832. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  7833. int e_hp, e_sp;
  7834. if( !ed ) {
  7835. clif_skill_fail(sd,skillid,0,0);
  7836. break;
  7837. }
  7838. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  7839. clif_skill_fail(sd,skillid,0,0);
  7840. break;
  7841. }
  7842. e_hp = ed->battle_status.max_hp * 10 / 100;
  7843. e_sp = ed->battle_status.max_sp * 10 / 100;
  7844. status_heal(&ed->bl,e_hp,e_sp,3);
  7845. clif_skill_nodamage(src,&ed->bl,skillid,skilllv,1);
  7846. }
  7847. break;
  7848. case GN_CHANGEMATERIAL:
  7849. case SO_EL_ANALYSIS:
  7850. if( sd ) {
  7851. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7852. clif_skill_itemlistwindow(sd,skillid,skilllv);
  7853. }
  7854. break;
  7855. case GN_BLOOD_SUCKER:
  7856. {
  7857. struct status_change *sc = status_get_sc(src);
  7858. if( sc && sc->bs_counter < skill_get_maxcount( skillid , skilllv) ) {
  7859. if( tsc && tsc->data[type] ){
  7860. (sc->bs_counter)--;
  7861. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  7862. }
  7863. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7864. sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv));
  7865. (sc->bs_counter)++;
  7866. } else if( sd ) {
  7867. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7868. break;
  7869. }
  7870. }
  7871. break;
  7872. case GN_MANDRAGORA:
  7873. if( flag&1 ) {
  7874. if ( clif_skill_nodamage(bl, src, skillid, skilllv,
  7875. sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) )
  7876. status_zap(bl, 0, status_get_max_sp(bl) / 100 * 25 + 5 * skilllv);
  7877. } else
  7878. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7879. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7880. break;
  7881. case GN_SLINGITEM:
  7882. if( sd ) {
  7883. short ammo_id;
  7884. i = sd->equip_index[EQI_AMMO];
  7885. if( i <= 0 )
  7886. break; // No ammo.
  7887. ammo_id = sd->inventory_data[i]->nameid;
  7888. if( ammo_id <= 0 )
  7889. break;
  7890. sd->itemid = ammo_id;
  7891. if( itemdb_is_GNbomb(ammo_id) ) {
  7892. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  7893. if( ammo_id == 13263 )
  7894. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7895. else
  7896. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag);
  7897. } else //Otherwise, it fails, shows animation and removes items.
  7898. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
  7899. } else if( itemdb_is_GNthrowable(ammo_id) ){
  7900. struct script_code *script = sd->inventory_data[i]->script;
  7901. if( !script )
  7902. break;
  7903. if( dstsd )
  7904. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  7905. else
  7906. run_script(script,0,src->id,0);
  7907. }
  7908. }
  7909. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7910. clif_skill_nodamage(src,bl,skillid,skilllv,1);// This packet is received twice actually, I think it is to show the animation.
  7911. break;
  7912. case GN_MIX_COOKING:
  7913. if( sd ) {
  7914. clif_cooking_list(sd,27,skillid,(skilllv == 2) ? 10 : 1,6);
  7915. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7916. }
  7917. break;
  7918. case GN_MAKEBOMB:
  7919. if( sd ) {
  7920. clif_cooking_list(sd,28,skillid,(skilllv==2) ? 10 : 1,5);
  7921. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7922. }
  7923. break;
  7924. case GN_S_PHARMACY:
  7925. if( sd ) {
  7926. sd->skillid_old = skillid;
  7927. sd->skilllv_old = skilllv;
  7928. clif_cooking_list(sd,29,skillid,1,6);
  7929. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7930. }
  7931. break;
  7932. case EL_CIRCLE_OF_FIRE:
  7933. case EL_PYROTECHNIC:
  7934. case EL_HEATER:
  7935. case EL_TROPIC:
  7936. case EL_AQUAPLAY:
  7937. case EL_COOLER:
  7938. case EL_CHILLY_AIR:
  7939. case EL_GUST:
  7940. case EL_BLAST:
  7941. case EL_WILD_STORM:
  7942. case EL_PETROLOGY:
  7943. case EL_CURSED_SOIL:
  7944. case EL_UPHEAVAL:
  7945. case EL_FIRE_CLOAK:
  7946. case EL_WATER_DROP:
  7947. case EL_WIND_CURTAIN:
  7948. case EL_SOLID_SKIN:
  7949. case EL_STONE_SHIELD:
  7950. case EL_WIND_STEP: {
  7951. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  7952. if( ele ) {
  7953. sc_type type2 = type-1;
  7954. struct status_change *sc = status_get_sc(&ele->bl);
  7955. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  7956. elemental_clean_single_effect(ele, skillid);
  7957. } else {
  7958. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7959. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7960. if( skillid == EL_WIND_STEP ) // There aren't telemport, just push to the master.
  7961. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),(map_calc_dir(src,bl->x,bl->y)+4)%8,0);
  7962. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  7963. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7964. }
  7965. }
  7966. }
  7967. break;
  7968. case EL_FIRE_MANTLE:
  7969. case EL_WATER_BARRIER:
  7970. case EL_ZEPHYR:
  7971. case EL_POWER_OF_GAIA:
  7972. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7973. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7974. skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0);
  7975. break;
  7976. case EL_WATER_SCREEN: {
  7977. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  7978. if( ele ) {
  7979. struct status_change *sc = status_get_sc(&ele->bl);
  7980. sc_type type2 = type-1;
  7981. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7982. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  7983. elemental_clean_single_effect(ele, skillid);
  7984. } else {
  7985. // This not heals at the end.
  7986. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7987. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  7988. sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv));
  7989. }
  7990. }
  7991. }
  7992. break;
  7993. case KO_KAHU_ENTEN:
  7994. case KO_HYOUHU_HUBUKI:
  7995. case KO_KAZEHU_SEIRAN:
  7996. case KO_DOHU_KOUKAI:
  7997. if(sd) {
  7998. int ttype = skill_get_ele(skillid, skilllv);
  7999. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  8000. pc_add_talisman(sd, skill_get_time(skillid, skilllv), 10, ttype);
  8001. }
  8002. break;
  8003. case KO_ZANZOU:
  8004. if(sd){
  8005. struct mob_data *md;
  8006. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "");
  8007. if( md )
  8008. {
  8009. md->master_id = src->id;
  8010. md->special_state.ai = 4;
  8011. if( md->deletetimer != INVALID_TIMER )
  8012. delete_timer(md->deletetimer, mob_timer_delete);
  8013. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  8014. mob_spawn( md );
  8015. pc_setinvincibletimer(sd,500);// unlock target lock
  8016. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8017. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  8018. }
  8019. }
  8020. break;
  8021. case KO_KYOUGAKU:
  8022. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8023. clif_skill_nodamage(src,bl,skillid,skilllv,
  8024. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8025. }else if( sd )
  8026. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8027. break;
  8028. case KO_JYUSATSU:
  8029. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8030. clif_skill_nodamage(src,bl,skillid,skilllv,
  8031. status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1));
  8032. status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0);
  8033. if( status_get_lv(bl) <= status_get_lv(src) )
  8034. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  8035. }else if( sd )
  8036. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8037. break;
  8038. case KO_GENWAKU:
  8039. {
  8040. int x = src->x, y = src->y;
  8041. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8042. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8043. clif_slide(src,bl->x,bl->y) ;
  8044. sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8045. if (unit_movepos(bl,x,y,0,0))
  8046. {
  8047. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6);
  8048. clif_slide(bl,x,y) ;
  8049. sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8050. }
  8051. }
  8052. }
  8053. break;
  8054. case OB_AKAITSUKI:
  8055. case OB_OBOROGENSOU:
  8056. if( sd && ( (skillid == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8057. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8058. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8059. break;
  8060. }
  8061. case KO_IZAYOI:
  8062. case OB_ZANGETSU:
  8063. case KG_KYOMU:
  8064. case KG_KAGEMUSYA:
  8065. clif_skill_nodamage(src,bl,skillid,skilllv,
  8066. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8067. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8068. break;
  8069. case KG_KAGEHUMI:
  8070. if( flag&1 ){
  8071. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8072. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8073. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8074. sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8075. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8076. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8077. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8078. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8079. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8080. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8081. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8082. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8083. }
  8084. if( skill_area_temp[2] > 0){
  8085. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8086. sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  8087. }
  8088. }else{
  8089. skill_area_temp[2] = 0;
  8090. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  8091. }
  8092. break;
  8093. default:
  8094. if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
  8095. if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
  8096. clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported");
  8097. } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */
  8098. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  8099. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8100. map_freeblock_unlock();
  8101. return 1;
  8102. }
  8103. if(skillid != SR_CURSEDCIRCLE){
  8104. struct status_change *sc = status_get_sc(src);
  8105. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) { //Should only remove after the skill had been casted.
  8106. sc->data[SC_CURSEDCIRCLE_ATKER]->val3 = 1;
  8107. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  8108. }
  8109. }
  8110. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  8111. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  8112. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  8113. }
  8114. if( sd && !(flag&1) )
  8115. {// ensure that the skill last-cast tick is recorded
  8116. sd->canskill_tick = gettick();
  8117. if( sd->state.arrow_atk )
  8118. {// consume arrow on last invocation to this skill.
  8119. battle_consume_ammo(sd, skillid, skilllv);
  8120. }
  8121. skill_onskillusage(sd, bl, skillid, tick);
  8122. // perform skill requirement consumption
  8123. skill_consume_requirement(sd,skillid,skilllv,2);
  8124. }
  8125. map_freeblock_unlock();
  8126. return 0;
  8127. }
  8128. /*==========================================
  8129. *
  8130. *------------------------------------------*/
  8131. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  8132. {
  8133. struct block_list *target, *src;
  8134. struct map_session_data *sd;
  8135. struct mob_data *md;
  8136. struct unit_data *ud;
  8137. struct status_change *sc = NULL;
  8138. int inf,inf2,flag = 0;
  8139. src = map_id2bl(id);
  8140. if( src == NULL )
  8141. {
  8142. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  8143. return 0;// not found
  8144. }
  8145. ud = unit_bl2ud(src);
  8146. if( ud == NULL )
  8147. {
  8148. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  8149. return 0;// ???
  8150. }
  8151. sd = BL_CAST(BL_PC, src);
  8152. md = BL_CAST(BL_MOB, src);
  8153. if( src->prev == NULL ) {
  8154. ud->skilltimer = INVALID_TIMER;
  8155. return 0;
  8156. }
  8157. if(ud->skillid != SA_CASTCANCEL && ud->skillid != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  8158. if( ud->skilltimer != tid ) {
  8159. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  8160. ud->skilltimer = INVALID_TIMER;
  8161. return 0;
  8162. }
  8163. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK) )
  8164. {// restore original walk speed
  8165. ud->skilltimer = INVALID_TIMER;
  8166. status_calc_bl(&sd->bl, SCB_SPEED);
  8167. }
  8168. ud->skilltimer = INVALID_TIMER;
  8169. }
  8170. if (ud->skilltarget == id)
  8171. target = src;
  8172. else
  8173. target = map_id2bl(ud->skilltarget);
  8174. // Use a do so that you can break out of it when the skill fails.
  8175. do {
  8176. if(!target || target->prev==NULL) break;
  8177. if(src->m != target->m || status_isdead(src)) break;
  8178. switch (ud->skillid) {
  8179. //These should become skill_castend_pos
  8180. case WE_CALLPARTNER:
  8181. if(sd) clif_callpartner(sd);
  8182. case WE_CALLPARENT:
  8183. case WE_CALLBABY:
  8184. case AM_RESURRECTHOMUN:
  8185. case PF_SPIDERWEB:
  8186. //Find a random spot to place the skill. [Skotlex]
  8187. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  8188. ud->skillx = target->x + inf2;
  8189. ud->skilly = target->y + inf2;
  8190. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  8191. ud->skillx = target->x;
  8192. ud->skilly = target->y;
  8193. }
  8194. ud->skilltimer=tid;
  8195. return skill_castend_pos(tid,tick,id,data);
  8196. case GN_WALLOFTHORN:
  8197. ud->skillx = target->x;
  8198. ud->skilly = target->y;
  8199. ud->skilltimer = tid;
  8200. return skill_castend_pos(tid,tick,id,data);
  8201. }
  8202. if(ud->skillid == RG_BACKSTAP) {
  8203. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  8204. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  8205. break;
  8206. }
  8207. }
  8208. if( ud->skillid == PR_TURNUNDEAD )
  8209. {
  8210. struct status_data *tstatus = status_get_status_data(target);
  8211. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  8212. break;
  8213. }
  8214. if( ud->skillid == RA_WUGSTRIKE ){
  8215. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  8216. break;
  8217. }
  8218. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  8219. {
  8220. sc = status_get_sc(target);
  8221. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  8222. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  8223. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  8224. break;
  8225. }
  8226. }
  8227. else
  8228. { // Check target validity.
  8229. inf = skill_get_inf(ud->skillid);
  8230. inf2 = skill_get_inf2(ud->skillid);
  8231. if(inf&INF_ATTACK_SKILL ||
  8232. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  8233. ) // Casted through combo.
  8234. inf = BCT_ENEMY; //Offensive skill.
  8235. else if(inf2&INF2_NO_ENEMY)
  8236. inf = BCT_NOENEMY;
  8237. else
  8238. inf = 0;
  8239. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  8240. {
  8241. inf |=
  8242. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  8243. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  8244. //Remove neutral targets (but allow enemy if skill is designed to be so)
  8245. inf &= ~BCT_NEUTRAL;
  8246. }
  8247. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  8248. {
  8249. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  8250. break;
  8251. }
  8252. else
  8253. if (inf && battle_check_target(src, target, inf) <= 0){
  8254. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8255. break;
  8256. }
  8257. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  8258. sc->data[SC_FOGWALL] &&
  8259. rnd()%100 < 75)
  8260. { //Fogwall makes all offensive-type targetted skills fail at 75%
  8261. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8262. break;
  8263. }
  8264. }
  8265. //Avoid doing double checks for instant-cast skills.
  8266. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  8267. break;
  8268. if(md) {
  8269. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8270. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8271. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8272. }
  8273. if(src != target && battle_config.skill_add_range &&
  8274. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  8275. {
  8276. if (sd) {
  8277. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8278. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  8279. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8280. }
  8281. break;
  8282. }
  8283. if( sd )
  8284. {
  8285. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8286. break;
  8287. else
  8288. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8289. }
  8290. #ifdef OFFICIAL_WALKPATH
  8291. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  8292. break;
  8293. #endif
  8294. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8295. break;
  8296. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  8297. {
  8298. ud->state.running = 0;
  8299. status_change_end(src, SC_RUN, INVALID_TIMER);
  8300. flag = 1;
  8301. }
  8302. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  8303. unit_stop_walking(src,1);
  8304. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8305. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  8306. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){
  8307. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8308. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8309. if (sd->skillcooldown[i].id == ud->skillid){
  8310. cooldown += sd->skillcooldown[i].val;
  8311. break;
  8312. }
  8313. }
  8314. skill_blockpc_start(sd, ud->skillid, cooldown);
  8315. }
  8316. if( battle_config.display_status_timers && sd )
  8317. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8318. if( sd )
  8319. {
  8320. switch( ud->skillid )
  8321. {
  8322. case GS_DESPERADO:
  8323. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  8324. break;
  8325. case CR_GRANDCROSS:
  8326. case NPC_GRANDDARKNESS:
  8327. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  8328. {
  8329. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  8330. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  8331. break;
  8332. }
  8333. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  8334. break;
  8335. }
  8336. }
  8337. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  8338. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8339. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8340. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  8341. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  8342. map_freeblock_lock();
  8343. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8344. skill_toggle_magicpower(src, ud->skillid);
  8345. if( ud->skillid != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
  8346. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  8347. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  8348. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8349. else
  8350. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8351. sc = status_get_sc(src);
  8352. if(sc && sc->count) {
  8353. if(sc->data[SC_SPIRIT] &&
  8354. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  8355. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  8356. ud->skillid != WZ_WATERBALL)
  8357. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  8358. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  8359. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  8360. }
  8361. if( sd && ud->skillid != SA_ABRACADABRA && ud->skillid != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  8362. sd->skillitem = sd->skillitemlv = 0;
  8363. if (ud->skilltimer == INVALID_TIMER) {
  8364. if(md) md->skillidx = -1;
  8365. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  8366. ud->skilllv = ud->skilltarget = 0;
  8367. }
  8368. map_freeblock_unlock();
  8369. return 1;
  8370. } while(0);
  8371. //Skill failed.
  8372. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  8373. { //When Asura fails... (except when it fails from Fog of Wall)
  8374. //Consume SP/spheres
  8375. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  8376. status_set_sp(src, 0, 0);
  8377. sc = &sd->sc;
  8378. if (sc->count)
  8379. { //End states
  8380. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8381. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  8382. }
  8383. if (target && target->m == src->m)
  8384. { //Move character to target anyway.
  8385. int dx,dy;
  8386. dx = target->x - src->x;
  8387. dy = target->y - src->y;
  8388. if(dx > 0) dx++;
  8389. else if(dx < 0) dx--;
  8390. if (dy > 0) dy++;
  8391. else if(dy < 0) dy--;
  8392. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  8393. { //Display movement + animation.
  8394. clif_slide(src,src->x,src->y);
  8395. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  8396. }
  8397. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8398. }
  8399. }
  8400. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  8401. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8402. ud->canact_tick = tick;
  8403. //You can't place a skill failed packet here because it would be
  8404. //sent in ALL cases, even cases where skill_check_condition fails
  8405. //which would lead to double 'skill failed' messages u.u [Skotlex]
  8406. if(sd)
  8407. sd->skillitem = sd->skillitemlv = 0;
  8408. else if(md)
  8409. md->skillidx = -1;
  8410. return 0;
  8411. }
  8412. /*==========================================
  8413. *
  8414. *------------------------------------------*/
  8415. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  8416. {
  8417. struct block_list* src = map_id2bl(id);
  8418. int maxcount;
  8419. struct map_session_data *sd;
  8420. struct unit_data *ud = unit_bl2ud(src);
  8421. struct mob_data *md;
  8422. nullpo_ret(ud);
  8423. sd = BL_CAST(BL_PC , src);
  8424. md = BL_CAST(BL_MOB, src);
  8425. if( src->prev == NULL ) {
  8426. ud->skilltimer = INVALID_TIMER;
  8427. return 0;
  8428. }
  8429. if( ud->skilltimer != tid )
  8430. {
  8431. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  8432. ud->skilltimer = INVALID_TIMER;
  8433. return 0;
  8434. }
  8435. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK ) )
  8436. {// restore original walk speed
  8437. ud->skilltimer = INVALID_TIMER;
  8438. status_calc_bl(&sd->bl, SCB_SPEED);
  8439. }
  8440. ud->skilltimer = INVALID_TIMER;
  8441. do {
  8442. if( status_isdead(src) )
  8443. break;
  8444. if( !(src->type&battle_config.skill_reiteration) &&
  8445. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  8446. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8447. )
  8448. {
  8449. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8450. break;
  8451. }
  8452. if( src->type&battle_config.skill_nofootset &&
  8453. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  8454. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8455. )
  8456. {
  8457. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8458. break;
  8459. }
  8460. if( src->type&battle_config.land_skill_limit &&
  8461. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  8462. ) {
  8463. int i;
  8464. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  8465. if(ud->skillunit[i]->skill_id == ud->skillid)
  8466. maxcount--;
  8467. }
  8468. if( maxcount == 0 )
  8469. {
  8470. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8471. break;
  8472. }
  8473. }
  8474. if(tid != INVALID_TIMER)
  8475. { //Avoid double checks on instant cast skills. [Skotlex]
  8476. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  8477. break;
  8478. if(battle_config.skill_add_range &&
  8479. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  8480. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  8481. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8482. break;
  8483. }
  8484. }
  8485. if( sd )
  8486. {
  8487. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8488. break;
  8489. else
  8490. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8491. }
  8492. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8493. break;
  8494. if(md) {
  8495. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8496. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8497. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8498. }
  8499. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8500. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  8501. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  8502. if (ud->walktimer != INVALID_TIMER)
  8503. unit_stop_walking(src,1);
  8504. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8505. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  8506. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){
  8507. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8508. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8509. if (sd->skillcooldown[i].id == ud->skillid){
  8510. cooldown += sd->skillcooldown[i].val;
  8511. break;
  8512. }
  8513. }
  8514. skill_blockpc_start(sd, ud->skillid, cooldown);
  8515. }
  8516. if( battle_config.display_status_timers && sd )
  8517. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8518. // if( sd )
  8519. // {
  8520. // switch( ud->skillid )
  8521. // {
  8522. // case ????:
  8523. // sd->canequip_tick = tick + ????;
  8524. // break;
  8525. // }
  8526. // }
  8527. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8528. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
  8529. map_freeblock_lock();
  8530. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  8531. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  8532. sd->skillitem = sd->skillitemlv = 0;
  8533. if (ud->skilltimer == INVALID_TIMER) {
  8534. if (md) md->skillidx = -1;
  8535. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  8536. ud->skilllv = ud->skillx = ud->skilly = 0;
  8537. }
  8538. map_freeblock_unlock();
  8539. return 1;
  8540. } while(0);
  8541. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8542. ud->canact_tick = tick;
  8543. ud->skillid = ud->skilllv = 0;
  8544. if(sd)
  8545. sd->skillitem = sd->skillitemlv = 0;
  8546. else if(md)
  8547. md->skillidx = -1;
  8548. return 0;
  8549. }
  8550. /*==========================================
  8551. *
  8552. *------------------------------------------*/
  8553. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  8554. {
  8555. struct map_session_data* sd;
  8556. struct status_change* sc;
  8557. struct status_change_entry *sce;
  8558. struct skill_unit_group* sg;
  8559. enum sc_type type;
  8560. int i;
  8561. //if(skilllv <= 0) return 0;
  8562. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8563. nullpo_ret(src);
  8564. if(status_isdead(src))
  8565. return 0;
  8566. sd = BL_CAST(BL_PC, src);
  8567. sc = status_get_sc(src);
  8568. type = status_skill2sc(skillid);
  8569. sce = (sc && type != -1)?sc->data[type]:NULL;
  8570. switch (skillid) { //Skill effect.
  8571. case WZ_METEOR:
  8572. case MO_BODYRELOCATION:
  8573. case CR_CULTIVATION:
  8574. case HW_GANBANTEIN:
  8575. case LG_EARTHDRIVE:
  8576. break; //Effect is displayed on respective switch case.
  8577. default:
  8578. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  8579. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8580. else
  8581. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8582. }
  8583. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8584. skill_toggle_magicpower(src, skillid);
  8585. switch(skillid)
  8586. {
  8587. case PR_BENEDICTIO:
  8588. skill_area_temp[1] = src->id;
  8589. i = skill_get_splash(skillid, skilllv);
  8590. map_foreachinarea(skill_area_sub,
  8591. src->m, x-i, y-i, x+i, y+i, BL_PC,
  8592. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  8593. skill_castend_nodamage_id);
  8594. map_foreachinarea(skill_area_sub,
  8595. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8596. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  8597. skill_castend_damage_id);
  8598. break;
  8599. case BS_HAMMERFALL:
  8600. i = skill_get_splash(skillid, skilllv);
  8601. map_foreachinarea (skill_area_sub,
  8602. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8603. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  8604. skill_castend_nodamage_id);
  8605. break;
  8606. case HT_DETECTING:
  8607. i = skill_get_splash(skillid, skilllv);
  8608. map_foreachinarea( status_change_timer_sub,
  8609. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  8610. src,NULL,SC_SIGHT,tick);
  8611. if(battle_config.traps_setting&1)
  8612. map_foreachinarea( skill_reveal_trap,
  8613. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  8614. break;
  8615. case SR_RIDEINLIGHTNING:
  8616. i = skill_get_splash(skillid, skilllv);
  8617. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8618. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  8619. break;
  8620. case SA_VOLCANO:
  8621. case SA_DELUGE:
  8622. case SA_VIOLENTGALE:
  8623. { //Does not consumes if the skill is already active. [Skotlex]
  8624. struct skill_unit_group *sg;
  8625. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  8626. {
  8627. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  8628. {
  8629. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8630. return 0; // not to consume items
  8631. }
  8632. else
  8633. sg->limit = 0; //Disable it.
  8634. }
  8635. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8636. break;
  8637. }
  8638. case MG_SAFETYWALL:
  8639. case MG_FIREWALL:
  8640. case MG_THUNDERSTORM:
  8641. case AL_PNEUMA:
  8642. case WZ_ICEWALL:
  8643. case WZ_FIREPILLAR:
  8644. case WZ_QUAGMIRE:
  8645. case WZ_VERMILION:
  8646. case WZ_STORMGUST:
  8647. case WZ_HEAVENDRIVE:
  8648. case PR_SANCTUARY:
  8649. case PR_MAGNUS:
  8650. case CR_GRANDCROSS:
  8651. case NPC_GRANDDARKNESS:
  8652. case HT_SKIDTRAP:
  8653. case MA_SKIDTRAP:
  8654. case HT_LANDMINE:
  8655. case MA_LANDMINE:
  8656. case HT_ANKLESNARE:
  8657. case HT_SHOCKWAVE:
  8658. case HT_SANDMAN:
  8659. case MA_SANDMAN:
  8660. case HT_FLASHER:
  8661. case HT_FREEZINGTRAP:
  8662. case MA_FREEZINGTRAP:
  8663. case HT_BLASTMINE:
  8664. case HT_CLAYMORETRAP:
  8665. case AS_VENOMDUST:
  8666. case AM_DEMONSTRATION:
  8667. case PF_FOGWALL:
  8668. case PF_SPIDERWEB:
  8669. case HT_TALKIEBOX:
  8670. case WE_CALLPARTNER:
  8671. case WE_CALLPARENT:
  8672. case WE_CALLBABY:
  8673. case AC_SHOWER: //Ground-placed skill implementation.
  8674. case MA_SHOWER:
  8675. case SA_LANDPROTECTOR:
  8676. case BD_LULLABY:
  8677. case BD_RICHMANKIM:
  8678. case BD_ETERNALCHAOS:
  8679. case BD_DRUMBATTLEFIELD:
  8680. case BD_RINGNIBELUNGEN:
  8681. case BD_ROKISWEIL:
  8682. case BD_INTOABYSS:
  8683. case BD_SIEGFRIED:
  8684. case BA_DISSONANCE:
  8685. case BA_POEMBRAGI:
  8686. case BA_WHISTLE:
  8687. case BA_ASSASSINCROSS:
  8688. case BA_APPLEIDUN:
  8689. case DC_UGLYDANCE:
  8690. case DC_HUMMING:
  8691. case DC_DONTFORGETME:
  8692. case DC_FORTUNEKISS:
  8693. case DC_SERVICEFORYOU:
  8694. case CG_MOONLIT:
  8695. case GS_DESPERADO:
  8696. case NJ_KAENSIN:
  8697. case NJ_BAKUENRYU:
  8698. case NJ_SUITON:
  8699. case NJ_HYOUSYOURAKU:
  8700. case NJ_RAIGEKISAI:
  8701. case NJ_KAMAITACHI:
  8702. #ifdef RENEWAL
  8703. case NJ_HUUMA:
  8704. #endif
  8705. case NPC_EVILLAND:
  8706. case RA_ELECTRICSHOCKER:
  8707. case RA_CLUSTERBOMB:
  8708. case RA_MAGENTATRAP:
  8709. case RA_COBALTTRAP:
  8710. case RA_MAIZETRAP:
  8711. case RA_VERDURETRAP:
  8712. case RA_FIRINGTRAP:
  8713. case RA_ICEBOUNDTRAP:
  8714. case SC_MANHOLE:
  8715. case SC_DIMENSIONDOOR:
  8716. case SC_CHAOSPANIC:
  8717. case SC_BLOODYLUST:
  8718. case SC_MAELSTROM:
  8719. case WM_REVERBERATION:
  8720. case WM_SEVERE_RAINSTORM:
  8721. case WM_POEMOFNETHERWORLD:
  8722. case SO_PSYCHIC_WAVE:
  8723. case SO_VACUUM_EXTREME:
  8724. case GN_WALLOFTHORN:
  8725. case GN_THORNS_TRAP:
  8726. case GN_DEMONIC_FIRE:
  8727. case GN_HELLS_PLANT:
  8728. case SO_EARTHGRAVE:
  8729. case SO_DIAMONDDUST:
  8730. case SO_FIRE_INSIGNIA:
  8731. case SO_WATER_INSIGNIA:
  8732. case SO_WIND_INSIGNIA:
  8733. case SO_EARTH_INSIGNIA:
  8734. case MH_POISON_MIST:
  8735. case KO_HUUMARANKA:
  8736. case KO_MUCHANAGE:
  8737. case KO_BAKURETSU:
  8738. case KO_ZENKAI:
  8739. //case KO_MAKIBISHI:
  8740. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  8741. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  8742. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8743. break;
  8744. case RG_GRAFFITI: /* Graffiti [Valaris] */
  8745. skill_clear_unitgroup(src);
  8746. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8747. flag|=1;
  8748. break;
  8749. case HP_BASILICA:
  8750. if( sc->data[SC_BASILICA] )
  8751. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  8752. else
  8753. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  8754. skill_clear_unitgroup(src);
  8755. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  8756. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  8757. flag|=1;
  8758. }
  8759. break;
  8760. case CG_HERMODE:
  8761. skill_clear_unitgroup(src);
  8762. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  8763. sc_start4(src,SC_DANCING,100,
  8764. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  8765. flag|=1;
  8766. break;
  8767. case RG_CLEANER: // [Valaris]
  8768. i = skill_get_splash(skillid, skilllv);
  8769. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  8770. break;
  8771. case SO_CLOUD_KILL:
  8772. case SO_WARMER:
  8773. flag|=(skillid == SO_WARMER)?8:4;
  8774. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8775. break;
  8776. case WZ_METEOR: {
  8777. int area = skill_get_splash(skillid, skilllv);
  8778. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  8779. for( i = 0; i < 2 + (skilllv>>1); i++ ) {
  8780. // Creates a random Cell in the Splash Area
  8781. tmpx = x - area + rnd()%(area * 2 + 1);
  8782. tmpy = y - area + rnd()%(area * 2 + 1);
  8783. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  8784. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  8785. if( i > 0 )
  8786. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);
  8787. x1 = tmpx;
  8788. y1 = tmpy;
  8789. }
  8790. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
  8791. }
  8792. break;
  8793. case AL_WARP:
  8794. if(sd)
  8795. {
  8796. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  8797. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  8798. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  8799. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  8800. );
  8801. }
  8802. return 0; // not to consume item.
  8803. case MO_BODYRELOCATION:
  8804. if (unit_movepos(src, x, y, 1, 1)) {
  8805. #if PACKETVER >= 20111005
  8806. clif_snap(src, src->x, src->y);
  8807. #else
  8808. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  8809. #endif
  8810. if (sd)
  8811. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  8812. }
  8813. break;
  8814. case NJ_SHADOWJUMP:
  8815. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  8816. unit_movepos(src, x, y, 1, 0);
  8817. clif_slide(src,x,y);
  8818. }
  8819. status_change_end(src, SC_HIDING, INVALID_TIMER);
  8820. break;
  8821. case AM_SPHEREMINE:
  8822. case AM_CANNIBALIZE:
  8823. {
  8824. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  8825. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  8826. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  8827. struct mob_data *md;
  8828. // Correct info, don't change any of this! [celest]
  8829. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  8830. if (md) {
  8831. md->master_id = src->id;
  8832. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  8833. if( md->deletetimer != INVALID_TIMER )
  8834. delete_timer(md->deletetimer, mob_timer_delete);
  8835. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  8836. mob_spawn (md); //Now it is ready for spawning.
  8837. }
  8838. }
  8839. break;
  8840. // Slim Pitcher [Celest]
  8841. case CR_SLIMPITCHER:
  8842. if (sd) {
  8843. int i = skilllv%11 - 1;
  8844. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  8845. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  8846. {
  8847. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8848. return 1;
  8849. }
  8850. potion_flag = 1;
  8851. potion_hp = 0;
  8852. potion_sp = 0;
  8853. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8854. potion_flag = 0;
  8855. //Apply skill bonuses
  8856. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  8857. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  8858. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  8859. + pc_skillheal_bonus(sd, skillid);
  8860. potion_hp = potion_hp * (100+i)/100;
  8861. potion_sp = potion_sp * (100+i)/100;
  8862. if(potion_hp > 0 || potion_sp > 0) {
  8863. i = skill_get_splash(skillid, skilllv);
  8864. map_foreachinarea(skill_area_sub,
  8865. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  8866. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  8867. skill_castend_nodamage_id);
  8868. }
  8869. } else {
  8870. int i = skilllv%11 - 1;
  8871. struct item_data *item;
  8872. i = skill_db[skillid].itemid[i];
  8873. item = itemdb_search(i);
  8874. potion_flag = 1;
  8875. potion_hp = 0;
  8876. potion_sp = 0;
  8877. run_script(item->script,0,src->id,0);
  8878. potion_flag = 0;
  8879. i = skill_get_max(CR_SLIMPITCHER)*10;
  8880. potion_hp = potion_hp * (100+i)/100;
  8881. potion_sp = potion_sp * (100+i)/100;
  8882. if(potion_hp > 0 || potion_sp > 0) {
  8883. i = skill_get_splash(skillid, skilllv);
  8884. map_foreachinarea(skill_area_sub,
  8885. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  8886. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  8887. skill_castend_nodamage_id);
  8888. }
  8889. }
  8890. break;
  8891. case HW_GANBANTEIN:
  8892. if (rnd()%100 < 80) {
  8893. int dummy = 1;
  8894. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8895. i = skill_get_splash(skillid, skilllv);
  8896. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  8897. } else {
  8898. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8899. return 1;
  8900. }
  8901. break;
  8902. case HW_GRAVITATION:
  8903. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  8904. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  8905. flag|=1;
  8906. break;
  8907. // Plant Cultivation [Celest]
  8908. case CR_CULTIVATION:
  8909. if (sd) {
  8910. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  8911. {
  8912. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8913. return 1;
  8914. }
  8915. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8916. if (rnd()%100 < 50) {
  8917. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8918. } else {
  8919. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"");
  8920. int i;
  8921. if (!md) break;
  8922. if ((i = skill_get_time(skillid, skilllv)) > 0)
  8923. {
  8924. if( md->deletetimer != INVALID_TIMER )
  8925. delete_timer(md->deletetimer, mob_timer_delete);
  8926. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  8927. }
  8928. mob_spawn (md);
  8929. }
  8930. }
  8931. break;
  8932. case SG_SUN_WARM:
  8933. case SG_MOON_WARM:
  8934. case SG_STAR_WARM:
  8935. skill_clear_unitgroup(src);
  8936. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  8937. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  8938. flag|=1;
  8939. break;
  8940. case PA_GOSPEL:
  8941. if (sce && sce->val4 == BCT_SELF)
  8942. {
  8943. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  8944. return 0;
  8945. }
  8946. else
  8947. {
  8948. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  8949. if (!sg) break;
  8950. if (sce)
  8951. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  8952. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  8953. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  8954. }
  8955. break;
  8956. case NJ_TATAMIGAESHI:
  8957. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  8958. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  8959. break;
  8960. case AM_RESURRECTHOMUN: //[orn]
  8961. if (sd)
  8962. {
  8963. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  8964. {
  8965. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8966. break;
  8967. }
  8968. }
  8969. break;
  8970. case NC_COLDSLOWER:
  8971. case NC_ARMSCANNON:
  8972. case RK_DRAGONBREATH:
  8973. case RK_WINDCUTTER:
  8974. case WM_LULLABY_DEEPSLEEP:
  8975. i = skill_get_splash(skillid,skilllv);
  8976. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  8977. src,skillid,skilllv,tick,flag|(skillid==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id);
  8978. break;
  8979. /**
  8980. * Guilotine Cross
  8981. **/
  8982. case GC_POISONSMOKE:
  8983. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  8984. if( sd )
  8985. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  8986. return 0;
  8987. }
  8988. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  8989. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  8990. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  8991. break;
  8992. /**
  8993. * Arch Bishop
  8994. **/
  8995. case AB_EPICLESIS:
  8996. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  8997. i = sg->unit->range;
  8998. 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);
  8999. }
  9000. break;
  9001. /**
  9002. * Warlock
  9003. **/
  9004. case WL_COMET:
  9005. if( sc ) {
  9006. sc->comet_x = x;
  9007. sc->comet_y = y;
  9008. }
  9009. i = skill_get_splash(skillid,skilllv);
  9010. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9011. break;
  9012. case WL_EARTHSTRAIN:
  9013. {
  9014. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  9015. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  9016. for( i = 1; i <= wave; i++ )
  9017. {
  9018. switch( dir ){
  9019. case 0: case 1: case 7: sy = y + i; break;
  9020. case 3: case 4: case 5: sy = y - i; break;
  9021. case 2: sx = x - i; break;
  9022. case 6: sx = x + i; break;
  9023. }
  9024. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2);
  9025. }
  9026. }
  9027. break;
  9028. /**
  9029. * Ranger
  9030. **/
  9031. case RA_DETONATOR:
  9032. i = skill_get_splash(skillid, skilllv);
  9033. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  9034. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  9035. break;
  9036. /**
  9037. * Mechanic
  9038. **/
  9039. case NC_NEUTRALBARRIER:
  9040. case NC_STEALTHFIELD:
  9041. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  9042. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9043. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  9044. if( sd ) pc_overheat(sd,1);
  9045. }
  9046. break;
  9047. case NC_SILVERSNIPER:
  9048. {
  9049. int class_ = 2042;
  9050. struct mob_data *md;
  9051. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "");
  9052. if( md )
  9053. {
  9054. md->master_id = src->id;
  9055. md->special_state.ai = 3;
  9056. if( md->deletetimer != INVALID_TIMER )
  9057. delete_timer(md->deletetimer, mob_timer_delete);
  9058. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  9059. mob_spawn( md );
  9060. }
  9061. }
  9062. break;
  9063. case NC_MAGICDECOY:
  9064. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  9065. break;
  9066. case SC_FEINTBOMB:
  9067. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9068. skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position
  9069. skill_blown(src,src,6,unit_getdir(src),0);
  9070. break;
  9071. case LG_OVERBRAND:
  9072. {
  9073. int width;//according to data from irowiki it actually is a square
  9074. for( width = 0; width < 7; width++ )
  9075. for( i = 0; i < 7; i++ )
  9076. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9077. for( width = 0; width < 7; width++ )
  9078. for( i = 0; i < 7; i++ )
  9079. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9080. }
  9081. break;
  9082. case LG_BANDING:
  9083. if( sc && sc->data[SC_BANDING] )
  9084. status_change_end(src,SC_BANDING,INVALID_TIMER);
  9085. else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9086. sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  9087. if( sd ) pc_banding(sd,skilllv);
  9088. }
  9089. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9090. break;
  9091. case LG_RAYOFGENESIS:
  9092. if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) {
  9093. i = skill_get_splash(skillid,skilllv);
  9094. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9095. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9096. } else if( sd )
  9097. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  9098. break;
  9099. case WM_DOMINION_IMPULSE:
  9100. i = skill_get_splash(skillid, skilllv);
  9101. map_foreachinarea( skill_ative_reverberation,
  9102. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9103. break;
  9104. case WM_GREAT_ECHO:
  9105. flag|=1; // Should counsume 1 item per skill usage.
  9106. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  9107. break;
  9108. case GN_CRAZYWEED:
  9109. i = skill_get_splash(skillid,skilllv);
  9110. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,
  9111. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  9112. skill_castend_damage_id);
  9113. break;
  9114. case GN_FIRE_EXPANSION: {
  9115. int i;
  9116. struct unit_data *ud = unit_bl2ud(src);
  9117. if( !ud ) break;
  9118. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  9119. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  9120. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  9121. switch( skilllv ) {
  9122. case 3:
  9123. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  9124. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  9125. break;
  9126. case 4:
  9127. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  9128. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  9129. break;
  9130. case 5:
  9131. map_foreachinarea(skill_area_sub, src->m,
  9132. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  9133. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  9134. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  9135. skill_delunit(ud->skillunit[i]->unit);
  9136. break;
  9137. default:
  9138. ud->skillunit[i]->unit->val2 = skilllv;
  9139. ud->skillunit[i]->unit->group->val2 = skilllv;
  9140. break;
  9141. }
  9142. }
  9143. }
  9144. }
  9145. break;
  9146. case SO_FIREWALK:
  9147. case SO_ELECTRICWALK:
  9148. if( sc && sc->data[type] )
  9149. status_change_end(src,type,INVALID_TIMER);
  9150. clif_skill_nodamage(src, src ,skillid, skilllv,
  9151. sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv)));
  9152. break;
  9153. default:
  9154. if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
  9155. if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
  9156. clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported");
  9157. } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */
  9158. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  9159. return 1;
  9160. }
  9161. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) { //Should only remove after the skill has been casted.
  9162. sc->data[SC_CURSEDCIRCLE_ATKER]->val3 = 1;
  9163. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9164. }
  9165. if( sd )
  9166. {// ensure that the skill last-cast tick is recorded
  9167. sd->canskill_tick = gettick();
  9168. if( sd->state.arrow_atk && !(flag&1) )
  9169. {// consume arrow if this is a ground skill
  9170. battle_consume_ammo(sd, skillid, skilllv);
  9171. }
  9172. // perform skill requirement consumption
  9173. skill_consume_requirement(sd,skillid,skilllv,2);
  9174. }
  9175. return 0;
  9176. }
  9177. /*==========================================
  9178. *
  9179. *------------------------------------------*/
  9180. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  9181. {
  9182. nullpo_ret(sd);
  9183. //Simplify skill_failed code.
  9184. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  9185. if(skill_num != sd->menuskill_id)
  9186. return 0;
  9187. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  9188. skill_failed(sd);
  9189. return 0;
  9190. }
  9191. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  9192. skill_failed(sd);
  9193. return 0;
  9194. }
  9195. if(sd->sc.count && (
  9196. sd->sc.data[SC_SILENCE] ||
  9197. sd->sc.data[SC_ROKISWEIL] ||
  9198. sd->sc.data[SC_AUTOCOUNTER] ||
  9199. sd->sc.data[SC_STEELBODY] ||
  9200. (sd->sc.data[SC_DANCING] && skill_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  9201. sd->sc.data[SC_BERSERK] ||
  9202. sd->sc.data[SC_BASILICA] ||
  9203. sd->sc.data[SC_MARIONETTE] ||
  9204. sd->sc.data[SC_WHITEIMPRISON] ||
  9205. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) ||
  9206. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) ||
  9207. sd->sc.data[SC_OBLIVIONCURSE] ||
  9208. sd->sc.data[SC__MANHOLE]
  9209. )) {
  9210. skill_failed(sd);
  9211. return 0;
  9212. }
  9213. pc_stop_attack(sd);
  9214. pc_stop_walking(sd,0);
  9215. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  9216. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  9217. if(strcmp(map,"cancel")==0) {
  9218. skill_failed(sd);
  9219. return 0;
  9220. }
  9221. switch(skill_num)
  9222. {
  9223. case AL_TELEPORT:
  9224. if(strcmp(map,"Random")==0)
  9225. pc_randomwarp(sd,CLR_TELEPORT);
  9226. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  9227. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  9228. break;
  9229. case AL_WARP:
  9230. {
  9231. const struct point *p[4];
  9232. struct skill_unit_group *group;
  9233. int i, lv, wx, wy;
  9234. int maxcount=0;
  9235. int x,y;
  9236. unsigned short mapindex;
  9237. mapindex = mapindex_name2id((char*)map);
  9238. if(!mapindex) { //Given map not found?
  9239. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9240. skill_failed(sd);
  9241. return 0;
  9242. }
  9243. p[0] = &sd->status.save_point;
  9244. p[1] = &sd->status.memo_point[0];
  9245. p[2] = &sd->status.memo_point[1];
  9246. p[3] = &sd->status.memo_point[2];
  9247. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  9248. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  9249. if(sd->ud.skillunit[i]->skill_id == skill_num)
  9250. maxcount--;
  9251. }
  9252. if(!maxcount) {
  9253. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9254. skill_failed(sd);
  9255. return 0;
  9256. }
  9257. }
  9258. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  9259. wx = sd->menuskill_val>>16;
  9260. wy = sd->menuskill_val&0xffff;
  9261. if( lv <= 0 ) return 0;
  9262. if( lv > 4 ) lv = 4; // crash prevention
  9263. // check if the chosen map exists in the memo list
  9264. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  9265. if( i < lv ) {
  9266. x=p[i]->x;
  9267. y=p[i]->y;
  9268. } else {
  9269. skill_failed(sd);
  9270. return 0;
  9271. }
  9272. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  9273. { // This checks versus skillid/skilllv...
  9274. skill_failed(sd);
  9275. return 0;
  9276. }
  9277. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  9278. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  9279. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  9280. skill_failed(sd);
  9281. return 0;
  9282. }
  9283. group->val1 = (group->val1<<16)|(short)0;
  9284. // record the destination coordinates
  9285. group->val2 = (x<<16)|y;
  9286. group->val3 = mapindex;
  9287. }
  9288. break;
  9289. }
  9290. sd->menuskill_id = sd->menuskill_val = 0;
  9291. return 0;
  9292. #undef skill_failed
  9293. }
  9294. /// transforms 'target' skill unit into dissonance (if conditions are met)
  9295. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  9296. {
  9297. struct skill_unit* target = (struct skill_unit*)bl;
  9298. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  9299. int flag = va_arg(ap, int);
  9300. if (src == target)
  9301. return 0;
  9302. if (!target->group || !(target->group->state.song_dance&0x1))
  9303. return 0;
  9304. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  9305. return 0;
  9306. if (flag) //Set dissonance
  9307. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  9308. else //Remove dissonance
  9309. target->val2 &= ~UF_ENSEMBLE;
  9310. clif_skill_setunit(target); //Update look of affected cell.
  9311. return 1;
  9312. }
  9313. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  9314. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  9315. //When 1, this unit has been positioned, so start the cancel effect.
  9316. int skill_dance_overlap(struct skill_unit* unit, int flag)
  9317. {
  9318. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  9319. return 0;
  9320. if (!flag && !(unit->val2&UF_ENSEMBLE))
  9321. return 0; //Nothing to remove, this unit is not overlapped.
  9322. if (unit->val1 != unit->group->skill_id)
  9323. { //Reset state
  9324. unit->val1 = unit->group->skill_id;
  9325. unit->val2 &= ~UF_ENSEMBLE;
  9326. }
  9327. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  9328. }
  9329. /*==========================================
  9330. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  9331. * Flag: 0 - Convert, 1 - Revert.
  9332. *------------------------------------------*/
  9333. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  9334. {
  9335. static int prevflag = 1; // by default the backup is empty
  9336. static struct skill_unit_group backup;
  9337. struct skill_unit_group* group = unit->group;
  9338. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  9339. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  9340. return false;
  9341. if( flag == prevflag )
  9342. {// protection against attempts to read an empty backup / write to a full backup
  9343. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  9344. flag ? "read an empty backup" : "write to a full backup",
  9345. group->skill_id, group->skill_lv, group->src_id);
  9346. return false;
  9347. }
  9348. prevflag = flag;
  9349. if( !flag )
  9350. { //Transform
  9351. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  9352. // backup
  9353. backup.skill_id = group->skill_id;
  9354. backup.skill_lv = group->skill_lv;
  9355. backup.unit_id = group->unit_id;
  9356. backup.target_flag = group->target_flag;
  9357. backup.bl_flag = group->bl_flag;
  9358. backup.interval = group->interval;
  9359. // replace
  9360. group->skill_id = skillid;
  9361. group->skill_lv = 1;
  9362. group->unit_id = skill_get_unit_id(skillid,0);
  9363. group->target_flag = skill_get_unit_target(skillid);
  9364. group->bl_flag = skill_get_unit_bl_target(skillid);
  9365. group->interval = skill_get_unit_interval(skillid);
  9366. }
  9367. else
  9368. { //Restore
  9369. group->skill_id = backup.skill_id;
  9370. group->skill_lv = backup.skill_lv;
  9371. group->unit_id = backup.unit_id;
  9372. group->target_flag = backup.target_flag;
  9373. group->bl_flag = backup.bl_flag;
  9374. group->interval = backup.interval;
  9375. }
  9376. return true;
  9377. }
  9378. /**
  9379. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  9380. **/
  9381. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  9382. struct block_list *target = NULL;
  9383. struct mob_data *md = ((TBL_MOB*)bl);
  9384. nullpo_ret(bl);
  9385. nullpo_ret(md);
  9386. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  9387. return 0;
  9388. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  9389. return 0;
  9390. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  9391. mob_unlocktarget(md,gettick());
  9392. mob_stop_walking(md,1);
  9393. }
  9394. return 0;
  9395. }
  9396. /*==========================================
  9397. * Initializes and sets a ground skill.
  9398. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  9399. *------------------------------------------*/
  9400. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  9401. {
  9402. struct skill_unit_group *group;
  9403. int i,limit,val1=0,val2=0,val3=0;
  9404. int target,interval,range,unit_flag,req_item=0;
  9405. struct s_skill_unit_layout *layout;
  9406. struct map_session_data *sd;
  9407. struct status_data *status;
  9408. struct status_change *sc;
  9409. int active_flag=1;
  9410. int subunt=0;
  9411. nullpo_retr(NULL, src);
  9412. limit = skill_get_time(skillid,skilllv);
  9413. range = skill_get_unit_range(skillid,skilllv);
  9414. interval = skill_get_unit_interval(skillid);
  9415. target = skill_get_unit_target(skillid);
  9416. unit_flag = skill_get_unit_flag(skillid);
  9417. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  9418. sd = BL_CAST(BL_PC, src);
  9419. status = status_get_status_data(src);
  9420. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  9421. switch( skillid ) {
  9422. case MG_SAFETYWALL:
  9423. #ifdef RENEWAL
  9424. /**
  9425. * According to data provided in RE, SW life is equal to 3 times caster's health
  9426. **/
  9427. val2 = status_get_max_hp(src) * 3;
  9428. #else
  9429. val2 = skilllv+1;
  9430. #endif
  9431. break;
  9432. case MG_FIREWALL:
  9433. if(sc && sc->data[SC_VIOLENTGALE])
  9434. limit = limit*3/2;
  9435. val2=4+skilllv;
  9436. break;
  9437. case AL_WARP:
  9438. val1=skilllv+6;
  9439. if(!(flag&1))
  9440. limit=2000;
  9441. else // previous implementation (not used anymore)
  9442. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  9443. if( src->type != BL_SKILL ) return NULL;
  9444. group = ((TBL_SKILL*)src)->group;
  9445. src = map_id2bl(group->src_id);
  9446. if( !src ) return NULL;
  9447. val2 = group->val2; //Copy the (x,y) position you warp to
  9448. val3 = group->val3; //as well as the mapindex to warp to.
  9449. }
  9450. break;
  9451. case HP_BASILICA:
  9452. val1 = src->id; // Store caster id.
  9453. break;
  9454. case PR_SANCTUARY:
  9455. case NPC_EVILLAND:
  9456. val1=(skilllv+3)*2;
  9457. break;
  9458. case WZ_FIREPILLAR:
  9459. if((flag&1)!=0)
  9460. limit=1000;
  9461. val1=skilllv+2;
  9462. break;
  9463. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  9464. case AM_DEMONSTRATION:
  9465. case GN_HELLS_PLANT:
  9466. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  9467. && (src->type&battle_config.vs_traps_bctall))
  9468. target = BCT_ALL;
  9469. break;
  9470. case HT_SHOCKWAVE:
  9471. val1=skilllv*15+10;
  9472. case HT_SANDMAN:
  9473. case MA_SANDMAN:
  9474. case HT_CLAYMORETRAP:
  9475. case HT_SKIDTRAP:
  9476. case MA_SKIDTRAP:
  9477. case HT_LANDMINE:
  9478. case MA_LANDMINE:
  9479. case HT_ANKLESNARE:
  9480. case HT_FLASHER:
  9481. case HT_FREEZINGTRAP:
  9482. case MA_FREEZINGTRAP:
  9483. case HT_BLASTMINE:
  9484. /**
  9485. * Ranger
  9486. **/
  9487. case RA_ELECTRICSHOCKER:
  9488. case RA_CLUSTERBOMB:
  9489. case RA_MAGENTATRAP:
  9490. case RA_COBALTTRAP:
  9491. case RA_MAIZETRAP:
  9492. case RA_VERDURETRAP:
  9493. case RA_FIRINGTRAP:
  9494. case RA_ICEBOUNDTRAP:
  9495. {
  9496. struct skill_condition req = skill_get_requirement(sd,skillid,skilllv);
  9497. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  9498. if( req.itemid[i] )
  9499. req_item = req.itemid[i];
  9500. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  9501. limit *= 4; // longer trap times in WOE [celest]
  9502. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  9503. target = BCT_ALL;
  9504. }
  9505. break;
  9506. case SA_LANDPROTECTOR:
  9507. case SA_VOLCANO:
  9508. case SA_DELUGE:
  9509. case SA_VIOLENTGALE:
  9510. {
  9511. struct skill_unit_group *old_sg;
  9512. if ((old_sg = skill_locate_element_field(src)) != NULL)
  9513. { //HelloKitty confirmed that these are interchangeable,
  9514. //so you can change element and not consume gemstones.
  9515. if ((
  9516. old_sg->skill_id == SA_VOLCANO ||
  9517. old_sg->skill_id == SA_DELUGE ||
  9518. old_sg->skill_id == SA_VIOLENTGALE
  9519. ) && old_sg->limit > 0)
  9520. { //Use the previous limit (minus the elapsed time) [Skotlex]
  9521. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  9522. if (limit < 0) //This can happen...
  9523. limit = skill_get_time(skillid,skilllv);
  9524. }
  9525. skill_clear_group(src,1);
  9526. }
  9527. break;
  9528. }
  9529. case BA_DISSONANCE:
  9530. case DC_UGLYDANCE:
  9531. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  9532. break;
  9533. case BA_WHISTLE:
  9534. val1 = skilllv +status->agi/10; // Flee increase
  9535. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  9536. if(sd){
  9537. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9538. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9539. }
  9540. break;
  9541. case DC_HUMMING:
  9542. val1 = 2*skilllv+status->dex/10; // Hit increase
  9543. #ifdef RENEWAL
  9544. val1 *= 2;
  9545. #endif
  9546. if(sd)
  9547. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9548. break;
  9549. case BA_POEMBRAGI:
  9550. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  9551. //For some reason at level 10 the base delay reduction is 50%.
  9552. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  9553. if(sd){
  9554. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9555. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9556. }
  9557. break;
  9558. case DC_DONTFORGETME:
  9559. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  9560. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  9561. if(sd){
  9562. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9563. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  9564. }
  9565. break;
  9566. case BA_APPLEIDUN:
  9567. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  9568. if(sd)
  9569. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9570. break;
  9571. case DC_SERVICEFORYOU:
  9572. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  9573. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  9574. if(sd){
  9575. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  9576. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  9577. }
  9578. break;
  9579. case BA_ASSASSINCROSS:
  9580. val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
  9581. if(sd)
  9582. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  9583. break;
  9584. case DC_FORTUNEKISS:
  9585. val1 = 10+skilllv+(status->luk/10); // Critical increase
  9586. if(sd)
  9587. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9588. val1*=10; //Because every 10 crit is an actual cri point.
  9589. break;
  9590. case BD_DRUMBATTLEFIELD:
  9591. #ifdef RENEWAL
  9592. val1 = (skilllv+5)*25; //Watk increase
  9593. val2 = skilllv*10; //Def increase
  9594. #else
  9595. val1 = (skilllv+1)*25; //Watk increase
  9596. val2 = (skilllv+1)*2; //Def increase
  9597. #endif
  9598. break;
  9599. case BD_RINGNIBELUNGEN:
  9600. val1 = (skilllv+2)*25; //Watk increase
  9601. break;
  9602. case BD_RICHMANKIM:
  9603. val1 = 25 + 11*skilllv; //Exp increase bonus.
  9604. break;
  9605. case BD_SIEGFRIED:
  9606. val1 = 55 + skilllv*5; //Elemental Resistance
  9607. val2 = skilllv*10; //Status ailment resistance
  9608. break;
  9609. case WE_CALLPARTNER:
  9610. if (sd) val1 = sd->status.partner_id;
  9611. break;
  9612. case WE_CALLPARENT:
  9613. if (sd) {
  9614. val1 = sd->status.father;
  9615. val2 = sd->status.mother;
  9616. }
  9617. break;
  9618. case WE_CALLBABY:
  9619. if (sd) val1 = sd->status.child;
  9620. break;
  9621. case NJ_KAENSIN:
  9622. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  9623. val2 = (skilllv+1)/2 + 4;
  9624. break;
  9625. case NJ_SUITON:
  9626. skill_clear_group(src, 1);
  9627. break;
  9628. case GS_GROUNDDRIFT:
  9629. {
  9630. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  9631. val1 = status->rhw.ele;
  9632. if (!val1)
  9633. val1=element[rnd()%5];
  9634. switch (val1)
  9635. {
  9636. case ELE_FIRE:
  9637. subunt++;
  9638. case ELE_WATER:
  9639. subunt++;
  9640. case ELE_POISON:
  9641. subunt++;
  9642. case ELE_DARK:
  9643. subunt++;
  9644. case ELE_WIND:
  9645. break;
  9646. default:
  9647. subunt=rnd()%5;
  9648. break;
  9649. }
  9650. break;
  9651. }
  9652. case GC_POISONSMOKE:
  9653. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  9654. return NULL;
  9655. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  9656. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  9657. limit = 4000 + 2000 * skilllv;
  9658. break;
  9659. case GD_LEADERSHIP:
  9660. case GD_GLORYWOUNDS:
  9661. case GD_SOULCOLD:
  9662. case GD_HAWKEYES:
  9663. limit = 1000000;//it doesn't matter
  9664. break;
  9665. case LG_BANDING:
  9666. limit = -1;
  9667. break;
  9668. case WM_REVERBERATION:
  9669. interval = limit;
  9670. val2 = 1;
  9671. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  9672. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  9673. return NULL;
  9674. break;
  9675. case SO_CLOUD_KILL:
  9676. skill_clear_group(src, 4);
  9677. break;
  9678. case SO_WARMER:
  9679. skill_clear_group(src, 8);
  9680. break;
  9681. case GN_WALLOFTHORN:
  9682. if( flag&1 )
  9683. limit = 3000;
  9684. val3 = (x<<16)|y;
  9685. break;
  9686. case KO_ZENKAI:
  9687. if( sd ){
  9688. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  9689. if( i < 5 ){
  9690. val1 = sd->talisman[i]; // no. of aura
  9691. val2 = i; // aura type
  9692. limit += val1 * 1000;
  9693. subunt = i - 1;
  9694. pc_del_talisman(sd, sd->talisman[i], i);
  9695. }
  9696. }
  9697. break;
  9698. }
  9699. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  9700. group->val1=val1;
  9701. group->val2=val2;
  9702. group->val3=val3;
  9703. group->target_flag=target;
  9704. group->bl_flag= skill_get_unit_bl_target(skillid);
  9705. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  9706. 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
  9707. group->state.guildaura = ( skillid >= GD_LEADERSHIP && skillid <= GD_HAWKEYES )?1:0;
  9708. group->item_id = req_item;
  9709. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  9710. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  9711. active_flag = 0;
  9712. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  9713. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  9714. if (sd)
  9715. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  9716. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  9717. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  9718. }
  9719. if (group->state.song_dance) {
  9720. if(sd){
  9721. sd->skillid_dance = skillid;
  9722. sd->skilllv_dance = skilllv;
  9723. }
  9724. if (
  9725. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  9726. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  9727. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  9728. )
  9729. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9730. }
  9731. limit = group->limit;
  9732. for( i = 0; i < layout->count; i++ )
  9733. {
  9734. struct skill_unit *unit;
  9735. int ux = x + layout->dx[i];
  9736. int uy = y + layout->dy[i];
  9737. int val1 = skilllv;
  9738. int val2 = 0;
  9739. int alive = 1;
  9740. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  9741. continue; // don't place skill units on walls (except for songs/dances/encores)
  9742. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  9743. continue; // no path between cell and center of casting.
  9744. switch( skillid )
  9745. {
  9746. case MG_FIREWALL:
  9747. case NJ_KAENSIN:
  9748. val2=group->val2;
  9749. break;
  9750. case WZ_ICEWALL:
  9751. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  9752. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  9753. break;
  9754. case HT_LANDMINE:
  9755. case MA_LANDMINE:
  9756. case HT_ANKLESNARE:
  9757. case HT_SHOCKWAVE:
  9758. case HT_SANDMAN:
  9759. case MA_SANDMAN:
  9760. case HT_FLASHER:
  9761. case HT_FREEZINGTRAP:
  9762. case MA_FREEZINGTRAP:
  9763. case HT_TALKIEBOX:
  9764. case HT_SKIDTRAP:
  9765. case MA_SKIDTRAP:
  9766. case HT_CLAYMORETRAP:
  9767. case HT_BLASTMINE:
  9768. /**
  9769. * Ranger
  9770. **/
  9771. case RA_ELECTRICSHOCKER:
  9772. case RA_CLUSTERBOMB:
  9773. case RA_MAGENTATRAP:
  9774. case RA_COBALTTRAP:
  9775. case RA_MAIZETRAP:
  9776. case RA_VERDURETRAP:
  9777. case RA_FIRINGTRAP:
  9778. case RA_ICEBOUNDTRAP:
  9779. val1 = 3500;
  9780. break;
  9781. case GS_DESPERADO:
  9782. val1 = abs(layout->dx[i]);
  9783. val2 = abs(layout->dy[i]);
  9784. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  9785. if (val2 > val1) val1 = val2;
  9786. if (val1) val1--;
  9787. val1 = 36 -12*val1;
  9788. } else //Diagonal edges
  9789. val1 = 28 -4*val1 -4*val2;
  9790. if (val1 < 1) val1 = 1;
  9791. val2 = 0;
  9792. break;
  9793. case WM_REVERBERATION:
  9794. val1 = 1 + skilllv;
  9795. break;
  9796. case GN_WALLOFTHORN:
  9797. val1 = 1000 * skilllv; // Need official value. [LimitLine]
  9798. break;
  9799. default:
  9800. if (group->state.song_dance&0x1)
  9801. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  9802. break;
  9803. }
  9804. if( range <= 0 )
  9805. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  9806. if( !alive )
  9807. continue;
  9808. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  9809. unit->limit=limit;
  9810. unit->range=range;
  9811. if (skillid == PF_FOGWALL && alive == 2)
  9812. { //Double duration of cells on top of Deluge/Suiton
  9813. unit->limit *= 2;
  9814. group->limit = unit->limit;
  9815. }
  9816. // execute on all targets standing on this cell
  9817. if (range==0 && active_flag)
  9818. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9819. }
  9820. if (!group->alive_count)
  9821. { //No cells? Something that was blocked completely by Land Protector?
  9822. skill_delunitgroup(group);
  9823. return NULL;
  9824. }
  9825. //success, unit created.
  9826. switch( skillid ) {
  9827. case WZ_ICEWALL:
  9828. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  9829. break;
  9830. case NJ_TATAMIGAESHI: //Store number of tiles.
  9831. group->val1 = group->alive_count;
  9832. break;
  9833. }
  9834. return group;
  9835. }
  9836. /*==========================================
  9837. *
  9838. *------------------------------------------*/
  9839. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  9840. {
  9841. struct skill_unit_group *sg;
  9842. struct block_list *ss;
  9843. struct status_change *sc;
  9844. struct status_change_entry *sce;
  9845. enum sc_type type;
  9846. int skillid;
  9847. nullpo_ret(src);
  9848. nullpo_ret(bl);
  9849. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  9850. return 0;
  9851. nullpo_ret(sg=src->group);
  9852. nullpo_ret(ss=map_id2bl(sg->src_id));
  9853. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  9854. return 0; //AoE skills are ineffective. [Skotlex]
  9855. sc = status_get_sc(bl);
  9856. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  9857. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  9858. type = status_skill2sc(sg->skill_id);
  9859. sce = (sc && type != -1)?sc->data[type]:NULL;
  9860. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  9861. switch (sg->unit_id)
  9862. {
  9863. case UNT_SPIDERWEB:
  9864. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  9865. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  9866. sc->data[SC_SPIDERWEB]->val2++;
  9867. break;
  9868. }
  9869. else if( sc )
  9870. {
  9871. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  9872. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  9873. {
  9874. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  9875. if( td )
  9876. sec = DIFF_TICK(td->tick, tick);
  9877. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  9878. clif_fixpos(bl);
  9879. sg->val2 = bl->id;
  9880. }
  9881. else
  9882. sec = 3000; //Couldn't trap it?
  9883. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  9884. }
  9885. break;
  9886. case UNT_SAFETYWALL:
  9887. if (!sce)
  9888. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  9889. break;
  9890. case UNT_PNEUMA:
  9891. case UNT_CHAOSPANIC:
  9892. case UNT_MAELSTROM:
  9893. if (!sce)
  9894. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  9895. break;
  9896. case UNT_WARP_WAITING: {
  9897. int working = sg->val1&0xffff;
  9898. if(bl->type==BL_PC && !working){
  9899. struct map_session_data *sd = (struct map_session_data *)bl;
  9900. if((!sd->chatID || battle_config.chat_warpportal)
  9901. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  9902. {
  9903. int x = sg->val2>>16;
  9904. int y = sg->val2&0xffff;
  9905. int count = sg->val1>>16;
  9906. unsigned short m = sg->val3;
  9907. if( --count <= 0 )
  9908. skill_delunitgroup(sg);
  9909. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  9910. working = 1;/* we break it because officials break it, lovely stuff. */
  9911. sg->val1 = (count<<16)|working;
  9912. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  9913. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  9914. }
  9915. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  9916. int m = map_mapindex2mapid(sg->val3);
  9917. if (m < 0) break; //Map not available on this map-server.
  9918. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  9919. }
  9920. }
  9921. break;
  9922. case UNT_QUAGMIRE:
  9923. if(!sce)
  9924. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  9925. break;
  9926. case UNT_VOLCANO:
  9927. case UNT_DELUGE:
  9928. case UNT_VIOLENTGALE:
  9929. if(!sce)
  9930. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  9931. break;
  9932. case UNT_SUITON:
  9933. if(!sce)
  9934. sc_start4(bl,type,100,sg->skill_lv,
  9935. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  9936. 0,0,sg->limit);
  9937. break;
  9938. case UNT_HERMODE:
  9939. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  9940. status_change_clear_buffs(bl,1); //Should dispell only allies.
  9941. case UNT_RICHMANKIM:
  9942. case UNT_ETERNALCHAOS:
  9943. case UNT_DRUMBATTLEFIELD:
  9944. case UNT_RINGNIBELUNGEN:
  9945. case UNT_ROKISWEIL:
  9946. case UNT_INTOABYSS:
  9947. case UNT_SIEGFRIED:
  9948. //Needed to check when a dancer/bard leaves their ensemble area.
  9949. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  9950. return skillid;
  9951. if (!sce)
  9952. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  9953. break;
  9954. case UNT_WHISTLE:
  9955. case UNT_ASSASSINCROSS:
  9956. case UNT_POEMBRAGI:
  9957. case UNT_APPLEIDUN:
  9958. case UNT_HUMMING:
  9959. case UNT_DONTFORGETME:
  9960. case UNT_FORTUNEKISS:
  9961. case UNT_SERVICEFORYOU:
  9962. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) {
  9963. if( sce )/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  9964. sce->val4 = 2;
  9965. return 0;
  9966. }
  9967. if (!sc) return 0;
  9968. if (!sce)
  9969. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  9970. else if (sce->val4 == 1) {
  9971. //Readjust timers since the effect will not last long.
  9972. sce->val4 = 0;
  9973. delete_timer(sce->timer, status_change_timer);
  9974. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  9975. }
  9976. break;
  9977. case UNT_FOGWALL:
  9978. if (!sce)
  9979. {
  9980. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  9981. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  9982. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  9983. }
  9984. break;
  9985. case UNT_GRAVITATION:
  9986. if (!sce)
  9987. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  9988. break;
  9989. // officially, icewall has no problems existing on occupied cells [ultramage]
  9990. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  9991. // src->val1 = 0;
  9992. // if(src->limit + sg->tick > tick + 700)
  9993. // src->limit = DIFF_TICK(tick+700,sg->tick);
  9994. // break;
  9995. case UNT_MOONLIT:
  9996. //Knockback out of area if affected char isn't in Moonlit effect
  9997. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  9998. break;
  9999. if (ss == bl) //Also needed to prevent infinite loop crash.
  10000. break;
  10001. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10002. break;
  10003. case UNT_WALLOFTHORN:
  10004. if( status_get_mode(bl)&MD_BOSS )
  10005. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  10006. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  10007. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10008. break;
  10009. case UNT_GD_LEADERSHIP:
  10010. case UNT_GD_GLORYWOUNDS:
  10011. case UNT_GD_SOULCOLD:
  10012. case UNT_GD_HAWKEYES:
  10013. if ( !sce )
  10014. sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
  10015. break;
  10016. }
  10017. return skillid;
  10018. }
  10019. /*==========================================
  10020. *
  10021. *------------------------------------------*/
  10022. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10023. {
  10024. struct skill_unit_group *sg;
  10025. struct block_list *ss;
  10026. TBL_PC* tsd;
  10027. struct status_data *tstatus;
  10028. struct status_change *tsc;
  10029. struct skill_unit_group_tickset *ts;
  10030. enum sc_type type;
  10031. int skillid;
  10032. int diff=0;
  10033. nullpo_ret(src);
  10034. nullpo_ret(bl);
  10035. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  10036. return 0;
  10037. nullpo_ret(sg=src->group);
  10038. nullpo_ret(ss=map_id2bl(sg->src_id));
  10039. tsd = BL_CAST(BL_PC, bl);
  10040. tsc = status_get_sc(bl);
  10041. if ( tsc && tsc->data[SC_HOVERING] )
  10042. return 0; //Under hovering characters are immune to trap and ground target skills.
  10043. tstatus = status_get_status_data(bl);
  10044. type = status_skill2sc(sg->skill_id);
  10045. skillid = sg->skill_id;
  10046. if (sg->interval == -1) {
  10047. switch (sg->unit_id) {
  10048. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  10049. case UNT_FIREPILLAR_ACTIVE:
  10050. case UNT_ELECTRICSHOCKER:
  10051. case UNT_MANHOLE:
  10052. return 0;
  10053. default:
  10054. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  10055. return 0;
  10056. }
  10057. }
  10058. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  10059. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  10060. diff = DIFF_TICK(tick,ts->tick);
  10061. if (diff < 0)
  10062. return 0;
  10063. ts->tick = tick+sg->interval;
  10064. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  10065. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  10066. }
  10067. switch (sg->unit_id)
  10068. {
  10069. case UNT_FIREWALL:
  10070. case UNT_KAEN:
  10071. {
  10072. int count=0;
  10073. const int x = bl->x, y = bl->y;
  10074. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  10075. break;
  10076. //Take into account these hit more times than the timer interval can handle.
  10077. do
  10078. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  10079. while(--src->val2 && x == bl->x && y == bl->y &&
  10080. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  10081. if (src->val2<=0)
  10082. skill_delunit(src);
  10083. }
  10084. break;
  10085. case UNT_SANCTUARY:
  10086. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  10087. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  10088. 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) )
  10089. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  10090. }
  10091. else
  10092. {
  10093. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10094. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10095. #ifdef RENEWAL
  10096. if( md && md->class_ == MOBID_EMPERIUM )
  10097. break;
  10098. #endif
  10099. if( md && mob_is_battleground(md) )
  10100. break;
  10101. if( tstatus->hp >= tstatus->max_hp )
  10102. break;
  10103. if( status_isimmune(bl) )
  10104. heal = 0;
  10105. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10106. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  10107. heal = ~heal + 1;
  10108. status_heal(bl, heal, 0, 0);
  10109. if( diff >= 500 )
  10110. sg->val1--;
  10111. }
  10112. if( sg->val1 <= 0 )
  10113. skill_delunitgroup(sg);
  10114. break;
  10115. case UNT_EVILLAND:
  10116. //Will heal demon and undead element monsters, but not players.
  10117. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  10118. { //Damage enemies
  10119. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10120. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10121. } else {
  10122. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10123. if (tstatus->hp >= tstatus->max_hp)
  10124. break;
  10125. if (status_isimmune(bl))
  10126. heal = 0;
  10127. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10128. status_heal(bl, heal, 0, 0);
  10129. }
  10130. break;
  10131. case UNT_MAGNUS:
  10132. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  10133. break;
  10134. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10135. break;
  10136. case UNT_DUMMYSKILL:
  10137. switch (sg->skill_id)
  10138. {
  10139. case SG_SUN_WARM: //SG skills [Komurka]
  10140. case SG_MOON_WARM:
  10141. case SG_STAR_WARM:
  10142. {
  10143. int count = 0;
  10144. const int x = bl->x, y = bl->y;
  10145. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  10146. do
  10147. {
  10148. if( bl->type == BL_PC )
  10149. status_zap(bl, 0, 15); // sp damage to players
  10150. else // mobs
  10151. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  10152. {
  10153. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  10154. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  10155. }
  10156. else
  10157. { //should end when out of sp.
  10158. sg->limit = DIFF_TICK(tick,sg->tick);
  10159. break;
  10160. }
  10161. } while( x == bl->x && y == bl->y &&
  10162. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  10163. }
  10164. break;
  10165. /**
  10166. * The storm gust counter was dropped in renewal
  10167. **/
  10168. #ifndef RENEWAL
  10169. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  10170. if (tsc)
  10171. tsc->sg_counter++; //SG hit counter.
  10172. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  10173. tsc->sg_counter=0; //Attack absorbed.
  10174. break;
  10175. #endif
  10176. case GS_DESPERADO:
  10177. if (rnd()%100 < src->val1)
  10178. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10179. break;
  10180. default:
  10181. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10182. }
  10183. break;
  10184. case UNT_FIREPILLAR_WAITING:
  10185. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  10186. skill_delunit(src);
  10187. break;
  10188. case UNT_SKIDTRAP:
  10189. {
  10190. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10191. sg->unit_id = UNT_USED_TRAPS;
  10192. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10193. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10194. }
  10195. break;
  10196. case UNT_ANKLESNARE:
  10197. case UNT_MANHOLE:
  10198. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  10199. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10200. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  10201. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10202. if( td )
  10203. sec = DIFF_TICK(td->tick, tick);
  10204. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10205. clif_fixpos(bl);
  10206. sg->val2 = bl->id;
  10207. } else
  10208. sec = 3000; //Couldn't trap it?
  10209. if( sg->unit_id == UNT_ANKLESNARE ) {
  10210. clif_skillunit_update(&src->bl);
  10211. /**
  10212. * If you're snared from a trap that was invisible this makes the trap be
  10213. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  10214. * bugreport:3961
  10215. **/
  10216. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  10217. }
  10218. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10219. sg->interval = -1;
  10220. src->range = 0;
  10221. }
  10222. break;
  10223. case UNT_ELECTRICSHOCKER:
  10224. if( bl->id != ss->id ) {
  10225. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  10226. if( status_get_mode(bl)&MD_BOSS )
  10227. break;
  10228. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  10229. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10230. if( td )
  10231. sec = DIFF_TICK(td->tick, tick);
  10232. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10233. clif_fixpos(bl);
  10234. } else
  10235. sec = 3000; //Couldn't trap it?
  10236. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  10237. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10238. }
  10239. break;
  10240. case UNT_VENOMDUST:
  10241. if(tsc && !tsc->data[type])
  10242. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  10243. break;
  10244. case UNT_MAGENTATRAP:
  10245. case UNT_COBALTTRAP:
  10246. case UNT_MAIZETRAP:
  10247. case UNT_VERDURETRAP:
  10248. if( bl->type == BL_PC )// it won't work on players
  10249. break;
  10250. case UNT_FIRINGTRAP:
  10251. case UNT_ICEBOUNDTRAP:
  10252. case UNT_CLUSTERBOMB:
  10253. if( bl->id == ss->id )// it won't trigger on caster
  10254. break;
  10255. case UNT_LANDMINE:
  10256. case UNT_CLAYMORETRAP:
  10257. case UNT_BLASTMINE:
  10258. case UNT_SHOCKWAVE:
  10259. case UNT_SANDMAN:
  10260. case UNT_FLASHER:
  10261. case UNT_FREEZINGTRAP:
  10262. case UNT_FIREPILLAR_ACTIVE:
  10263. case UNT_MAKIBISHI:
  10264. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10265. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  10266. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  10267. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  10268. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  10269. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10270. break;
  10271. case UNT_TALKIEBOX:
  10272. if (sg->src_id == bl->id)
  10273. break;
  10274. if (sg->val2 == 0){
  10275. clif_talkiebox(&src->bl, sg->valstr);
  10276. sg->unit_id = UNT_USED_TRAPS;
  10277. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10278. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  10279. sg->val2 = -1;
  10280. }
  10281. break;
  10282. case UNT_LULLABY:
  10283. if (ss->id == bl->id)
  10284. break;
  10285. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10286. break;
  10287. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  10288. if (ss->id != bl->id)
  10289. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10290. break;
  10291. case UNT_DISSONANCE:
  10292. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10293. break;
  10294. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  10295. {
  10296. int heal;
  10297. #ifdef RENEWAL
  10298. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10299. if( md && md->class_ == MOBID_EMPERIUM )
  10300. break;
  10301. #endif
  10302. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  10303. break; // affects self only when soullinked
  10304. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  10305. if( tsc->data[SC_AKAITSUKI] && heal )
  10306. heal = ~heal + 1;
  10307. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10308. status_heal(bl, heal, 0, 0);
  10309. break;
  10310. }
  10311. case UNT_TATAMIGAESHI:
  10312. case UNT_DEMONSTRATION:
  10313. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10314. break;
  10315. case UNT_GOSPEL:
  10316. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  10317. break;
  10318. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  10319. { // Support Effect only on party, not guild
  10320. int heal;
  10321. int i = rnd()%13; // Positive buff count
  10322. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  10323. switch (i)
  10324. {
  10325. case 0: // Heal 1~9999 HP
  10326. heal = rnd() %9999+1;
  10327. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  10328. status_heal(bl,heal,0,0);
  10329. break;
  10330. case 1: // End all negative status
  10331. status_change_clear_buffs(bl,2);
  10332. if (tsd) clif_gospel_info(tsd, 0x15);
  10333. break;
  10334. case 2: // Immunity to all status
  10335. sc_start(bl,SC_SCRESIST,100,100,time);
  10336. if (tsd) clif_gospel_info(tsd, 0x16);
  10337. break;
  10338. case 3: // MaxHP +100%
  10339. sc_start(bl,SC_INCMHPRATE,100,100,time);
  10340. if (tsd) clif_gospel_info(tsd, 0x17);
  10341. break;
  10342. case 4: // MaxSP +100%
  10343. sc_start(bl,SC_INCMSPRATE,100,100,time);
  10344. if (tsd) clif_gospel_info(tsd, 0x18);
  10345. break;
  10346. case 5: // All stats +20
  10347. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  10348. if (tsd) clif_gospel_info(tsd, 0x19);
  10349. break;
  10350. case 6: // Level 10 Blessing
  10351. sc_start(bl,SC_BLESSING,100,10,time);
  10352. break;
  10353. case 7: // Level 10 Increase AGI
  10354. sc_start(bl,SC_INCREASEAGI,100,10,time);
  10355. break;
  10356. case 8: // Enchant weapon with Holy element
  10357. sc_start(bl,SC_ASPERSIO,100,1,time);
  10358. if (tsd) clif_gospel_info(tsd, 0x1c);
  10359. break;
  10360. case 9: // Enchant armor with Holy element
  10361. sc_start(bl,SC_BENEDICTIO,100,1,time);
  10362. if (tsd) clif_gospel_info(tsd, 0x1d);
  10363. break;
  10364. case 10: // DEF +25%
  10365. sc_start(bl,SC_INCDEFRATE,100,25,time);
  10366. if (tsd) clif_gospel_info(tsd, 0x1e);
  10367. break;
  10368. case 11: // ATK +100%
  10369. sc_start(bl,SC_INCATKRATE,100,100,time);
  10370. if (tsd) clif_gospel_info(tsd, 0x1f);
  10371. break;
  10372. case 12: // HIT/Flee +50
  10373. sc_start(bl,SC_INCHIT,100,50,time);
  10374. sc_start(bl,SC_INCFLEE,100,50,time);
  10375. if (tsd) clif_gospel_info(tsd, 0x20);
  10376. break;
  10377. }
  10378. }
  10379. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10380. { // Offensive Effect
  10381. int i = rnd()%9; // Negative buff count
  10382. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  10383. switch (i)
  10384. {
  10385. case 0: // Deal 1~9999 damage
  10386. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10387. break;
  10388. case 1: // Curse
  10389. sc_start(bl,SC_CURSE,100,1,time);
  10390. break;
  10391. case 2: // Blind
  10392. sc_start(bl,SC_BLIND,100,1,time);
  10393. break;
  10394. case 3: // Poison
  10395. sc_start(bl,SC_POISON,100,1,time);
  10396. break;
  10397. case 4: // Level 10 Provoke
  10398. sc_start(bl,SC_PROVOKE,100,10,time);
  10399. break;
  10400. case 5: // DEF -100%
  10401. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  10402. break;
  10403. case 6: // ATK -100%
  10404. sc_start(bl,SC_INCATKRATE,100,-100,time);
  10405. break;
  10406. case 7: // Flee -100%
  10407. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  10408. break;
  10409. case 8: // Speed/ASPD -25%
  10410. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  10411. break;
  10412. }
  10413. }
  10414. break;
  10415. case UNT_BASILICA:
  10416. {
  10417. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  10418. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  10419. { // knock-back any enemy except Boss
  10420. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  10421. clif_fixpos(bl);
  10422. }
  10423. if( sg->src_id != bl->id && i <= 0 )
  10424. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  10425. }
  10426. break;
  10427. case UNT_GRAVITATION:
  10428. case UNT_EARTHSTRAIN:
  10429. case UNT_FIREWALK:
  10430. case UNT_ELECTRICWALK:
  10431. case UNT_PSYCHIC_WAVE:
  10432. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10433. break;
  10434. case UNT_GROUNDDRIFT_WIND:
  10435. case UNT_GROUNDDRIFT_DARK:
  10436. case UNT_GROUNDDRIFT_POISON:
  10437. case UNT_GROUNDDRIFT_WATER:
  10438. case UNT_GROUNDDRIFT_FIRE:
  10439. map_foreachinrange(skill_trap_splash,&src->bl,
  10440. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  10441. &src->bl,tick);
  10442. sg->unit_id = UNT_USED_TRAPS;
  10443. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  10444. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10445. break;
  10446. /**
  10447. * 3rd stuff
  10448. **/
  10449. case UNT_POISONSMOKE:
  10450. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  10451. sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  10452. break;
  10453. case UNT_EPICLESIS:
  10454. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  10455. {
  10456. if( ++sg->val2 % 3 == 0 ) {
  10457. int hp, sp;
  10458. switch( sg->skill_lv )
  10459. {
  10460. case 1: case 2: hp = 3; sp = 2; break;
  10461. case 3: case 4: hp = 4; sp = 3; break;
  10462. case 5: default: hp = 5; sp = 4; break;
  10463. }
  10464. hp = tstatus->max_hp * hp / 100;
  10465. sp = tstatus->max_sp * sp / 100;
  10466. status_heal(bl, hp, sp, 2);
  10467. sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  10468. }
  10469. // Reveal hidden players every 5 seconds.
  10470. if( sg->val2 % 5 == 0 ) {
  10471. // TODO: check if other hidden status can be removed.
  10472. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  10473. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  10474. }
  10475. }
  10476. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  10477. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  10478. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  10479. break;
  10480. case UNT_STEALTHFIELD:
  10481. if( bl->id == sg->src_id )
  10482. break; // Dont work on Self (video shows that)
  10483. case UNT_NEUTRALBARRIER:
  10484. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  10485. break;
  10486. case UNT_DIMENSIONDOOR:
  10487. if( tsd && !map[bl->m].flag.noteleport )
  10488. pc_randomwarp(tsd,3);
  10489. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  10490. unit_warp(bl,-1,-1,-1,3);
  10491. break;
  10492. case UNT_REVERBERATION:
  10493. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  10494. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10495. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10496. sg->unit_id = UNT_USED_TRAPS;
  10497. break;
  10498. case UNT_SEVERE_RAINSTORM:
  10499. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10500. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  10501. break;
  10502. case UNT_NETHERWORLD:
  10503. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) ) {
  10504. if( !(tsc && tsc->data[type]) ){
  10505. sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10506. sg->limit = DIFF_TICK(tick,sg->tick);
  10507. sg->unit_id = UNT_USED_TRAPS;
  10508. }
  10509. }
  10510. break;
  10511. case UNT_THORNS_TRAP:
  10512. if( tsc ) {
  10513. if( !sg->val2 ) {
  10514. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  10515. if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
  10516. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10517. if( td )
  10518. sec = DIFF_TICK(td->tick, tick);
  10519. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  10520. clif_fixpos(bl);
  10521. sg->val2 = bl->id;
  10522. } else
  10523. sec = 3000; // Couldn't trap it?
  10524. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  10525. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  10526. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  10527. }
  10528. break;
  10529. case UNT_DEMONIC_FIRE: {
  10530. TBL_PC* sd = BL_CAST(BL_PC, ss);
  10531. switch( sg->val2 ) {
  10532. case 1:
  10533. case 2:
  10534. default:
  10535. sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  10536. skill_get_time2(sg->skill_id, sg->skill_lv));
  10537. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  10538. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  10539. break;
  10540. case 3:
  10541. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  10542. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  10543. break;
  10544. }
  10545. }
  10546. break;
  10547. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  10548. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  10549. break;
  10550. case UNT_FIRE_EXPANSION_TEAR_GAS:
  10551. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  10552. break;
  10553. case UNT_HELLS_PLANT:
  10554. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  10555. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  10556. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  10557. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  10558. break;
  10559. case UNT_CLOUD_KILL:
  10560. if(tsc && !tsc->data[type])
  10561. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  10562. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10563. break;
  10564. case UNT_WARMER:
  10565. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  10566. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  10567. struct status_change *ssc = status_get_sc(ss);
  10568. if( ssc && ssc->data[SC_HEATER_OPTION] )
  10569. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  10570. if( tstatus->hp != tstatus->max_hp )
  10571. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  10572. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  10573. hp = ~hp + 1;
  10574. status_heal(bl, hp, 0, 0);
  10575. sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10576. }
  10577. break;
  10578. case UNT_FIRE_INSIGNIA:
  10579. case UNT_WATER_INSIGNIA:
  10580. case UNT_WIND_INSIGNIA:
  10581. case UNT_EARTH_INSIGNIA:
  10582. case UNT_ZEPHYR:
  10583. sc_start(bl,type, 100, sg->skill_lv, sg->interval);
  10584. break;
  10585. case UNT_VACUUM_EXTREME:
  10586. sc_start(bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
  10587. break;
  10588. case UNT_FIRE_MANTLE:
  10589. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10590. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10591. break;
  10592. case UNT_ZENKAI_WATER:
  10593. case UNT_ZENKAI_GROUND:
  10594. case UNT_ZENKAI_FIRE:
  10595. case UNT_ZENKAI_WIND:
  10596. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  10597. switch( sg->unit_id ){
  10598. case UNT_ZENKAI_WATER:
  10599. sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10600. sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10601. sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10602. break;
  10603. case UNT_ZENKAI_GROUND:
  10604. sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10605. sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10606. break;
  10607. case UNT_ZENKAI_FIRE:
  10608. sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10609. break;
  10610. case UNT_ZENKAI_WIND:
  10611. sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10612. sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10613. sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10614. break;
  10615. }
  10616. }else
  10617. sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  10618. break;
  10619. }
  10620. if (bl->type == BL_MOB && ss != bl)
  10621. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  10622. return skillid;
  10623. }
  10624. /*==========================================
  10625. * Triggered when a char steps out of a skill cell
  10626. *------------------------------------------*/
  10627. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10628. {
  10629. struct skill_unit_group *sg;
  10630. struct status_change *sc;
  10631. struct status_change_entry *sce;
  10632. enum sc_type type;
  10633. nullpo_ret(src);
  10634. nullpo_ret(bl);
  10635. nullpo_ret(sg=src->group);
  10636. sc = status_get_sc(bl);
  10637. type = status_skill2sc(sg->skill_id);
  10638. sce = (sc && type != -1)?sc->data[type]:NULL;
  10639. if( bl->prev==NULL ||
  10640. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  10641. return 0;
  10642. switch(sg->unit_id){
  10643. case UNT_SAFETYWALL:
  10644. case UNT_PNEUMA:
  10645. case UNT_EPICLESIS://Arch Bishop
  10646. case UNT_NEUTRALBARRIER:
  10647. case UNT_STEALTHFIELD:
  10648. if (sce)
  10649. status_change_end(bl, type, INVALID_TIMER);
  10650. break;
  10651. case UNT_BASILICA:
  10652. if( sce && sce->val4 == src->bl.id )
  10653. status_change_end(bl, type, INVALID_TIMER);
  10654. break;
  10655. case UNT_HERMODE: //Clear Hermode if the owner moved.
  10656. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  10657. status_change_end(bl, type, INVALID_TIMER);
  10658. break;
  10659. case UNT_SPIDERWEB:
  10660. {
  10661. struct block_list *target = map_id2bl(sg->val2);
  10662. if (target && target==bl)
  10663. {
  10664. if (sce && sce->val3 == sg->group_id)
  10665. status_change_end(bl, type, INVALID_TIMER);
  10666. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10667. }
  10668. break;
  10669. }
  10670. }
  10671. return sg->skill_id;
  10672. }
  10673. /*==========================================
  10674. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  10675. *------------------------------------------*/
  10676. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  10677. {
  10678. struct status_change *sc;
  10679. struct status_change_entry *sce;
  10680. enum sc_type type;
  10681. sc = status_get_sc(bl);
  10682. if (sc && !sc->count)
  10683. sc = NULL;
  10684. type = status_skill2sc(skill_id);
  10685. sce = (sc && type != -1)?sc->data[type]:NULL;
  10686. switch (skill_id)
  10687. {
  10688. case WZ_QUAGMIRE:
  10689. if (bl->type==BL_MOB)
  10690. break;
  10691. if (sce)
  10692. status_change_end(bl, type, INVALID_TIMER);
  10693. break;
  10694. case BD_LULLABY:
  10695. case BD_RICHMANKIM:
  10696. case BD_ETERNALCHAOS:
  10697. case BD_DRUMBATTLEFIELD:
  10698. case BD_RINGNIBELUNGEN:
  10699. case BD_ROKISWEIL:
  10700. case BD_INTOABYSS:
  10701. case BD_SIEGFRIED:
  10702. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  10703. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  10704. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  10705. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  10706. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  10707. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  10708. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  10709. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10710. }
  10711. case MG_SAFETYWALL:
  10712. case AL_PNEUMA:
  10713. case SA_VOLCANO:
  10714. case SA_DELUGE:
  10715. case SA_VIOLENTGALE:
  10716. case CG_HERMODE:
  10717. case HW_GRAVITATION:
  10718. case NJ_SUITON:
  10719. case SC_MAELSTROM:
  10720. case SC_BLOODYLUST:
  10721. case EL_WATER_BARRIER:
  10722. case EL_ZEPHYR:
  10723. case EL_POWER_OF_GAIA:
  10724. case SO_FIRE_INSIGNIA:
  10725. case SO_WATER_INSIGNIA:
  10726. case SO_WIND_INSIGNIA:
  10727. case SO_EARTH_INSIGNIA:
  10728. if (sce)
  10729. status_change_end(bl, type, INVALID_TIMER);
  10730. break;
  10731. case BA_POEMBRAGI:
  10732. case BA_WHISTLE:
  10733. case BA_ASSASSINCROSS:
  10734. case BA_APPLEIDUN:
  10735. case DC_HUMMING:
  10736. case DC_DONTFORGETME:
  10737. case DC_FORTUNEKISS:
  10738. case DC_SERVICEFORYOU:
  10739. if (sce) {
  10740. if( sce->val4 == 2 ) {/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  10741. if( !( sc && sc->data[SC_DANCING] && sc->data[SC_DANCING]->val2 ) )/* check if we're still in the skill */
  10742. status_change_end(bl,type,INVALID_TIMER);
  10743. } else {
  10744. delete_timer(sce->timer, status_change_timer);
  10745. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  10746. //not possible on our current implementation.
  10747. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  10748. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  10749. }
  10750. }
  10751. break;
  10752. case PF_FOGWALL:
  10753. if (sce)
  10754. {
  10755. status_change_end(bl, type, INVALID_TIMER);
  10756. if ((sce=sc->data[SC_BLIND]))
  10757. {
  10758. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  10759. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  10760. else {
  10761. delete_timer(sce->timer, status_change_timer);
  10762. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  10763. }
  10764. }
  10765. }
  10766. break;
  10767. case GD_LEADERSHIP:
  10768. case GD_GLORYWOUNDS:
  10769. case GD_SOULCOLD:
  10770. case GD_HAWKEYES:
  10771. if( !(sce && sce->val4) )
  10772. status_change_end(bl, type, INVALID_TIMER);
  10773. break;
  10774. }
  10775. return skill_id;
  10776. }
  10777. /*==========================================
  10778. * Invoked when a unit cell has been placed/removed/deleted.
  10779. * flag values:
  10780. * flag&1: Invoke onplace function (otherwise invoke onout)
  10781. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  10782. *------------------------------------------*/
  10783. static int skill_unit_effect (struct block_list* bl, va_list ap)
  10784. {
  10785. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  10786. struct skill_unit_group* group = unit->group;
  10787. unsigned int tick = va_arg(ap,unsigned int);
  10788. unsigned int flag = va_arg(ap,unsigned int);
  10789. int skill_id;
  10790. bool dissonance;
  10791. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  10792. return 0;
  10793. nullpo_ret(group);
  10794. dissonance = skill_dance_switch(unit, 0);
  10795. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  10796. skill_id = group->skill_id;
  10797. //Target-type check.
  10798. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  10799. {
  10800. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  10801. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  10802. }
  10803. else
  10804. {
  10805. if( flag&1 )
  10806. skill_unit_onplace(unit,bl,tick);
  10807. else
  10808. skill_unit_onout(unit,bl,tick);
  10809. if( flag&4 )
  10810. skill_unit_onleft(skill_id, bl, tick);
  10811. }
  10812. if( dissonance ) skill_dance_switch(unit, 1);
  10813. return 0;
  10814. }
  10815. /*==========================================
  10816. *
  10817. *------------------------------------------*/
  10818. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  10819. {
  10820. struct skill_unit_group *sg;
  10821. nullpo_ret(src);
  10822. nullpo_ret(sg=src->group);
  10823. switch( sg->unit_id ) {
  10824. case UNT_BLASTMINE:
  10825. case UNT_SKIDTRAP:
  10826. case UNT_LANDMINE:
  10827. case UNT_SHOCKWAVE:
  10828. case UNT_SANDMAN:
  10829. case UNT_FLASHER:
  10830. case UNT_CLAYMORETRAP:
  10831. case UNT_FREEZINGTRAP:
  10832. case UNT_TALKIEBOX:
  10833. case UNT_ANKLESNARE:
  10834. case UNT_ICEWALL:
  10835. case UNT_REVERBERATION:
  10836. case UNT_WALLOFTHORN:
  10837. src->val1-=damage;
  10838. break;
  10839. default:
  10840. damage = 0;
  10841. break;
  10842. }
  10843. return damage;
  10844. }
  10845. /*==========================================
  10846. *
  10847. *------------------------------------------*/
  10848. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  10849. {
  10850. int *c, skillid;
  10851. struct block_list *src;
  10852. struct map_session_data *sd;
  10853. struct map_session_data *tsd;
  10854. int *p_sd; //Contains the list of characters found.
  10855. nullpo_ret(bl);
  10856. nullpo_ret(tsd=(struct map_session_data*)bl);
  10857. nullpo_ret(src=va_arg(ap,struct block_list *));
  10858. nullpo_ret(sd=(struct map_session_data*)src);
  10859. c=va_arg(ap,int *);
  10860. p_sd = va_arg(ap, int *);
  10861. skillid = va_arg(ap,int);
  10862. if ( ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&INF2_CHORUS_SKILL) )
  10863. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  10864. if (bl == src)
  10865. return 0;
  10866. if(pc_isdead(tsd))
  10867. return 0;
  10868. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  10869. return 0;
  10870. if( skill_get_inf2(skillid)&INF2_CHORUS_SKILL ) {
  10871. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  10872. p_sd[(*c)++] = tsd->bl.id;
  10873. return 1;
  10874. } else {
  10875. switch(skillid) {
  10876. case PR_BENEDICTIO: {
  10877. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  10878. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  10879. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  10880. && sd->status.sp >= 10)
  10881. p_sd[(*c)++]=tsd->bl.id;
  10882. return 1;
  10883. }
  10884. case AB_ADORAMUS:
  10885. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  10886. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  10887. p_sd[(*c)++] = tsd->bl.id;
  10888. return 1;
  10889. case WL_COMET:
  10890. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  10891. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  10892. p_sd[(*c)++] = tsd->bl.id;
  10893. return 1;
  10894. case LG_RAYOFGENESIS:
  10895. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  10896. tsd->sc.data[SC_BANDING] )
  10897. p_sd[(*c)++] = tsd->bl.id;
  10898. return 1;
  10899. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  10900. {
  10901. int skilllv;
  10902. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  10903. return 0;
  10904. if (sd->status.sex != tsd->status.sex &&
  10905. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  10906. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  10907. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  10908. sd->status.party_id && tsd->status.party_id &&
  10909. sd->status.party_id == tsd->status.party_id &&
  10910. !tsd->sc.data[SC_DANCING])
  10911. {
  10912. p_sd[(*c)++]=tsd->bl.id;
  10913. return skilllv;
  10914. } else {
  10915. return 0;
  10916. }
  10917. }
  10918. break;
  10919. }
  10920. }
  10921. return 0;
  10922. }
  10923. /*==========================================
  10924. * Checks and stores partners for ensemble skills [Skotlex]
  10925. *------------------------------------------*/
  10926. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  10927. {
  10928. static int c=0;
  10929. static int p_sd[2] = { 0, 0 };
  10930. int i;
  10931. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  10932. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  10933. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  10934. if (cast_flag) { //Execute the skill on the partners.
  10935. struct map_session_data* tsd;
  10936. switch (skill_id) {
  10937. case PR_BENEDICTIO:
  10938. for (i = 0; i < c; i++) {
  10939. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  10940. status_charge(&tsd->bl, 0, 10);
  10941. }
  10942. return c;
  10943. case AB_ADORAMUS:
  10944. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  10945. i = 2 * (*skill_lv);
  10946. status_charge(&tsd->bl, 0, i);
  10947. }
  10948. break;
  10949. case WM_GREAT_ECHO:
  10950. for( i = 0; i < c; i++ ) {
  10951. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  10952. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  10953. }
  10954. break;
  10955. default: //Warning: Assuming Ensemble skills here (for speed)
  10956. if( is_chorus )
  10957. break;//Chorus skills are not to be parsed as ensambles
  10958. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  10959. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  10960. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  10961. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  10962. tsd->skillid_dance = skill_id;
  10963. tsd->skilllv_dance = *skill_lv;
  10964. }
  10965. return c;
  10966. }
  10967. }
  10968. //Else: new search for partners.
  10969. c = 0;
  10970. memset (p_sd, 0, sizeof(p_sd));
  10971. if( is_chorus )
  10972. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  10973. else
  10974. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  10975. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  10976. *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.
  10977. return c;
  10978. }
  10979. /*==========================================
  10980. *
  10981. *------------------------------------------*/
  10982. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  10983. {
  10984. int *c,src_id,mob_class,skill;
  10985. struct mob_data *md;
  10986. md=(struct mob_data*)bl;
  10987. src_id=va_arg(ap,int);
  10988. mob_class=va_arg(ap,int);
  10989. skill=va_arg(ap,int);
  10990. c=va_arg(ap,int *);
  10991. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3) )
  10992. return 0; //Non alchemist summoned mobs have nothing to do here.
  10993. if(md->class_==mob_class)
  10994. (*c)++;
  10995. return 1;
  10996. }
  10997. /*==========================================
  10998. * Determines if a given skill should be made to consume ammo
  10999. * when used by the player. [Skotlex]
  11000. *------------------------------------------*/
  11001. int skill_isammotype (struct map_session_data *sd, int skill)
  11002. {
  11003. return (
  11004. battle_config.arrow_decrement==2 &&
  11005. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  11006. skill != HT_PHANTASMIC &&
  11007. skill_get_type(skill) == BF_WEAPON &&
  11008. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  11009. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  11010. );
  11011. }
  11012. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv) {
  11013. struct status_data *status;
  11014. struct status_change *sc;
  11015. struct skill_condition require;
  11016. int i;
  11017. nullpo_ret(sd);
  11018. if (lv <= 0 || sd->chatID) return 0;
  11019. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill )
  11020. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11021. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  11022. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11023. return 1;
  11024. }
  11025. switch( sd->menuskill_id ) {
  11026. case AM_PHARMACY:
  11027. switch( skill ) {
  11028. case AM_PHARMACY:
  11029. case AC_MAKINGARROW:
  11030. case BS_REPAIRWEAPON:
  11031. case AM_TWILIGHT1:
  11032. case AM_TWILIGHT2:
  11033. case AM_TWILIGHT3:
  11034. return 0;
  11035. }
  11036. break;
  11037. case GN_MIX_COOKING:
  11038. case GN_MAKEBOMB:
  11039. case GN_S_PHARMACY:
  11040. case GN_CHANGEMATERIAL:
  11041. if( sd->menuskill_id != skill )
  11042. return 0;
  11043. break;
  11044. }
  11045. status = &sd->battle_status;
  11046. sc = &sd->sc;
  11047. if( !sc->count )
  11048. sc = NULL;
  11049. if( sd->skillitem == skill )
  11050. {
  11051. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  11052. sd->state.abra_flag = 0;
  11053. else
  11054. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  11055. if( (i = sd->itemindex) == -1 ||
  11056. sd->status.inventory[i].nameid != sd->itemid ||
  11057. sd->inventory_data[i] == NULL ||
  11058. !sd->inventory_data[i]->flag.delay_consume ||
  11059. sd->status.inventory[i].amount < 1
  11060. )
  11061. { //Something went wrong, item exploit?
  11062. sd->itemid = sd->itemindex = -1;
  11063. return 0;
  11064. }
  11065. //Consume
  11066. sd->itemid = sd->itemindex = -1;
  11067. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  11068. ; //Do not consume item.
  11069. else if( sd->status.inventory[i].expire_time == 0 )
  11070. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  11071. }
  11072. return 1;
  11073. }
  11074. if( pc_is90overweight(sd) )
  11075. {
  11076. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  11077. return 0;
  11078. }
  11079. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  11080. return 0;
  11081. switch( skill ) { // Turn off check.
  11082. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  11083. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  11084. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  11085. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
  11086. if( sc && sc->data[status_skill2sc(skill)] )
  11087. return 1;
  11088. }
  11089. // Check the skills that can be used while mounted on a warg
  11090. if( pc_isridingwug(sd) ) {
  11091. switch( skill ) {
  11092. case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
  11093. case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
  11094. case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
  11095. case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
  11096. case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
  11097. break;
  11098. default: // in official there is no message.
  11099. return 0;
  11100. }
  11101. }
  11102. if( pc_ismadogear(sd) ) {
  11103. switch( skill ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
  11104. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  11105. case BS_HAMMERFALL: case WS_CARTBOOST:
  11106. case BS_ADRENALINE: case WS_WEAPONREFINE:
  11107. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  11108. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  11109. case BS_MAXIMIZE: case NC_AXEBOOMERANG:
  11110. case BS_ADRENALINE2: case NC_POWERSWING:
  11111. case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
  11112. case BS_GREED:
  11113. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11114. return 0;
  11115. default: //Only Mechanic exlcusive skill can be used.
  11116. break;
  11117. }
  11118. }
  11119. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  11120. return 0;
  11121. require = skill_get_requirement(sd,skill,lv);
  11122. //Can only update state when weapon/arrow info is checked.
  11123. sd->state.arrow_atk = require.ammo?1:0;
  11124. // perform skill-specific checks (and actions)
  11125. switch( skill ) {
  11126. case SO_SPELLFIST:
  11127. if(sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT){
  11128. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11129. return 0;
  11130. }
  11131. case SA_CASTCANCEL:
  11132. if(sd->ud.skilltimer == INVALID_TIMER) {
  11133. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11134. return 0;
  11135. }
  11136. break;
  11137. case AL_WARP:
  11138. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  11139. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  11140. return 0;
  11141. }
  11142. break;
  11143. case MO_CALLSPIRITS:
  11144. if(sd->spiritball >= lv) {
  11145. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11146. return 0;
  11147. }
  11148. break;
  11149. case MO_FINGEROFFENSIVE:
  11150. case GS_FLING:
  11151. case SR_RAMPAGEBLASTER:
  11152. case SR_RIDEINLIGHTNING:
  11153. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  11154. sd->spiritball_old = require.spiritball = sd->spiritball;
  11155. else
  11156. sd->spiritball_old = require.spiritball;
  11157. break;
  11158. case MO_CHAINCOMBO:
  11159. if(!sc)
  11160. return 0;
  11161. if(sc->data[SC_BLADESTOP])
  11162. break;
  11163. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  11164. break;
  11165. return 0;
  11166. case MO_COMBOFINISH:
  11167. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  11168. return 0;
  11169. break;
  11170. case CH_TIGERFIST:
  11171. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  11172. return 0;
  11173. break;
  11174. case CH_CHAINCRUSH:
  11175. if(!(sc && sc->data[SC_COMBO]))
  11176. return 0;
  11177. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  11178. return 0;
  11179. break;
  11180. case MO_EXTREMITYFIST:
  11181. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  11182. // return 0;
  11183. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  11184. break;
  11185. if( sc && sc->data[SC_COMBO] )
  11186. {
  11187. switch(sc->data[SC_COMBO]->val1) {
  11188. case MO_COMBOFINISH:
  11189. case CH_TIGERFIST:
  11190. case CH_CHAINCRUSH:
  11191. break;
  11192. default:
  11193. return 0;
  11194. }
  11195. }
  11196. else if( !unit_can_move(&sd->bl) )
  11197. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  11198. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11199. return 0;
  11200. }
  11201. break;
  11202. case TK_MISSION:
  11203. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  11204. {// Cannot be used by Non-Taekwon classes
  11205. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11206. return 0;
  11207. }
  11208. break;
  11209. case TK_READYCOUNTER:
  11210. case TK_READYDOWN:
  11211. case TK_READYSTORM:
  11212. case TK_READYTURN:
  11213. case TK_JUMPKICK:
  11214. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  11215. {// Soul Linkers cannot use this skill
  11216. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11217. return 0;
  11218. }
  11219. break;
  11220. case TK_TURNKICK:
  11221. case TK_STORMKICK:
  11222. case TK_DOWNKICK:
  11223. case TK_COUNTER:
  11224. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  11225. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  11226. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  11227. return 0; //Combo needs to be ready
  11228. if (sc->data[SC_COMBO]->val3) { //Kick chain
  11229. //Do not repeat a kick.
  11230. if (sc->data[SC_COMBO]->val3 != skill)
  11231. break;
  11232. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  11233. return 0;
  11234. }
  11235. if(sc->data[SC_COMBO]->val1 != skill && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  11236. unit_cancel_combo(&sd->bl);
  11237. return 0;
  11238. }
  11239. break; //Combo ready.
  11240. case BD_ADAPTATION:
  11241. {
  11242. int time;
  11243. if(!(sc && sc->data[SC_DANCING]))
  11244. {
  11245. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11246. return 0;
  11247. }
  11248. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  11249. if (skill_get_time(
  11250. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  11251. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  11252. - time < skill_get_time2(skill,lv))
  11253. {
  11254. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11255. return 0;
  11256. }
  11257. }
  11258. break;
  11259. case PR_BENEDICTIO:
  11260. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  11261. {
  11262. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11263. return 0;
  11264. }
  11265. break;
  11266. case SL_SMA:
  11267. if(!(sc && sc->data[SC_SMA]))
  11268. return 0;
  11269. break;
  11270. case HT_POWER:
  11271. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  11272. return 0;
  11273. break;
  11274. case CG_HERMODE:
  11275. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  11276. {
  11277. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11278. return 0;
  11279. }
  11280. break;
  11281. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  11282. {
  11283. int i,x,y,range = skill_get_splash(skill, lv)+1;
  11284. int size = range*2+1;
  11285. for (i=0;i<size*size;i++) {
  11286. x = sd->bl.x+(i%size-range);
  11287. y = sd->bl.y+(i/size-range);
  11288. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  11289. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11290. return 0;
  11291. }
  11292. }
  11293. }
  11294. break;
  11295. case PR_REDEMPTIO:
  11296. {
  11297. int exp;
  11298. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  11299. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  11300. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  11301. return 0;
  11302. }
  11303. break;
  11304. }
  11305. case AM_TWILIGHT2:
  11306. case AM_TWILIGHT3:
  11307. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  11308. {
  11309. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11310. return 0;
  11311. }
  11312. break;
  11313. case SG_SUN_WARM:
  11314. case SG_MOON_WARM:
  11315. case SG_STAR_WARM:
  11316. if (sc && sc->data[SC_MIRACLE])
  11317. break;
  11318. i = skill-SG_SUN_WARM;
  11319. if (sd->bl.m == sd->feel_map[i].m)
  11320. break;
  11321. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11322. return 0;
  11323. break;
  11324. case SG_SUN_COMFORT:
  11325. case SG_MOON_COMFORT:
  11326. case SG_STAR_COMFORT:
  11327. if (sc && sc->data[SC_MIRACLE])
  11328. break;
  11329. i = skill-SG_SUN_COMFORT;
  11330. if (sd->bl.m == sd->feel_map[i].m &&
  11331. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  11332. break;
  11333. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11334. return 0;
  11335. case SG_FUSION:
  11336. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  11337. break;
  11338. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  11339. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  11340. if( require.sp > 0 )
  11341. {
  11342. if (status->sp < (unsigned int)require.sp)
  11343. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11344. else
  11345. status_zap(&sd->bl, 0, require.sp);
  11346. }
  11347. return 0;
  11348. case GD_BATTLEORDER:
  11349. case GD_REGENERATION:
  11350. case GD_RESTORE:
  11351. if (!map_flag_gvg2(sd->bl.m)) {
  11352. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11353. return 0;
  11354. }
  11355. case GD_EMERGENCYCALL:
  11356. // other checks were already done in skillnotok()
  11357. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  11358. return 0;
  11359. break;
  11360. case GS_GLITTERING:
  11361. if(sd->spiritball >= 10) {
  11362. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11363. return 0;
  11364. }
  11365. break;
  11366. case NJ_ISSEN:
  11367. if (status->hp < 2) {
  11368. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11369. return 0;
  11370. }
  11371. case NJ_BUNSINJYUTSU:
  11372. if (!(sc && sc->data[SC_NEN])) {
  11373. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11374. return 0;
  11375. }
  11376. break;
  11377. case NJ_ZENYNAGE:
  11378. case KO_MUCHANAGE:
  11379. if(sd->status.zeny < require.zeny) {
  11380. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  11381. return 0;
  11382. }
  11383. break;
  11384. case PF_HPCONVERSION:
  11385. if (status->sp == status->max_sp)
  11386. return 0; //Unusable when at full SP.
  11387. break;
  11388. case AM_CALLHOMUN: //Can't summon if a hom is already out
  11389. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  11390. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11391. return 0;
  11392. }
  11393. break;
  11394. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  11395. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  11396. {
  11397. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11398. return 0;
  11399. }
  11400. break;
  11401. /**
  11402. * Arch Bishop
  11403. **/
  11404. case AB_ANCILLA:
  11405. {
  11406. int count = 0;
  11407. for( i = 0; i < MAX_INVENTORY; i ++ )
  11408. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  11409. count += sd->status.inventory[i].amount;
  11410. if( count >= 3 ) {
  11411. clif_skill_fail(sd, skill, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  11412. return 0;
  11413. }
  11414. }
  11415. break;
  11416. /**
  11417. * Keeping as a note:
  11418. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  11419. **/
  11420. //case AB_LAUDAAGNUS:
  11421. //case AB_LAUDARAMUS:
  11422. // if( !sd->status.party_id ) {
  11423. // clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11424. // return 0;
  11425. // }
  11426. // break;
  11427. case AB_ADORAMUS:
  11428. /**
  11429. * Warlock
  11430. **/
  11431. case WL_COMET:
  11432. if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  11433. {
  11434. //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  11435. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11436. return 0;
  11437. }
  11438. break;
  11439. case WL_SUMMONFB:
  11440. case WL_SUMMONBL:
  11441. case WL_SUMMONWB:
  11442. case WL_SUMMONSTONE:
  11443. if( sc )
  11444. {
  11445. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  11446. if( i == SC_SPHERE_5+1 )
  11447. { // No more free slots
  11448. clif_skill_fail(sd,skill,USESKILL_FAIL_SUMMON,0);
  11449. return 0;
  11450. }
  11451. }
  11452. break;
  11453. /**
  11454. * Guilotine Cross
  11455. **/
  11456. case GC_HALLUCINATIONWALK:
  11457. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  11458. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11459. return 0;
  11460. }
  11461. break;
  11462. case GC_COUNTERSLASH:
  11463. case GC_WEAPONCRUSH:
  11464. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  11465. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  11466. return 0;
  11467. }
  11468. break;
  11469. case GC_CROSSRIPPERSLASHER:
  11470. if( !(sc && sc->data[SC_ROLLINGCUTTER]) ) {
  11471. clif_skill_fail(sd, skill, USESKILL_FAIL_CONDITION, 0);
  11472. return 0;
  11473. }
  11474. break;
  11475. case GC_POISONSMOKE:
  11476. case GC_VENOMPRESSURE:
  11477. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11478. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  11479. return 0;
  11480. }
  11481. break;
  11482. /**
  11483. * Ranger
  11484. **/
  11485. case RA_WUGMASTERY:
  11486. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  11487. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11488. return 0;
  11489. }
  11490. break;
  11491. case RA_WUGSTRIKE:
  11492. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  11493. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11494. return 0;
  11495. }
  11496. break;
  11497. case RA_WUGRIDER:
  11498. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  11499. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11500. return 0;
  11501. }
  11502. break;
  11503. case RA_WUGDASH:
  11504. if(!pc_isridingwug(sd)) {
  11505. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11506. return 0;
  11507. }
  11508. break;
  11509. /**
  11510. * Royal Guard
  11511. **/
  11512. case LG_BANDING:
  11513. if( sc && sc->data[SC_INSPIRATION] ) {
  11514. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11515. return 0;
  11516. }
  11517. break;
  11518. case LG_PRESTIGE:
  11519. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  11520. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11521. return 0;
  11522. }
  11523. break;
  11524. case LG_RAGEBURST:
  11525. if( sd->spiritball == 0 ) {
  11526. clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0);
  11527. return 0;
  11528. }
  11529. sd->spiritball_old = require.spiritball = sd->spiritball;
  11530. break;
  11531. case LG_RAYOFGENESIS:
  11532. if( sc && sc->data[SC_INSPIRATION] )
  11533. return 1; // Don't check for partner.
  11534. if( !(sc && sc->data[SC_BANDING]) ) {
  11535. clif_skill_fail(sd,skill,USESKILL_FAIL,0);
  11536. return 0;
  11537. } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1 )
  11538. return 0; // Just fails, no msg here.
  11539. break;
  11540. case LG_HESPERUSLIT:
  11541. if( !sc || !sc->data[SC_BANDING] ) {
  11542. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11543. return 0;
  11544. }
  11545. break;
  11546. case SR_FALLENEMPIRE:
  11547. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  11548. return 0;
  11549. break;
  11550. case SR_CRESCENTELBOW:
  11551. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  11552. clif_skill_fail(sd, skill, USESKILL_FAIL_DUPLICATE, 0);
  11553. return 0;
  11554. }
  11555. break;
  11556. case SR_CURSEDCIRCLE:
  11557. if( sd->spiritball > 0 )
  11558. sd->spiritball_old = require.spiritball = sd->spiritball;
  11559. else {
  11560. clif_skill_fail(sd,skill,0,0);
  11561. return 0;
  11562. }
  11563. break;
  11564. case SR_GATEOFHELL:
  11565. if( sd->spiritball > 0 )
  11566. sd->spiritball_old = require.spiritball;
  11567. break;
  11568. case SC_MANHOLE:
  11569. case SC_DIMENSIONDOOR:
  11570. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  11571. clif_skill_fail(sd,skill,0,0);
  11572. return 0;
  11573. }
  11574. break;
  11575. case WM_GREAT_ECHO: {
  11576. int count;
  11577. count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0);
  11578. if( count < 1 ) {
  11579. clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_HELPER,0);
  11580. return 0;
  11581. } else
  11582. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  11583. }
  11584. break;
  11585. case SO_FIREWALK:
  11586. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  11587. if( sc && sc->data[SC_PROPERTYWALK] &&
  11588. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  11589. clif_skill_fail(sd,skill,0x0,0);
  11590. return 0;
  11591. }
  11592. break;
  11593. case SO_EL_CONTROL:
  11594. if( !sd->status.ele_id || !sd->ed ) {
  11595. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11596. return 0;
  11597. }
  11598. break;
  11599. case RETURN_TO_ELDICASTES:
  11600. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  11601. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11602. return 0;
  11603. }
  11604. break;
  11605. case LG_REFLECTDAMAGE:
  11606. case CR_REFLECTSHIELD:
  11607. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  11608. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11609. return 0;
  11610. }
  11611. break;
  11612. case KO_KAHU_ENTEN:
  11613. case KO_HYOUHU_HUBUKI:
  11614. case KO_KAZEHU_SEIRAN:
  11615. case KO_DOHU_KOUKAI:
  11616. {
  11617. int ttype = skill_get_ele(skill, lv);
  11618. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  11619. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){
  11620. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  11621. return 0;
  11622. }
  11623. }
  11624. break;
  11625. case KO_KAIHOU:
  11626. case KO_ZENKAI:
  11627. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11628. if( i > 4 ) {
  11629. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11630. return 0;
  11631. }
  11632. break;
  11633. }
  11634. switch(require.state) {
  11635. case ST_HIDING:
  11636. if(!(sc && sc->option&OPTION_HIDE)) {
  11637. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11638. return 0;
  11639. }
  11640. break;
  11641. case ST_CLOAKING:
  11642. if(!pc_iscloaking(sd)) {
  11643. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11644. return 0;
  11645. }
  11646. break;
  11647. case ST_HIDDEN:
  11648. if(!pc_ishiding(sd)) {
  11649. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11650. return 0;
  11651. }
  11652. break;
  11653. case ST_RIDING:
  11654. if(!pc_isriding(sd)) {
  11655. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11656. return 0;
  11657. }
  11658. break;
  11659. case ST_FALCON:
  11660. if(!pc_isfalcon(sd)) {
  11661. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11662. return 0;
  11663. }
  11664. break;
  11665. case ST_CARTBOOST:
  11666. if(!(sc && sc->data[SC_CARTBOOST])) {
  11667. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11668. return 0;
  11669. }
  11670. case ST_CART:
  11671. if(!pc_iscarton(sd)) {
  11672. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11673. return 0;
  11674. }
  11675. break;
  11676. case ST_SHIELD:
  11677. if(sd->status.shield <= 0) {
  11678. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11679. return 0;
  11680. }
  11681. break;
  11682. case ST_SIGHT:
  11683. if(!(sc && sc->data[SC_SIGHT])) {
  11684. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11685. return 0;
  11686. }
  11687. break;
  11688. case ST_EXPLOSIONSPIRITS:
  11689. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  11690. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11691. return 0;
  11692. }
  11693. break;
  11694. case ST_RECOV_WEIGHT_RATE:
  11695. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  11696. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11697. return 0;
  11698. }
  11699. break;
  11700. case ST_MOVE_ENABLE:
  11701. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  11702. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  11703. if (!unit_can_move(&sd->bl)) {
  11704. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11705. return 0;
  11706. }
  11707. break;
  11708. case ST_WATER:
  11709. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  11710. break;
  11711. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  11712. break;
  11713. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11714. return 0;
  11715. /**
  11716. * Rune Knight
  11717. **/
  11718. case ST_RIDINGDRAGON:
  11719. if( !pc_isridingdragon(sd) ) {
  11720. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11721. return 0;
  11722. }
  11723. break;
  11724. /**
  11725. * Wug
  11726. **/
  11727. case ST_WUG:
  11728. if( !pc_iswug(sd) ) {
  11729. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11730. return 0;
  11731. }
  11732. break;
  11733. /**
  11734. * Riding Wug
  11735. **/
  11736. case ST_RIDINGWUG:
  11737. if( !pc_isridingwug(sd) ){
  11738. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11739. return 0;
  11740. }
  11741. break;
  11742. /**
  11743. * Mechanic
  11744. **/
  11745. case ST_MADO:
  11746. if( !pc_ismadogear(sd) ) {
  11747. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11748. return 0;
  11749. }
  11750. break;
  11751. /**
  11752. * Sorcerer
  11753. **/
  11754. case ST_ELEMENTALSPIRIT:
  11755. if(!sd->ed) {
  11756. clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0);
  11757. return 0;
  11758. }
  11759. break;
  11760. }
  11761. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  11762. //mhp is the max-hp-requirement, that is,
  11763. //you must have this % or less of HP to cast it.
  11764. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  11765. return 0;
  11766. }
  11767. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  11768. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  11769. return 0;
  11770. }
  11771. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  11772. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11773. return 0;
  11774. }
  11775. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  11776. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  11777. return 0;
  11778. }
  11779. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  11780. clif_skill_fail(sd,skill,USESKILL_FAIL_SPIRITS,require.spiritball);
  11781. return 0;
  11782. }
  11783. return 1;
  11784. }
  11785. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  11786. {
  11787. struct skill_condition require;
  11788. struct status_data *status;
  11789. int i;
  11790. int index[MAX_SKILL_ITEM_REQUIRE];
  11791. nullpo_ret(sd);
  11792. if( lv <= 0 || sd->chatID )
  11793. return 0;
  11794. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill )
  11795. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11796. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  11797. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11798. return 1;
  11799. }
  11800. switch( sd->menuskill_id ) { // Cast start or cast end??
  11801. case AM_PHARMACY:
  11802. switch( skill ) {
  11803. case AM_PHARMACY:
  11804. case AC_MAKINGARROW:
  11805. case BS_REPAIRWEAPON:
  11806. case AM_TWILIGHT1:
  11807. case AM_TWILIGHT2:
  11808. case AM_TWILIGHT3:
  11809. return 0;
  11810. }
  11811. break;
  11812. case GN_MIX_COOKING:
  11813. case GN_MAKEBOMB:
  11814. case GN_S_PHARMACY:
  11815. case GN_CHANGEMATERIAL:
  11816. if( sd->menuskill_id != skill )
  11817. return 0;
  11818. break;
  11819. }
  11820. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  11821. return 1;
  11822. if( pc_is90overweight(sd) )
  11823. {
  11824. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  11825. return 0;
  11826. }
  11827. // perform skill-specific checks (and actions)
  11828. switch( skill )
  11829. {
  11830. case PR_BENEDICTIO:
  11831. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  11832. break;
  11833. case AM_CANNIBALIZE:
  11834. case AM_SPHEREMINE:
  11835. {
  11836. int c=0;
  11837. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  11838. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  11839. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  11840. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  11841. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  11842. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  11843. if(c >= maxcount ||
  11844. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  11845. { //Fails when: exceed max limit. There are other plant types already out.
  11846. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11847. return 0;
  11848. }
  11849. }
  11850. break;
  11851. }
  11852. case NC_SILVERSNIPER:
  11853. case NC_MAGICDECOY:
  11854. {
  11855. int c = 0, j;
  11856. int maxcount = skill_get_maxcount(skill,lv);
  11857. int mob_class = 2042;
  11858. if( skill == NC_MAGICDECOY )
  11859. mob_class = 2043;
  11860. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) )
  11861. {
  11862. if( skill == NC_MAGICDECOY )
  11863. {
  11864. for( j = mob_class; j <= 2046; j++ )
  11865. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  11866. }
  11867. else
  11868. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  11869. if( c >= maxcount )
  11870. {
  11871. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  11872. return 0;
  11873. }
  11874. }
  11875. }
  11876. break;
  11877. case KO_ZANZOU:
  11878. {
  11879. int c = 0;
  11880. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill, &c);
  11881. if( c >= skill_get_maxcount(skill,lv) || c != i)
  11882. {
  11883. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  11884. return 0;
  11885. }
  11886. }
  11887. break;
  11888. }
  11889. status = &sd->battle_status;
  11890. require = skill_get_requirement(sd,skill,lv);
  11891. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  11892. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  11893. return 0;
  11894. }
  11895. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  11896. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  11897. clif_arrow_fail(sd,0);
  11898. return 0;
  11899. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  11900. char e_msg[100];
  11901. sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
  11902. skill_get_desc(skill),
  11903. require.ammo_qty,
  11904. itemdb_jname(sd->status.inventory[i].nameid));
  11905. clif_colormes(sd,COLOR_RED,e_msg);
  11906. return 0;
  11907. }
  11908. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  11909. { //Ammo type check. Send the "wrong weapon type" message
  11910. //which is the closest we have to wrong ammo type. [Skotlex]
  11911. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  11912. //clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  11913. return 0;
  11914. }
  11915. }
  11916. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  11917. {
  11918. if( !require.itemid[i] )
  11919. continue;
  11920. index[i] = pc_search_inventory(sd,require.itemid[i]);
  11921. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  11922. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  11923. clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  11924. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  11925. clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  11926. else
  11927. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11928. return 0;
  11929. }
  11930. }
  11931. return 1;
  11932. }
  11933. // type&2: consume items (after skill was used)
  11934. // type&1: consume the others (before skill was used)
  11935. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  11936. {
  11937. struct skill_condition req;
  11938. nullpo_ret(sd);
  11939. req = skill_get_requirement(sd,skill,lv);
  11940. if( type&1 )
  11941. {
  11942. if( skill == CG_TAROTCARD || sd->state.autocast )
  11943. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  11944. if(req.hp || req.sp)
  11945. status_zap(&sd->bl, req.hp, req.sp);
  11946. if(req.spiritball > 0)
  11947. pc_delspiritball(sd,req.spiritball,0);
  11948. if(req.zeny > 0)
  11949. {
  11950. if( skill == NJ_ZENYNAGE )
  11951. req.zeny = 0; //Zeny is reduced on skill_attack.
  11952. if( sd->status.zeny < req.zeny )
  11953. req.zeny = sd->status.zeny;
  11954. pc_payzeny(sd,req.zeny);
  11955. }
  11956. }
  11957. if( type&2 )
  11958. {
  11959. struct status_change *sc = &sd->sc;
  11960. int n,i;
  11961. if( !sc->count )
  11962. sc = NULL;
  11963. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  11964. {
  11965. if( !req.itemid[i] )
  11966. continue;
  11967. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  11968. continue; //Gemstones are checked, but not substracted from inventory.
  11969. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  11970. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  11971. }
  11972. }
  11973. return 1;
  11974. }
  11975. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  11976. {
  11977. struct skill_condition req;
  11978. struct status_data *status;
  11979. struct status_change *sc;
  11980. int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  11981. memset(&req,0,sizeof(req));
  11982. if( !sd )
  11983. return req;
  11984. if( sd->skillitem == skill )
  11985. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  11986. sc = &sd->sc;
  11987. if( !sc->count )
  11988. sc = NULL;
  11989. switch( skill )
  11990. { // Turn off check.
  11991. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  11992. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  11993. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  11994. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
  11995. if( sc && sc->data[status_skill2sc(skill)] )
  11996. return req;
  11997. }
  11998. j = skill_get_index(skill);
  11999. if( j == 0 ) // invalid skill id
  12000. return req;
  12001. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  12002. return req;
  12003. status = &sd->battle_status;
  12004. req.hp = skill_db[j].hp[lv-1];
  12005. hp_rate = skill_db[j].hp_rate[lv-1];
  12006. if(hp_rate > 0)
  12007. req.hp += (status->hp * hp_rate)/100;
  12008. else
  12009. req.hp += (status->max_hp * (-hp_rate))/100;
  12010. req.sp = skill_db[j].sp[lv-1];
  12011. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  12012. req.sp /= 2;
  12013. sp_rate = skill_db[j].sp_rate[lv-1];
  12014. if(sp_rate > 0)
  12015. req.sp += (status->sp * sp_rate)/100;
  12016. else
  12017. req.sp += (status->max_sp * (-sp_rate))/100;
  12018. if( sd->dsprate != 100 )
  12019. req.sp = req.sp * sd->dsprate / 100;
  12020. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill);
  12021. if( i < ARRAYLENGTH(sd->skillusesprate) )
  12022. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  12023. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill);
  12024. if( i < ARRAYLENGTH(sd->skillusesp) )
  12025. req.sp -= sd->skillusesp[i].val;
  12026. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  12027. if( sc ) {
  12028. if( sc->data[SC__LAZINESS] )
  12029. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  12030. if( sc->data[SC_RECOGNIZEDSPELL] )
  12031. req.sp += req.sp / 4;
  12032. }
  12033. req.zeny = skill_db[j].zeny[lv-1];
  12034. if( sc && sc->data[SC__UNLUCKY] )
  12035. req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
  12036. req.spiritball = skill_db[j].spiritball[lv-1];
  12037. req.state = skill_db[j].state;
  12038. req.mhp = skill_db[j].mhp[lv-1];
  12039. req.weapon = skill_db[j].weapon;
  12040. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  12041. if (req.ammo_qty)
  12042. req.ammo = skill_db[j].ammo;
  12043. if (!req.ammo && skill && skill_isammotype(sd, skill))
  12044. { //Assume this skill is using the weapon, therefore it requires arrows.
  12045. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  12046. req.ammo_qty = 1;
  12047. }
  12048. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  12049. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  12050. continue;
  12051. switch( skill ) {
  12052. case AM_CALLHOMUN:
  12053. if (sd->status.hom_id) //Don't delete items when hom is already out.
  12054. continue;
  12055. break;
  12056. case NC_SHAPESHIFT:
  12057. if( i < 4 )
  12058. continue;
  12059. break;
  12060. case WZ_FIREPILLAR: // celest
  12061. if (lv <= 5) // no gems required at level 1-5
  12062. continue;
  12063. break;
  12064. case AB_ADORAMUS:
  12065. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  12066. continue;
  12067. break;
  12068. case WL_COMET:
  12069. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 0) )
  12070. continue;
  12071. break;
  12072. case GN_FIRE_EXPANSION:
  12073. if( i < 5 )
  12074. continue;
  12075. break;
  12076. case SO_SUMMON_AGNI:
  12077. case SO_SUMMON_AQUA:
  12078. case SO_SUMMON_VENTUS:
  12079. case SO_SUMMON_TERA:
  12080. if( i < 3 )
  12081. continue;
  12082. break;
  12083. }
  12084. req.itemid[i] = skill_db[j].itemid[i];
  12085. req.amount[i] = skill_db[j].amount[i];
  12086. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  12087. {
  12088. if( sd->special_state.no_gemstone )
  12089. { //Make it substract 1 gem rather than skipping the cost.
  12090. if( --req.amount[i] < 1 )
  12091. req.itemid[i] = 0;
  12092. }
  12093. if(sc && sc->data[SC_INTOABYSS])
  12094. {
  12095. if( skill != SA_ABRACADABRA )
  12096. req.itemid[i] = req.amount[i] = 0;
  12097. else if( --req.amount[i] < 1 )
  12098. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  12099. }
  12100. }
  12101. if( skill >= HT_SKIDTRAP && skill <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  12102. if( (j=pc_search_inventory(sd,req.itemid[i])) < 0 || ( j >= 0 && sd->status.inventory[j].amount < req.amount[i] ) ){
  12103. req.itemid[i] = ITEMID_TRAP_ALLOY;
  12104. req.amount[i] = 1;
  12105. }
  12106. break;
  12107. }
  12108. }
  12109. /* requirements are level-dependent */
  12110. switch( skill ) {
  12111. case NC_SHAPESHIFT:
  12112. case GN_FIRE_EXPANSION:
  12113. case SO_SUMMON_AGNI:
  12114. case SO_SUMMON_AQUA:
  12115. case SO_SUMMON_VENTUS:
  12116. case SO_SUMMON_TERA:
  12117. req.itemid[lv-1] = skill_db[j].itemid[lv-1];
  12118. req.amount[lv-1] = skill_db[j].amount[lv-1];
  12119. break;
  12120. }
  12121. // Check for cost reductions due to skills & SCs
  12122. switch(skill) {
  12123. case MC_MAMMONITE:
  12124. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  12125. req.zeny -= req.zeny*10/100;
  12126. break;
  12127. case AL_HOLYLIGHT:
  12128. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  12129. req.sp *= 5;
  12130. break;
  12131. case SL_SMA:
  12132. case SL_STUN:
  12133. case SL_STIN:
  12134. {
  12135. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  12136. if(kaina_lv==0 || sd->status.base_level<70)
  12137. break;
  12138. if(sd->status.base_level>=90)
  12139. req.sp -= req.sp*7*kaina_lv/100;
  12140. else if(sd->status.base_level>=80)
  12141. req.sp -= req.sp*5*kaina_lv/100;
  12142. else if(sd->status.base_level>=70)
  12143. req.sp -= req.sp*3*kaina_lv/100;
  12144. }
  12145. break;
  12146. case MO_TRIPLEATTACK:
  12147. case MO_CHAINCOMBO:
  12148. case MO_COMBOFINISH:
  12149. case CH_TIGERFIST:
  12150. case CH_CHAINCRUSH:
  12151. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  12152. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  12153. break;
  12154. case MO_BODYRELOCATION:
  12155. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  12156. req.spiritball = 0;
  12157. break;
  12158. case MO_EXTREMITYFIST:
  12159. if( sc )
  12160. {
  12161. if( sc->data[SC_BLADESTOP] )
  12162. req.spiritball--;
  12163. else if( sc->data[SC_COMBO] )
  12164. {
  12165. switch( sc->data[SC_COMBO]->val1 )
  12166. {
  12167. case MO_COMBOFINISH:
  12168. req.spiritball = 4;
  12169. break;
  12170. case CH_TIGERFIST:
  12171. req.spiritball = 3;
  12172. break;
  12173. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  12174. req.spiritball = sd->spiritball?sd->spiritball:1;
  12175. break;
  12176. }
  12177. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  12178. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  12179. }
  12180. break;
  12181. case SR_RAMPAGEBLASTER:
  12182. req.spiritball = sd->spiritball?sd->spiritball:15;
  12183. break;
  12184. case SR_GATEOFHELL:
  12185. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  12186. req.sp -= req.sp * 10 / 100;
  12187. break;
  12188. case SO_SUMMON_AGNI:
  12189. case SO_SUMMON_AQUA:
  12190. case SO_SUMMON_VENTUS:
  12191. case SO_SUMMON_TERA:
  12192. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  12193. break;
  12194. }
  12195. return req;
  12196. }
  12197. /*==========================================
  12198. * Does cast-time reductions based on dex, item bonuses and config setting
  12199. *------------------------------------------*/
  12200. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  12201. {
  12202. int time = skill_get_cast(skill_id, skill_lv);
  12203. struct map_session_data *sd;
  12204. nullpo_ret(bl);
  12205. sd = BL_CAST(BL_PC, bl);
  12206. // calculate base cast time (reduced by dex)
  12207. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  12208. int scale = CONST_CASTRATE_SCALE - CONST_CASTRATE_CALC;
  12209. if( scale > 0 ) // not instant cast
  12210. time = time * scale / CONST_CASTRATE_SCALE;
  12211. else
  12212. return 0; // instant cast
  12213. }
  12214. // calculate cast time reduced by item/card bonuses
  12215. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  12216. {
  12217. int i;
  12218. if( sd->castrate != 100 )
  12219. time = time * sd->castrate / 100;
  12220. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12221. {
  12222. if( sd->skillcast[i].id == skill_id )
  12223. {
  12224. time+= time * sd->skillcast[i].val / 100;
  12225. break;
  12226. }
  12227. }
  12228. }
  12229. // config cast time multiplier
  12230. if (battle_config.cast_rate != 100)
  12231. time = time * battle_config.cast_rate / 100;
  12232. // return final cast time
  12233. return (time > 0) ? time : 0;
  12234. }
  12235. /*==========================================
  12236. * Does cast-time reductions based on sc data.
  12237. *------------------------------------------*/
  12238. int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_lv) {
  12239. struct status_change *sc = status_get_sc(bl);
  12240. #ifdef RENEWAL_CAST
  12241. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  12242. int fixed = skill_get_fixed_cast(skill_id, skill_lv);
  12243. if( !fixed ) {
  12244. fixed = skill_get_cast(skill_id, skill_lv);
  12245. fixed = ( fixed > 1 ? ( fixed * 20 / 100 ) : 0 );
  12246. }
  12247. if(sd){// Increases/Decreases fixed cast time of a skill by item/card bonuses.
  12248. int i;
  12249. if( sd->fixcastrate != 100 )
  12250. fixed = fixed * sd->fixcastrate / 100;
  12251. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++) {
  12252. if (sd->skillfixcast[i].id == skill_id){
  12253. fixed += sd->skillfixcast[i].val;
  12254. break;
  12255. }
  12256. }
  12257. }
  12258. #endif
  12259. if( time < 0 ) return 0; // due to fixed castime so use -1 to nullify the casting. [malufett]
  12260. if (sc && sc->count) {
  12261. if (sc->data[SC_SLOWCAST])
  12262. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  12263. if (sc->data[SC_SUFFRAGIUM]) {
  12264. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  12265. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12266. }
  12267. if (sc->data[SC_MEMORIZE]) {
  12268. time>>=1;
  12269. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12270. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12271. }
  12272. if (sc->data[SC_POEMBRAGI])
  12273. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  12274. if (sc->data[SC_IZAYOI])
  12275. time -= time * 50 / 100;
  12276. #ifdef RENEWAL_CAST
  12277. if( sc->data[SC__LAZINESS] )
  12278. fixed += fixed * sc->data[SC__LAZINESS]->val2 / 100;
  12279. /**
  12280. * AB Sacrament reduces fixed cast time by (10 x Level)% (up to 50%)
  12281. **/
  12282. if( sc->data[SC_SECRAMENT] )
  12283. fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100;
  12284. if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) )
  12285. fixed += 2000;
  12286. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  12287. fixed = 0;
  12288. #endif
  12289. }
  12290. #ifdef RENEWAL_CAST
  12291. /**
  12292. * WL_RADIUS decreases 10/15/20% fixed cast time from warlock skills
  12293. **/
  12294. if( sd && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) )
  12295. fixed -= fixed * (5+(skill_lv*5)) / 100;
  12296. return (time > 0 || fixed > 0) ? cap_value( time , fixed , INT_MAX ) : 0;
  12297. #else
  12298. return (time > 0) ? time : 0;
  12299. #endif
  12300. }
  12301. /*==========================================
  12302. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  12303. *------------------------------------------*/
  12304. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  12305. {
  12306. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  12307. int time = skill_get_delay(skill_id, skill_lv);
  12308. struct map_session_data *sd;
  12309. struct status_change *sc = status_get_sc(bl);
  12310. nullpo_ret(bl);
  12311. sd = BL_CAST(BL_PC, bl);
  12312. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  12313. return 0; //Will use picked skill's delay.
  12314. if (bl->type&battle_config.no_skill_delay)
  12315. return battle_config.min_skill_delay_limit;
  12316. if (time < 0)
  12317. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  12318. // Delay reductions
  12319. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  12320. case MO_TRIPLEATTACK:
  12321. case MO_CHAINCOMBO:
  12322. case MO_COMBOFINISH:
  12323. case CH_TIGERFIST:
  12324. case CH_CHAINCRUSH:
  12325. case SR_DRAGONCOMBO:
  12326. case SR_FALLENEMPIRE:
  12327. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  12328. break;
  12329. case HP_BASILICA:
  12330. if( sc && !sc->data[SC_BASILICA] )
  12331. time = 0; // There is no Delay on Basilica creation, only on cancel
  12332. break;
  12333. default:
  12334. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  12335. { // if skill delay is allowed to be reduced by dex
  12336. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12337. if (scale > 0)
  12338. time = time * scale / battle_config.castrate_dex_scale;
  12339. else //To be capped later to minimum.
  12340. time = 0;
  12341. }
  12342. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  12343. { // if skill delay is allowed to be reduced by agi
  12344. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  12345. if (scale > 0)
  12346. time = time * scale / battle_config.castrate_dex_scale;
  12347. else //To be capped later to minimum.
  12348. time = 0;
  12349. }
  12350. }
  12351. if ( sc && sc->data[SC_SPIRIT] )
  12352. {
  12353. switch (skill_id) {
  12354. case CR_SHIELDBOOMERANG:
  12355. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  12356. time /= 2;
  12357. break;
  12358. case AS_SONICBLOW:
  12359. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  12360. time /= 2;
  12361. break;
  12362. }
  12363. }
  12364. if (!(delaynodex&2))
  12365. {
  12366. if (sc && sc->count) {
  12367. if (sc->data[SC_POEMBRAGI])
  12368. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  12369. }
  12370. }
  12371. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  12372. time = time * sd->delayrate / 100;
  12373. if (battle_config.delay_rate != 100)
  12374. time = time * battle_config.delay_rate / 100;
  12375. if (time < status_get_amotion(bl))
  12376. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  12377. return max(time, battle_config.min_skill_delay_limit);
  12378. }
  12379. /*=========================================
  12380. *
  12381. *-----------------------------------------*/
  12382. struct square {
  12383. int val1[5];
  12384. int val2[5];
  12385. };
  12386. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  12387. {
  12388. nullpo_retv(tc);
  12389. if(dir == 0){
  12390. tc->val1[0]=x-2;
  12391. tc->val1[1]=x-1;
  12392. tc->val1[2]=x;
  12393. tc->val1[3]=x+1;
  12394. tc->val1[4]=x+2;
  12395. tc->val2[0]=
  12396. tc->val2[1]=
  12397. tc->val2[2]=
  12398. tc->val2[3]=
  12399. tc->val2[4]=y-1;
  12400. }
  12401. else if(dir==2){
  12402. tc->val1[0]=
  12403. tc->val1[1]=
  12404. tc->val1[2]=
  12405. tc->val1[3]=
  12406. tc->val1[4]=x+1;
  12407. tc->val2[0]=y+2;
  12408. tc->val2[1]=y+1;
  12409. tc->val2[2]=y;
  12410. tc->val2[3]=y-1;
  12411. tc->val2[4]=y-2;
  12412. }
  12413. else if(dir==4){
  12414. tc->val1[0]=x-2;
  12415. tc->val1[1]=x-1;
  12416. tc->val1[2]=x;
  12417. tc->val1[3]=x+1;
  12418. tc->val1[4]=x+2;
  12419. tc->val2[0]=
  12420. tc->val2[1]=
  12421. tc->val2[2]=
  12422. tc->val2[3]=
  12423. tc->val2[4]=y+1;
  12424. }
  12425. else if(dir==6){
  12426. tc->val1[0]=
  12427. tc->val1[1]=
  12428. tc->val1[2]=
  12429. tc->val1[3]=
  12430. tc->val1[4]=x-1;
  12431. tc->val2[0]=y+2;
  12432. tc->val2[1]=y+1;
  12433. tc->val2[2]=y;
  12434. tc->val2[3]=y-1;
  12435. tc->val2[4]=y-2;
  12436. }
  12437. else if(dir==1){
  12438. tc->val1[0]=x-1;
  12439. tc->val1[1]=x;
  12440. tc->val1[2]=x+1;
  12441. tc->val1[3]=x+2;
  12442. tc->val1[4]=x+3;
  12443. tc->val2[0]=y-4;
  12444. tc->val2[1]=y-3;
  12445. tc->val2[2]=y-1;
  12446. tc->val2[3]=y;
  12447. tc->val2[4]=y+1;
  12448. }
  12449. else if(dir==3){
  12450. tc->val1[0]=x+3;
  12451. tc->val1[1]=x+2;
  12452. tc->val1[2]=x+1;
  12453. tc->val1[3]=x;
  12454. tc->val1[4]=x-1;
  12455. tc->val2[0]=y-1;
  12456. tc->val2[1]=y;
  12457. tc->val2[2]=y+1;
  12458. tc->val2[3]=y+2;
  12459. tc->val2[4]=y+3;
  12460. }
  12461. else if(dir==5){
  12462. tc->val1[0]=x+1;
  12463. tc->val1[1]=x;
  12464. tc->val1[2]=x-1;
  12465. tc->val1[3]=x-2;
  12466. tc->val1[4]=x-3;
  12467. tc->val2[0]=y+3;
  12468. tc->val2[1]=y+2;
  12469. tc->val2[2]=y+1;
  12470. tc->val2[3]=y;
  12471. tc->val2[4]=y-1;
  12472. }
  12473. else if(dir==7){
  12474. tc->val1[0]=x-3;
  12475. tc->val1[1]=x-2;
  12476. tc->val1[2]=x-1;
  12477. tc->val1[3]=x;
  12478. tc->val1[4]=x+1;
  12479. tc->val2[1]=y;
  12480. tc->val2[0]=y+1;
  12481. tc->val2[2]=y-1;
  12482. tc->val2[3]=y-2;
  12483. tc->val2[4]=y-3;
  12484. }
  12485. }
  12486. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  12487. {
  12488. int c;
  12489. nullpo_retv(tc);
  12490. for( c = 0; c < 5; c++ )
  12491. {
  12492. switch( dir )
  12493. {
  12494. case 0: tc->val2[c]+=are; break;
  12495. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  12496. case 2: tc->val1[c]-=are; break;
  12497. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  12498. case 4: tc->val2[c]-=are; break;
  12499. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  12500. case 6: tc->val1[c]+=are; break;
  12501. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  12502. }
  12503. }
  12504. }
  12505. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  12506. {
  12507. int c,n=4;
  12508. int dir = map_calc_dir(src,bl->x,bl->y);
  12509. struct square tc;
  12510. int x=bl->x,y=bl->y;
  12511. skill_brandishspear_first(&tc,dir,x,y);
  12512. skill_brandishspear_dir(&tc,dir,4);
  12513. skill_area_temp[1] = bl->id;
  12514. if(skilllv > 9){
  12515. for(c=1;c<4;c++){
  12516. map_foreachincell(skill_area_sub,
  12517. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12518. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12519. skill_castend_damage_id);
  12520. }
  12521. }
  12522. if(skilllv > 6){
  12523. skill_brandishspear_dir(&tc,dir,-1);
  12524. n--;
  12525. }else{
  12526. skill_brandishspear_dir(&tc,dir,-2);
  12527. n-=2;
  12528. }
  12529. if(skilllv > 3){
  12530. for(c=0;c<5;c++){
  12531. map_foreachincell(skill_area_sub,
  12532. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12533. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12534. skill_castend_damage_id);
  12535. if(skilllv > 6 && n==3 && c==4){
  12536. skill_brandishspear_dir(&tc,dir,-1);
  12537. n--;c=-1;
  12538. }
  12539. }
  12540. }
  12541. for(c=0;c<10;c++){
  12542. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  12543. map_foreachincell(skill_area_sub,
  12544. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  12545. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  12546. skill_castend_damage_id);
  12547. }
  12548. }
  12549. /*==========================================
  12550. * Weapon Repair [Celest/DracoRPG]
  12551. *------------------------------------------*/
  12552. void skill_repairweapon (struct map_session_data *sd, int idx)
  12553. {
  12554. int material;
  12555. int materials[4] = { 1002, 998, 999, 756 };
  12556. struct item *item;
  12557. struct map_session_data *target_sd;
  12558. nullpo_retv(sd);
  12559. target_sd = map_id2sd(sd->menuskill_val);
  12560. if (!target_sd) //Failed....
  12561. return;
  12562. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  12563. return;
  12564. if(idx < 0 || idx >= MAX_INVENTORY)
  12565. return; //Invalid index??
  12566. item = &target_sd->status.inventory[idx];
  12567. if(item->nameid <= 0 || item->attribute == 0)
  12568. return; //Again invalid item....
  12569. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  12570. clif_item_repaireffect(sd,idx,1);
  12571. return;
  12572. }
  12573. if ( sd->inventory_data[idx]->type == IT_WEAPON)
  12574. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  12575. else
  12576. material = materials [2]; // Armors consume 1 Steel
  12577. if (pc_search_inventory(sd,material) < 0 ) {
  12578. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12579. return;
  12580. }
  12581. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  12582. item->attribute=0;
  12583. clif_equiplist(target_sd);
  12584. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  12585. clif_item_repaireffect(sd,idx,0);
  12586. if(sd!=target_sd)
  12587. clif_item_repaireffect(target_sd,idx,0);
  12588. }
  12589. /*==========================================
  12590. * Item Appraisal
  12591. *------------------------------------------*/
  12592. void skill_identify (struct map_session_data *sd, int idx)
  12593. {
  12594. int flag=1;
  12595. nullpo_retv(sd);
  12596. if(idx >= 0 && idx < MAX_INVENTORY) {
  12597. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  12598. flag=0;
  12599. sd->status.inventory[idx].identify=1;
  12600. }
  12601. }
  12602. clif_item_identified(sd,idx,flag);
  12603. }
  12604. /*==========================================
  12605. * Weapon Refine [Celest]
  12606. *------------------------------------------*/
  12607. void skill_weaponrefine (struct map_session_data *sd, int idx)
  12608. {
  12609. nullpo_retv(sd);
  12610. if (idx >= 0 && idx < MAX_INVENTORY)
  12611. {
  12612. int i = 0, ep = 0, per;
  12613. int material[5] = { 0, 1010, 1011, 984, 984 };
  12614. struct item *item;
  12615. struct item_data *ditem = sd->inventory_data[idx];
  12616. item = &sd->status.inventory[idx];
  12617. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  12618. {
  12619. if( item->refine >= sd->menuskill_val
  12620. || item->refine >= 10 // if it's no longer refineable
  12621. || ditem->flag.no_refine // if the item isn't refinable
  12622. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  12623. {
  12624. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12625. return;
  12626. }
  12627. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  12628. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  12629. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  12630. if (per > rnd() % 100) {
  12631. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  12632. item->refine++;
  12633. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  12634. if(item->equip) {
  12635. ep = item->equip;
  12636. pc_unequipitem(sd,idx,3);
  12637. }
  12638. clif_refine(sd->fd,0,idx,item->refine);
  12639. clif_delitem(sd,idx,1,3);
  12640. clif_additem(sd,idx,1,0);
  12641. if (ep)
  12642. pc_equipitem(sd,idx,ep);
  12643. clif_misceffect(&sd->bl,3);
  12644. if(item->refine == 10 &&
  12645. item->card[0] == CARD0_FORGE &&
  12646. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  12647. { // Fame point system [DracoRPG]
  12648. switch(ditem->wlv){
  12649. case 1:
  12650. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  12651. break;
  12652. case 2:
  12653. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  12654. break;
  12655. case 3:
  12656. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  12657. break;
  12658. }
  12659. }
  12660. } else {
  12661. item->refine = 0;
  12662. if(item->equip)
  12663. pc_unequipitem(sd,idx,3);
  12664. clif_refine(sd->fd,1,idx,item->refine);
  12665. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  12666. clif_misceffect(&sd->bl,2);
  12667. clif_emotion(&sd->bl, E_OMG);
  12668. }
  12669. }
  12670. }
  12671. }
  12672. /*==========================================
  12673. *
  12674. *------------------------------------------*/
  12675. int skill_autospell (struct map_session_data *sd, int skillid)
  12676. {
  12677. int skilllv;
  12678. int maxlv=1,lv;
  12679. nullpo_ret(sd);
  12680. skilllv = sd->menuskill_val;
  12681. lv=pc_checkskill(sd,skillid);
  12682. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  12683. if(skillid==MG_NAPALMBEAT) maxlv=3;
  12684. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  12685. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  12686. maxlv =10; //Soul Linker bonus. [Skotlex]
  12687. else if(skilllv==2) maxlv=1;
  12688. else if(skilllv==3) maxlv=2;
  12689. else if(skilllv>=4) maxlv=3;
  12690. }
  12691. else if(skillid==MG_SOULSTRIKE){
  12692. if(skilllv==5) maxlv=1;
  12693. else if(skilllv==6) maxlv=2;
  12694. else if(skilllv>=7) maxlv=3;
  12695. }
  12696. else if(skillid==MG_FIREBALL){
  12697. if(skilllv==8) maxlv=1;
  12698. else if(skilllv>=9) maxlv=2;
  12699. }
  12700. else if(skillid==MG_FROSTDIVER) maxlv=1;
  12701. else return 0;
  12702. if(maxlv > lv)
  12703. maxlv = lv;
  12704. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  12705. skill_get_time(SA_AUTOSPELL,skilllv));
  12706. return 0;
  12707. }
  12708. /*==========================================
  12709. * Sitting skills functions.
  12710. *------------------------------------------*/
  12711. static int skill_sit_count (struct block_list *bl, va_list ap)
  12712. {
  12713. struct map_session_data *sd;
  12714. int type =va_arg(ap,int);
  12715. sd=(struct map_session_data*)bl;
  12716. if(!pc_issit(sd))
  12717. return 0;
  12718. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  12719. return 1;
  12720. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  12721. return 1;
  12722. return 0;
  12723. }
  12724. static int skill_sit_in (struct block_list *bl, va_list ap)
  12725. {
  12726. struct map_session_data *sd;
  12727. int type =va_arg(ap,int);
  12728. sd=(struct map_session_data*)bl;
  12729. if(!pc_issit(sd))
  12730. return 0;
  12731. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  12732. sd->state.gangsterparadise=1;
  12733. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  12734. {
  12735. sd->state.rest=1;
  12736. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  12737. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  12738. }
  12739. return 0;
  12740. }
  12741. static int skill_sit_out (struct block_list *bl, va_list ap)
  12742. {
  12743. struct map_session_data *sd;
  12744. int type =va_arg(ap,int);
  12745. sd=(struct map_session_data*)bl;
  12746. if(sd->state.gangsterparadise && type&1)
  12747. sd->state.gangsterparadise=0;
  12748. if(sd->state.rest && type&2) {
  12749. sd->state.rest=0;
  12750. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  12751. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  12752. }
  12753. return 0;
  12754. }
  12755. int skill_sit (struct map_session_data *sd, int type)
  12756. {
  12757. int flag = 0;
  12758. int range = 0, lv;
  12759. nullpo_ret(sd);
  12760. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  12761. flag|=1;
  12762. range = skill_get_splash(RG_GANGSTER, lv);
  12763. }
  12764. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  12765. flag|=2;
  12766. range = skill_get_splash(TK_HPTIME, lv);
  12767. }
  12768. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  12769. flag|=2;
  12770. range = skill_get_splash(TK_SPTIME, lv);
  12771. }
  12772. if( type ) {
  12773. clif_status_load(&sd->bl,SI_SIT,1);
  12774. } else {
  12775. clif_status_load(&sd->bl,SI_SIT,0);
  12776. }
  12777. if (!flag) return 0;
  12778. if(type) {
  12779. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  12780. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  12781. } else {
  12782. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  12783. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  12784. }
  12785. return 0;
  12786. }
  12787. /*==========================================
  12788. *
  12789. *------------------------------------------*/
  12790. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  12791. {
  12792. struct block_list *src;
  12793. int skillnum,skilllv;
  12794. unsigned int tick;
  12795. nullpo_ret(bl);
  12796. nullpo_ret(src=va_arg(ap,struct block_list*));
  12797. skillnum=va_arg(ap,int);
  12798. skilllv=va_arg(ap,int);
  12799. if(skilllv <= 0) return 0;
  12800. tick=va_arg(ap,unsigned int);
  12801. if (src == bl || status_isdead(bl))
  12802. return 0;
  12803. if (bl->type == BL_PC) {
  12804. struct map_session_data *sd = (struct map_session_data *)bl;
  12805. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  12806. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  12807. }
  12808. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  12809. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  12810. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  12811. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  12812. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  12813. return 0;
  12814. }
  12815. /*==========================================
  12816. *
  12817. *------------------------------------------*/
  12818. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  12819. {
  12820. int range = skill_get_unit_range(skill_num,skill_lv);
  12821. int x,y;
  12822. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  12823. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  12824. map_setcell(src->bl.m, x, y, cell, flag);
  12825. }
  12826. /*==========================================
  12827. *
  12828. *------------------------------------------*/
  12829. int skill_attack_area (struct block_list *bl, va_list ap)
  12830. {
  12831. struct block_list *src,*dsrc;
  12832. int atk_type,skillid,skilllv,flag,type;
  12833. unsigned int tick;
  12834. if(status_isdead(bl))
  12835. return 0;
  12836. atk_type = va_arg(ap,int);
  12837. src=va_arg(ap,struct block_list*);
  12838. dsrc=va_arg(ap,struct block_list*);
  12839. skillid=va_arg(ap,int);
  12840. skilllv=va_arg(ap,int);
  12841. tick=va_arg(ap,unsigned int);
  12842. flag=va_arg(ap,int);
  12843. type=va_arg(ap,int);
  12844. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  12845. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  12846. if(battle_check_target(dsrc,bl,type) <= 0 ||
  12847. !status_check_skilluse(NULL, bl, skillid, 2))
  12848. return 0;
  12849. switch (skillid) {
  12850. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  12851. case NPC_ACIDBREATH:
  12852. case NPC_DARKNESSBREATH:
  12853. case NPC_FIREBREATH:
  12854. case NPC_ICEBREATH:
  12855. case NPC_THUNDERBREATH:
  12856. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  12857. default:
  12858. //Area-splash, disable skill animation.
  12859. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  12860. }
  12861. }
  12862. /*==========================================
  12863. *
  12864. *------------------------------------------*/
  12865. int skill_clear_group (struct block_list *bl, int flag)
  12866. {
  12867. struct unit_data *ud = unit_bl2ud(bl);
  12868. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  12869. int i, count=0;
  12870. nullpo_ret(bl);
  12871. if (!ud) return 0;
  12872. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  12873. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  12874. {
  12875. switch (ud->skillunit[i]->skill_id) {
  12876. case SA_DELUGE:
  12877. case SA_VOLCANO:
  12878. case SA_VIOLENTGALE:
  12879. case SA_LANDPROTECTOR:
  12880. case NJ_SUITON:
  12881. case NJ_KAENSIN:
  12882. if (flag&1)
  12883. group[count++]= ud->skillunit[i];
  12884. break;
  12885. case SO_CLOUD_KILL:
  12886. if( flag&4 )
  12887. group[count++]= ud->skillunit[i];
  12888. break;
  12889. case SO_WARMER:
  12890. if( flag&8 )
  12891. group[count++]= ud->skillunit[i];
  12892. break;
  12893. default:
  12894. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  12895. group[count++]= ud->skillunit[i];
  12896. break;
  12897. }
  12898. }
  12899. for (i=0;i<count;i++)
  12900. skill_delunitgroup(group[i]);
  12901. return count;
  12902. }
  12903. /*==========================================
  12904. * Returns the first element field found [Skotlex]
  12905. *------------------------------------------*/
  12906. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  12907. {
  12908. struct unit_data *ud = unit_bl2ud(bl);
  12909. int i;
  12910. nullpo_ret(bl);
  12911. if (!ud) return NULL;
  12912. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  12913. switch (ud->skillunit[i]->skill_id) {
  12914. case SA_DELUGE:
  12915. case SA_VOLCANO:
  12916. case SA_VIOLENTGALE:
  12917. case SA_LANDPROTECTOR:
  12918. case NJ_SUITON:
  12919. case SO_WARMER:
  12920. case SO_CLOUD_KILL:
  12921. return ud->skillunit[i];
  12922. }
  12923. }
  12924. return NULL;
  12925. }
  12926. // for graffiti cleaner [Valaris]
  12927. int skill_graffitiremover (struct block_list *bl, va_list ap)
  12928. {
  12929. struct skill_unit *unit=NULL;
  12930. nullpo_ret(bl);
  12931. nullpo_ret(ap);
  12932. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  12933. return 0;
  12934. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  12935. skill_delunit(unit);
  12936. return 0;
  12937. }
  12938. int skill_greed (struct block_list *bl, va_list ap)
  12939. {
  12940. struct block_list *src;
  12941. struct map_session_data *sd=NULL;
  12942. struct flooritem_data *fitem=NULL;
  12943. nullpo_ret(bl);
  12944. nullpo_ret(src = va_arg(ap, struct block_list *));
  12945. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  12946. pc_takeitem(sd, fitem);
  12947. return 0;
  12948. }
  12949. //For Ranger's Detonator [Jobbie/3CeAM]
  12950. int skill_detonator(struct block_list *bl, va_list ap)
  12951. {
  12952. struct skill_unit *unit=NULL;
  12953. struct block_list *src;
  12954. int unit_id;
  12955. nullpo_ret(bl);
  12956. nullpo_ret(ap);
  12957. src = va_arg(ap,struct block_list *);
  12958. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  12959. return 0;
  12960. if( unit->group->src_id != src->id )
  12961. return 0;
  12962. unit_id = unit->group->unit_id;
  12963. switch( unit_id )
  12964. { //List of Hunter and Ranger Traps that can be detonate.
  12965. case UNT_BLASTMINE:
  12966. case UNT_SANDMAN:
  12967. case UNT_CLAYMORETRAP:
  12968. case UNT_TALKIEBOX:
  12969. case UNT_CLUSTERBOMB:
  12970. case UNT_FIRINGTRAP:
  12971. case UNT_ICEBOUNDTRAP:
  12972. if( unit_id == UNT_TALKIEBOX )
  12973. {
  12974. clif_talkiebox(bl,unit->group->valstr);
  12975. unit->group->val2 = -1;
  12976. }
  12977. else
  12978. 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);
  12979. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  12980. unit->group->unit_id = UNT_USED_TRAPS;
  12981. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  12982. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  12983. break;
  12984. }
  12985. return 0;
  12986. }
  12987. /*==========================================
  12988. *
  12989. *------------------------------------------*/
  12990. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  12991. {
  12992. int skillid;
  12993. int *alive;
  12994. struct skill_unit *unit;
  12995. struct block_list *src;
  12996. skillid = va_arg(ap,int);
  12997. alive = va_arg(ap,int *);
  12998. src = va_arg(ap,struct block_list *);
  12999. unit = (struct skill_unit *)bl;
  13000. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  13001. return 0;
  13002. switch (skillid)
  13003. {
  13004. case SA_LANDPROTECTOR:
  13005. if( unit->group->skill_id == SA_LANDPROTECTOR )
  13006. { //Check for offensive Land Protector to delete both. [Skotlex]
  13007. (*alive) = 0;
  13008. skill_delunit(unit);
  13009. return 1;
  13010. }
  13011. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  13012. { //It deletes everything except songs/dances and traps
  13013. skill_delunit(unit);
  13014. return 1;
  13015. }
  13016. break;
  13017. case HW_GANBANTEIN:
  13018. case LG_EARTHDRIVE:
  13019. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  13020. skill_delunit(unit);
  13021. return 1;
  13022. }
  13023. break;
  13024. case SA_VOLCANO:
  13025. case SA_DELUGE:
  13026. case SA_VIOLENTGALE:
  13027. // The official implementation makes them fail to appear when casted on top of ANYTHING
  13028. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  13029. // hence, I leave the alternate implementation here, commented. [Skotlex]
  13030. if (unit->range <= 0)
  13031. {
  13032. (*alive) = 0;
  13033. return 1;
  13034. }
  13035. /*
  13036. switch (unit->group->skill_id)
  13037. { //These cannot override each other.
  13038. case SA_VOLCANO:
  13039. case SA_DELUGE:
  13040. case SA_VIOLENTGALE:
  13041. (*alive) = 0;
  13042. return 1;
  13043. }
  13044. */
  13045. break;
  13046. case PF_FOGWALL:
  13047. switch(unit->group->skill_id)
  13048. {
  13049. case SA_VOLCANO: //Can't be placed on top of these
  13050. case SA_VIOLENTGALE:
  13051. (*alive) = 0;
  13052. return 1;
  13053. case SA_DELUGE:
  13054. case NJ_SUITON:
  13055. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  13056. (*alive) = 2;
  13057. break;
  13058. }
  13059. break;
  13060. case HP_BASILICA:
  13061. if (unit->group->skill_id == HP_BASILICA)
  13062. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  13063. (*alive) = 0;
  13064. return 1;
  13065. }
  13066. break;
  13067. }
  13068. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  13069. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  13070. { //It deletes everything except songs/dances/traps
  13071. (*alive) = 0;
  13072. return 1;
  13073. }
  13074. return 0;
  13075. }
  13076. /*==========================================
  13077. *
  13078. *------------------------------------------*/
  13079. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  13080. {
  13081. struct mob_data* md;
  13082. struct unit_data*ud = unit_bl2ud(bl);
  13083. struct block_list *from_bl;
  13084. struct block_list *to_bl;
  13085. md = (struct mob_data*)bl;
  13086. from_bl = va_arg(ap,struct block_list *);
  13087. to_bl = va_arg(ap,struct block_list *);
  13088. if(ud && ud->target == from_bl->id)
  13089. ud->target = to_bl->id;
  13090. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  13091. md->target_id = to_bl->id;
  13092. return 0;
  13093. }
  13094. /*==========================================
  13095. *
  13096. *------------------------------------------*/
  13097. static int skill_trap_splash (struct block_list *bl, va_list ap)
  13098. {
  13099. struct block_list *src;
  13100. int tick;
  13101. struct skill_unit *unit;
  13102. struct skill_unit_group *sg;
  13103. struct block_list *ss;
  13104. src = va_arg(ap,struct block_list *);
  13105. unit = (struct skill_unit *)src;
  13106. tick = va_arg(ap,int);
  13107. if( !unit->alive || bl->prev == NULL )
  13108. return 0;
  13109. nullpo_ret(sg = unit->group);
  13110. nullpo_ret(ss = map_id2bl(sg->src_id));
  13111. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  13112. return 0;
  13113. switch(sg->unit_id){
  13114. case UNT_SHOCKWAVE:
  13115. case UNT_SANDMAN:
  13116. case UNT_FLASHER:
  13117. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  13118. break;
  13119. case UNT_GROUNDDRIFT_WIND:
  13120. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13121. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13122. break;
  13123. case UNT_GROUNDDRIFT_DARK:
  13124. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13125. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13126. break;
  13127. case UNT_GROUNDDRIFT_POISON:
  13128. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13129. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13130. break;
  13131. case UNT_GROUNDDRIFT_WATER:
  13132. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13133. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13134. break;
  13135. case UNT_GROUNDDRIFT_FIRE:
  13136. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13137. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  13138. break;
  13139. case UNT_ELECTRICSHOCKER:
  13140. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  13141. break;
  13142. case UNT_FIRINGTRAP:
  13143. case UNT_ICEBOUNDTRAP:
  13144. case UNT_CLUSTERBOMB:
  13145. if( ss != bl )
  13146. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  13147. break;
  13148. case UNT_MAGENTATRAP:
  13149. case UNT_COBALTTRAP:
  13150. case UNT_MAIZETRAP:
  13151. case UNT_VERDURETRAP:
  13152. if( bl->type != BL_PC && !is_boss(bl) )
  13153. sc_start2(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));
  13154. break;
  13155. case UNT_REVERBERATION:
  13156. 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
  13157. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  13158. break;
  13159. default:
  13160. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  13161. break;
  13162. }
  13163. return 1;
  13164. }
  13165. /*==========================================
  13166. *
  13167. *------------------------------------------*/
  13168. int skill_enchant_elemental_end (struct block_list *bl, int type)
  13169. {
  13170. struct status_change *sc;
  13171. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  13172. int i;
  13173. nullpo_ret(bl);
  13174. nullpo_ret(sc= status_get_sc(bl));
  13175. if (!sc->count) return 0;
  13176. for (i = 0; i < ARRAYLENGTH(scs); i++)
  13177. if (type != scs[i] && sc->data[scs[i]])
  13178. status_change_end(bl, scs[i], INVALID_TIMER);
  13179. return 0;
  13180. }
  13181. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  13182. {
  13183. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13184. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13185. bool wall = true;
  13186. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  13187. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  13188. { //Check for walls.
  13189. int i;
  13190. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13191. if( i == 8 )
  13192. wall = false;
  13193. }
  13194. if( sce )
  13195. {
  13196. if( !wall )
  13197. {
  13198. if( sce->val1 < 3 ) //End cloaking.
  13199. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13200. else
  13201. if( sce->val4&1 )
  13202. { //Remove wall bonus
  13203. sce->val4&=~1;
  13204. status_calc_bl(bl,SCB_SPEED);
  13205. }
  13206. }
  13207. else
  13208. {
  13209. if( !(sce->val4&1) )
  13210. { //Add wall speed bonus
  13211. sce->val4|=1;
  13212. status_calc_bl(bl,SCB_SPEED);
  13213. }
  13214. }
  13215. }
  13216. return wall;
  13217. }
  13218. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  13219. {
  13220. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13221. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13222. bool wall = true;
  13223. if( bl->type == BL_PC )
  13224. { //Check for walls.
  13225. int i;
  13226. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13227. if( i == 8 )
  13228. wall = false;
  13229. }
  13230. if( sce )
  13231. {
  13232. if( !wall )
  13233. {
  13234. if( sce->val1 < 3 ) //End camouflage.
  13235. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13236. else
  13237. if( sce->val3&1 )
  13238. { //Remove wall bonus
  13239. sce->val3&=~1;
  13240. status_calc_bl(bl,SCB_SPEED);
  13241. }
  13242. }
  13243. }
  13244. return wall;
  13245. }
  13246. /*==========================================
  13247. *
  13248. *------------------------------------------*/
  13249. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  13250. {
  13251. struct skill_unit *unit;
  13252. nullpo_retr(NULL, group);
  13253. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  13254. nullpo_retr(NULL, unit=&group->unit[idx]);
  13255. if(!unit->alive)
  13256. group->alive_count++;
  13257. unit->bl.id=map_get_new_object_id();
  13258. unit->bl.type=BL_SKILL;
  13259. unit->bl.m=group->map;
  13260. unit->bl.x=x;
  13261. unit->bl.y=y;
  13262. unit->group=group;
  13263. unit->alive=1;
  13264. unit->val1=val1;
  13265. unit->val2=val2;
  13266. idb_put(skillunit_db, unit->bl.id, unit);
  13267. map_addiddb(&unit->bl);
  13268. map_addblock(&unit->bl);
  13269. // perform oninit actions
  13270. switch (group->skill_id) {
  13271. case WZ_ICEWALL:
  13272. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  13273. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  13274. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  13275. map[unit->bl.m].icewall_num++;
  13276. break;
  13277. case SA_LANDPROTECTOR:
  13278. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  13279. break;
  13280. case HP_BASILICA:
  13281. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  13282. break;
  13283. case SC_MAELSTROM:
  13284. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  13285. break;
  13286. default:
  13287. if (group->state.song_dance&0x1) //Check for dissonance.
  13288. skill_dance_overlap(unit, 1);
  13289. break;
  13290. }
  13291. clif_skill_setunit(unit);
  13292. return unit;
  13293. }
  13294. /*==========================================
  13295. *
  13296. *------------------------------------------*/
  13297. int skill_delunit (struct skill_unit* unit)
  13298. {
  13299. struct skill_unit_group *group;
  13300. nullpo_ret(unit);
  13301. if( !unit->alive )
  13302. return 0;
  13303. unit->alive=0;
  13304. nullpo_ret(group=unit->group);
  13305. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  13306. skill_dance_overlap(unit, 0);
  13307. // invoke onout event
  13308. if( !unit->range )
  13309. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  13310. // perform ondelete actions
  13311. switch (group->skill_id) {
  13312. case HT_ANKLESNARE: {
  13313. struct block_list* target = map_id2bl(group->val2);
  13314. if( target )
  13315. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  13316. }
  13317. break;
  13318. case WZ_ICEWALL:
  13319. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  13320. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  13321. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  13322. map[unit->bl.m].icewall_num--;
  13323. break;
  13324. case SA_LANDPROTECTOR:
  13325. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  13326. break;
  13327. case HP_BASILICA:
  13328. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  13329. break;
  13330. case RA_ELECTRICSHOCKER: {
  13331. struct block_list* target = map_id2bl(group->val2);
  13332. if( target )
  13333. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  13334. }
  13335. break;
  13336. case SC_MAELSTROM:
  13337. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  13338. break;
  13339. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  13340. if( group->val2 ) { // Someone Traped
  13341. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  13342. if( tsc && tsc->data[SC__MANHOLE] )
  13343. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  13344. }
  13345. break;
  13346. }
  13347. clif_skill_delunit(unit);
  13348. unit->group=NULL;
  13349. map_delblock(&unit->bl); // don't free yet
  13350. map_deliddb(&unit->bl);
  13351. idb_remove(skillunit_db, unit->bl.id);
  13352. if(--group->alive_count==0)
  13353. skill_delunitgroup(group);
  13354. return 0;
  13355. }
  13356. /*==========================================
  13357. *
  13358. *------------------------------------------*/
  13359. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  13360. /// Returns the target skill_unit_group or NULL if not found.
  13361. struct skill_unit_group* skill_id2group(int group_id)
  13362. {
  13363. return (struct skill_unit_group*)idb_get(group_db, group_id);
  13364. }
  13365. static int skill_unit_group_newid = MAX_SKILL_DB;
  13366. /// Returns a new group_id that isn't being used in group_db.
  13367. /// Fatal error if nothing is available.
  13368. static int skill_get_new_group_id(void)
  13369. {
  13370. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  13371. return skill_unit_group_newid++;// available
  13372. {// find next id
  13373. int base_id = skill_unit_group_newid;
  13374. while( base_id != ++skill_unit_group_newid )
  13375. {
  13376. if( skill_unit_group_newid < MAX_SKILL_DB )
  13377. skill_unit_group_newid = MAX_SKILL_DB;
  13378. if( skill_id2group(skill_unit_group_newid) == NULL )
  13379. return skill_unit_group_newid++;// available
  13380. }
  13381. // full loop, nothing available
  13382. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  13383. exit(1);
  13384. }
  13385. }
  13386. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  13387. {
  13388. struct unit_data* ud = unit_bl2ud( src );
  13389. struct skill_unit_group* group;
  13390. int i;
  13391. if(skillid <= 0 || skilllv <= 0) return 0;
  13392. nullpo_retr(NULL, src);
  13393. nullpo_retr(NULL, ud);
  13394. // find a free spot to store the new unit group
  13395. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  13396. if(i == MAX_SKILLUNITGROUP)
  13397. {
  13398. // array is full, make room by discarding oldest group
  13399. int j=0;
  13400. unsigned maxdiff=0,x,tick=gettick();
  13401. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13402. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  13403. maxdiff=x;
  13404. j=i;
  13405. }
  13406. skill_delunitgroup(ud->skillunit[j]);
  13407. //Since elements must have shifted, we use the last slot.
  13408. i = MAX_SKILLUNITGROUP-1;
  13409. }
  13410. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  13411. group->src_id = src->id;
  13412. group->party_id = status_get_party_id(src);
  13413. group->guild_id = status_get_guild_id(src);
  13414. group->bg_id = bg_team_get_id(src);
  13415. group->group_id = skill_get_new_group_id();
  13416. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  13417. group->unit_count = count;
  13418. group->alive_count = 0;
  13419. group->val1 = 0;
  13420. group->val2 = 0;
  13421. group->val3 = 0;
  13422. group->skill_id = skillid;
  13423. group->skill_lv = skilllv;
  13424. group->unit_id = unit_id;
  13425. group->map = src->m;
  13426. group->limit = limit;
  13427. group->interval = interval;
  13428. group->tick = gettick();
  13429. group->valstr = NULL;
  13430. ud->skillunit[i] = group;
  13431. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  13432. group->tick += 1500;
  13433. idb_put(group_db, group->group_id, group);
  13434. return group;
  13435. }
  13436. /*==========================================
  13437. *
  13438. *------------------------------------------*/
  13439. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  13440. {
  13441. struct block_list* src;
  13442. struct unit_data *ud;
  13443. int i,j;
  13444. if( group == NULL )
  13445. {
  13446. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  13447. return 0;
  13448. }
  13449. src=map_id2bl(group->src_id);
  13450. ud = unit_bl2ud(src);
  13451. if(!src || !ud) {
  13452. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13453. return 0;
  13454. }
  13455. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  13456. switch( group->skill_id ) {
  13457. case BA_DISSONANCE:
  13458. case BA_POEMBRAGI:
  13459. case BA_WHISTLE:
  13460. case BA_ASSASSINCROSS:
  13461. case BA_APPLEIDUN:
  13462. case DC_UGLYDANCE:
  13463. case DC_HUMMING:
  13464. case DC_DONTFORGETME:
  13465. case DC_FORTUNEKISS:
  13466. case DC_SERVICEFORYOU:
  13467. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  13468. break;
  13469. }
  13470. }
  13471. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  13472. {
  13473. struct status_change* sc = status_get_sc(src);
  13474. if (sc && sc->data[SC_DANCING])
  13475. {
  13476. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  13477. status_change_end(src, SC_DANCING, INVALID_TIMER);
  13478. }
  13479. }
  13480. // end Gospel's status change on 'src'
  13481. // (needs to be done when the group is deleted by other means than skill deactivation)
  13482. if (group->unit_id == UNT_GOSPEL) {
  13483. struct status_change *sc = status_get_sc(src);
  13484. if(sc && sc->data[SC_GOSPEL]) {
  13485. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  13486. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  13487. }
  13488. }
  13489. switch( group->skill_id ) {
  13490. case SG_SUN_WARM:
  13491. case SG_MOON_WARM:
  13492. case SG_STAR_WARM:
  13493. {
  13494. struct status_change *sc = NULL;
  13495. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  13496. sc->data[SC_WARM]->val4 = 0;
  13497. status_change_end(src, SC_WARM, INVALID_TIMER);
  13498. }
  13499. }
  13500. break;
  13501. case NC_NEUTRALBARRIER:
  13502. {
  13503. struct status_change *sc = NULL;
  13504. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  13505. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  13506. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  13507. }
  13508. }
  13509. break;
  13510. case NC_STEALTHFIELD:
  13511. {
  13512. struct status_change *sc = NULL;
  13513. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  13514. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  13515. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  13516. }
  13517. }
  13518. break;
  13519. case LG_BANDING:
  13520. {
  13521. struct status_change *sc = NULL;
  13522. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  13523. sc->data[SC_BANDING]->val4 = 0;
  13524. status_change_end(src,SC_BANDING,INVALID_TIMER);
  13525. }
  13526. }
  13527. break;
  13528. }
  13529. if (src->type==BL_PC && group->state.ammo_consume)
  13530. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  13531. group->alive_count=0;
  13532. // remove all unit cells
  13533. if(group->unit != NULL)
  13534. for( i = 0; i < group->unit_count; i++ )
  13535. skill_delunit(&group->unit[i]);
  13536. // clear Talkie-box string
  13537. if( group->valstr != NULL )
  13538. {
  13539. aFree(group->valstr);
  13540. group->valstr = NULL;
  13541. }
  13542. idb_remove(group_db, group->group_id);
  13543. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  13544. group->unit=NULL;
  13545. group->group_id=0;
  13546. group->unit_count=0;
  13547. // locate this group, swap with the last entry and delete it
  13548. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  13549. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  13550. if( i < MAX_SKILLUNITGROUP )
  13551. {
  13552. ud->skillunit[i] = ud->skillunit[j];
  13553. ud->skillunit[j] = NULL;
  13554. ers_free(skill_unit_ers, group);
  13555. }
  13556. else
  13557. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13558. return 1;
  13559. }
  13560. /*==========================================
  13561. *
  13562. *------------------------------------------*/
  13563. int skill_clear_unitgroup (struct block_list *src)
  13564. {
  13565. struct unit_data *ud = unit_bl2ud(src);
  13566. nullpo_ret(ud);
  13567. while (ud->skillunit[0])
  13568. skill_delunitgroup(ud->skillunit[0]);
  13569. return 1;
  13570. }
  13571. /*==========================================
  13572. *
  13573. *------------------------------------------*/
  13574. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  13575. {
  13576. int i,j=-1,k,s,id;
  13577. struct unit_data *ud;
  13578. struct skill_unit_group_tickset *set;
  13579. nullpo_ret(bl);
  13580. if (group->interval==-1)
  13581. return NULL;
  13582. ud = unit_bl2ud(bl);
  13583. if (!ud) return NULL;
  13584. set = ud->skillunittick;
  13585. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  13586. id = s = group->skill_id;
  13587. else
  13588. id = s = group->group_id;
  13589. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  13590. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  13591. if (set[k].id == id)
  13592. return &set[k];
  13593. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  13594. j=k;
  13595. }
  13596. if (j == -1) {
  13597. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  13598. j = id % MAX_SKILLUNITGROUPTICKSET;
  13599. }
  13600. set[j].id = id;
  13601. set[j].tick = tick;
  13602. return &set[j];
  13603. }
  13604. /*==========================================
  13605. *
  13606. *------------------------------------------*/
  13607. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  13608. {
  13609. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  13610. struct skill_unit_group* group = unit->group;
  13611. unsigned int tick = va_arg(ap,unsigned int);
  13612. if( !unit->alive || bl->prev == NULL )
  13613. return 0;
  13614. nullpo_ret(group);
  13615. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  13616. return 0; //AoE skills are ineffective. [Skotlex]
  13617. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  13618. return 0;
  13619. skill_unit_onplace_timer(unit,bl,tick);
  13620. return 1;
  13621. }
  13622. /**
  13623. * @see DBApply
  13624. */
  13625. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  13626. {
  13627. struct skill_unit* unit = db_data2ptr(data);
  13628. struct skill_unit_group* group = unit->group;
  13629. unsigned int tick = va_arg(ap,unsigned int);
  13630. bool dissonance;
  13631. struct block_list* bl = &unit->bl;
  13632. if( !unit->alive )
  13633. return 0;
  13634. nullpo_ret(group);
  13635. // check for expiration
  13636. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  13637. {// skill unit expired (inlined from skill_unit_onlimit())
  13638. switch( group->unit_id )
  13639. {
  13640. case UNT_BLASTMINE:
  13641. #ifdef RENEWAL
  13642. case UNT_CLAYMORETRAP:
  13643. #endif
  13644. case UNT_GROUNDDRIFT_WIND:
  13645. case UNT_GROUNDDRIFT_DARK:
  13646. case UNT_GROUNDDRIFT_POISON:
  13647. case UNT_GROUNDDRIFT_WATER:
  13648. case UNT_GROUNDDRIFT_FIRE:
  13649. group->unit_id = UNT_USED_TRAPS;
  13650. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  13651. group->limit=DIFF_TICK(tick+1500,group->tick);
  13652. unit->limit=DIFF_TICK(tick+1500,group->tick);
  13653. break;
  13654. case UNT_ANKLESNARE:
  13655. case UNT_ELECTRICSHOCKER:
  13656. if( group->val2 > 0 ) {
  13657. // Used Trap don't returns back to item
  13658. skill_delunit(unit);
  13659. break;
  13660. }
  13661. case UNT_SKIDTRAP:
  13662. case UNT_LANDMINE:
  13663. case UNT_SHOCKWAVE:
  13664. case UNT_SANDMAN:
  13665. case UNT_FLASHER:
  13666. case UNT_FREEZINGTRAP:
  13667. #ifndef RENEWAL
  13668. case UNT_CLAYMORETRAP:
  13669. #endif
  13670. case UNT_TALKIEBOX:
  13671. case UNT_CLUSTERBOMB:
  13672. case UNT_MAGENTATRAP:
  13673. case UNT_COBALTTRAP:
  13674. case UNT_MAIZETRAP:
  13675. case UNT_VERDURETRAP:
  13676. case UNT_FIRINGTRAP:
  13677. case UNT_ICEBOUNDTRAP:
  13678. {
  13679. struct block_list* src;
  13680. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  13681. { // revert unit back into a trap
  13682. struct item item_tmp;
  13683. memset(&item_tmp,0,sizeof(item_tmp));
  13684. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  13685. item_tmp.identify = 1;
  13686. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  13687. }
  13688. skill_delunit(unit);
  13689. }
  13690. break;
  13691. case UNT_WARP_ACTIVE:
  13692. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  13693. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  13694. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  13695. // restart timers
  13696. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  13697. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  13698. // apply effect to all units standing on it
  13699. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13700. break;
  13701. case UNT_CALLFAMILY:
  13702. {
  13703. struct map_session_data *sd = NULL;
  13704. if(group->val1) {
  13705. sd = map_charid2sd(group->val1);
  13706. group->val1 = 0;
  13707. if (sd && !map[sd->bl.m].flag.nowarp)
  13708. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  13709. }
  13710. if(group->val2) {
  13711. sd = map_charid2sd(group->val2);
  13712. group->val2 = 0;
  13713. if (sd && !map[sd->bl.m].flag.nowarp)
  13714. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  13715. }
  13716. skill_delunit(unit);
  13717. }
  13718. break;
  13719. case UNT_REVERBERATION:
  13720. if( unit->val1 <= 0 ) { // If it was deactivated.
  13721. skill_delunit(unit);
  13722. break;
  13723. }
  13724. clif_changetraplook(bl,UNT_USED_TRAPS);
  13725. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  13726. group->limit = DIFF_TICK(tick,group->tick)+1000;
  13727. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  13728. group->unit_id = UNT_USED_TRAPS;
  13729. break;
  13730. case UNT_FEINTBOMB: {
  13731. struct block_list *src = map_id2bl(group->src_id);
  13732. if( src )
  13733. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|1, skill_castend_damage_id);
  13734. skill_delunit(unit);
  13735. break;
  13736. }
  13737. case UNT_BANDING:
  13738. {
  13739. struct block_list *src = map_id2bl(group->src_id);
  13740. struct status_change *sc;
  13741. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  13742. {
  13743. skill_delunit(unit);
  13744. break;
  13745. }
  13746. // This unit isn't removed while SC_BANDING is active.
  13747. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  13748. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  13749. }
  13750. break;
  13751. default:
  13752. skill_delunit(unit);
  13753. }
  13754. }
  13755. else
  13756. {// skill unit is still active
  13757. switch( group->unit_id )
  13758. {
  13759. case UNT_ICEWALL:
  13760. // icewall loses 50 hp every second
  13761. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  13762. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  13763. unit->limit = DIFF_TICK(tick+700,group->tick);
  13764. break;
  13765. case UNT_BLASTMINE:
  13766. case UNT_SKIDTRAP:
  13767. case UNT_LANDMINE:
  13768. case UNT_SHOCKWAVE:
  13769. case UNT_SANDMAN:
  13770. case UNT_FLASHER:
  13771. case UNT_CLAYMORETRAP:
  13772. case UNT_FREEZINGTRAP:
  13773. case UNT_TALKIEBOX:
  13774. case UNT_ANKLESNARE:
  13775. if( unit->val1 <= 0 ) {
  13776. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  13777. skill_delunit(unit);
  13778. else {
  13779. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  13780. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  13781. group->unit_id = UNT_USED_TRAPS;
  13782. }
  13783. }
  13784. break;
  13785. case UNT_REVERBERATION:
  13786. if( unit->val1 <= 0 ){
  13787. clif_changetraplook(bl,UNT_USED_TRAPS);
  13788. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  13789. group->limit = DIFF_TICK(tick,group->tick)+1000;
  13790. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  13791. group->unit_id = UNT_USED_TRAPS;
  13792. }
  13793. break;
  13794. case UNT_WALLOFTHORN:
  13795. if( unit->val1 <= 0 ) {
  13796. group->unit_id = UNT_USED_TRAPS;
  13797. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  13798. }
  13799. break;
  13800. }
  13801. }
  13802. //Don't continue if unit or even group is expired and has been deleted.
  13803. if( !group || !unit->alive )
  13804. return 0;
  13805. dissonance = skill_dance_switch(unit, 0);
  13806. if( unit->range >= 0 && group->interval != -1 )
  13807. {
  13808. if( battle_config.skill_wall_check )
  13809. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  13810. else
  13811. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  13812. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  13813. group->unit_id = UNT_USED_TRAPS;
  13814. if( group->unit_id == UNT_TATAMIGAESHI )
  13815. {
  13816. unit->range = -1; //Disable processed cell.
  13817. if (--group->val1 <= 0) // number of live cells
  13818. { //All tiles were processed, disable skill.
  13819. group->target_flag=BCT_NOONE;
  13820. group->bl_flag= BL_NUL;
  13821. }
  13822. }
  13823. }
  13824. if( dissonance ) skill_dance_switch(unit, 1);
  13825. return 0;
  13826. }
  13827. /*==========================================
  13828. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  13829. *------------------------------------------*/
  13830. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  13831. {
  13832. map_freeblock_lock();
  13833. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  13834. map_freeblock_unlock();
  13835. return 0;
  13836. }
  13837. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  13838. /*==========================================
  13839. *
  13840. *------------------------------------------*/
  13841. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  13842. {
  13843. struct skill_unit* unit = (struct skill_unit *)bl;
  13844. struct skill_unit_group* group = unit->group;
  13845. struct block_list* target = va_arg(ap,struct block_list*);
  13846. unsigned int tick = va_arg(ap,unsigned int);
  13847. int flag = va_arg(ap,int);
  13848. bool dissonance;
  13849. int skill_id;
  13850. int i;
  13851. nullpo_ret(group);
  13852. if( !unit->alive || target->prev == NULL )
  13853. return 0;
  13854. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  13855. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  13856. dissonance = skill_dance_switch(unit, 0);
  13857. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13858. skill_id = unit->group->skill_id;
  13859. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  13860. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  13861. if( dissonance ) skill_dance_switch(unit, 1);
  13862. return 0;
  13863. }
  13864. //Target-type check.
  13865. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  13866. {
  13867. if( group->src_id == target->id && group->state.song_dance&0x2 )
  13868. { //Ensemble check to see if they went out/in of the area [Skotlex]
  13869. if( flag&1 )
  13870. {
  13871. if( flag&2 )
  13872. { //Clear this skill id.
  13873. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  13874. if( i < ARRAYLENGTH(skill_unit_temp) )
  13875. skill_unit_temp[i] = 0;
  13876. }
  13877. }
  13878. else
  13879. {
  13880. if( flag&2 )
  13881. { //Store this skill id.
  13882. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  13883. if( i < ARRAYLENGTH(skill_unit_temp) )
  13884. skill_unit_temp[i] = skill_id;
  13885. else
  13886. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  13887. }
  13888. }
  13889. if( flag&4 )
  13890. skill_unit_onleft(skill_id,target,tick);
  13891. }
  13892. if( dissonance ) skill_dance_switch(unit, 1);
  13893. return 0;
  13894. }
  13895. else
  13896. {
  13897. if( flag&1 )
  13898. {
  13899. int result = skill_unit_onplace(unit,target,tick);
  13900. if( flag&2 && result )
  13901. { //Clear skill ids we have stored in onout.
  13902. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  13903. if( i < ARRAYLENGTH(skill_unit_temp) )
  13904. skill_unit_temp[i] = 0;
  13905. }
  13906. }
  13907. else
  13908. {
  13909. int result = skill_unit_onout(unit,target,tick);
  13910. if( flag&2 && result )
  13911. { //Store this unit id.
  13912. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  13913. if( i < ARRAYLENGTH(skill_unit_temp) )
  13914. skill_unit_temp[i] = skill_id;
  13915. else
  13916. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  13917. }
  13918. }
  13919. //TODO: Normally, this is dangerous since the unit and group could be freed
  13920. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  13921. //cells do not get deleted within them. [Skotlex]
  13922. if( dissonance ) skill_dance_switch(unit, 1);
  13923. if( flag&4 )
  13924. skill_unit_onleft(skill_id,target,tick);
  13925. return 1;
  13926. }
  13927. }
  13928. /*==========================================
  13929. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  13930. * Flag values:
  13931. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  13932. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  13933. * units to figure out when they have left a group.
  13934. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  13935. *------------------------------------------*/
  13936. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  13937. {
  13938. nullpo_ret(bl);
  13939. if( bl->prev == NULL )
  13940. return 0;
  13941. if( flag&2 && !(flag&1) )
  13942. { //Onout, clear data
  13943. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  13944. }
  13945. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  13946. if( flag&2 && flag&1 )
  13947. { //Onplace, check any skill units you have left.
  13948. int i;
  13949. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  13950. if( skill_unit_temp[i] )
  13951. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  13952. }
  13953. return 0;
  13954. }
  13955. /*==========================================
  13956. *
  13957. *------------------------------------------*/
  13958. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  13959. {
  13960. int i,j;
  13961. unsigned int tick = gettick();
  13962. int *m_flag;
  13963. struct skill_unit *unit1;
  13964. struct skill_unit *unit2;
  13965. if (group == NULL)
  13966. return 0;
  13967. if (group->unit_count<=0)
  13968. return 0;
  13969. if (group->unit==NULL)
  13970. return 0;
  13971. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  13972. return 0; //Ensembles may not be moved around.
  13973. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  13974. return 0; //Icewalls and Wall of Thorns don't get knocked back
  13975. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  13976. // m_flag
  13977. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  13978. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  13979. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  13980. // 3: Both 1+2.
  13981. for(i=0;i<group->unit_count;i++){
  13982. unit1=&group->unit[i];
  13983. if (!unit1->alive || unit1->bl.m!=m)
  13984. continue;
  13985. for(j=0;j<group->unit_count;j++){
  13986. unit2=&group->unit[j];
  13987. if (!unit2->alive)
  13988. continue;
  13989. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  13990. m_flag[i] |= 0x1;
  13991. }
  13992. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  13993. m_flag[i] |= 0x2;
  13994. }
  13995. }
  13996. }
  13997. j = 0;
  13998. for (i=0;i<group->unit_count;i++) {
  13999. unit1=&group->unit[i];
  14000. if (!unit1->alive)
  14001. continue;
  14002. if (!(m_flag[i]&0x2)) {
  14003. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  14004. skill_dance_overlap(unit1, 0);
  14005. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  14006. }
  14007. //Move Cell using "smart" criteria (avoid useless moving around)
  14008. switch(m_flag[i])
  14009. {
  14010. case 0:
  14011. //Cell moves independently, safely move it.
  14012. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  14013. break;
  14014. case 1:
  14015. //Cell moves unto another cell, look for a replacement cell that won't collide
  14016. //and has no cell moving into it (flag == 2)
  14017. for(;j<group->unit_count;j++)
  14018. {
  14019. if(m_flag[j]!=2 || !group->unit[j].alive)
  14020. continue;
  14021. //Move to where this cell would had moved.
  14022. unit2 = &group->unit[j];
  14023. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  14024. j++; //Skip this cell as we have used it.
  14025. break;
  14026. }
  14027. break;
  14028. case 2:
  14029. case 3:
  14030. break; //Don't move the cell as a cell will end on this tile anyway.
  14031. }
  14032. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  14033. if (group->state.song_dance&0x1) //Check for dissonance effect.
  14034. skill_dance_overlap(unit1, 1);
  14035. clif_skill_setunit(unit1);
  14036. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  14037. }
  14038. }
  14039. aFree(m_flag);
  14040. return 0;
  14041. }
  14042. /*==========================================
  14043. *
  14044. *------------------------------------------*/
  14045. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  14046. {
  14047. int i,j;
  14048. nullpo_ret(sd);
  14049. if(nameid<=0)
  14050. return 0;
  14051. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  14052. if(skill_produce_db[i].nameid == nameid ){
  14053. if((j=skill_produce_db[i].req_skill)>0 &&
  14054. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  14055. continue; // must iterate again to check other skills that produce it. [malufett]
  14056. break;
  14057. }
  14058. }
  14059. if( i >= MAX_SKILL_PRODUCE_DB )
  14060. return 0;
  14061. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  14062. {// cannot carry the produced stuff
  14063. return 0;
  14064. }
  14065. if(trigger>=0){
  14066. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  14067. if(skill_produce_db[i].itemlv!=trigger)
  14068. return 0;
  14069. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  14070. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  14071. return 0;
  14072. } else { // Weapon (itemlv must be higher or equal)
  14073. if(skill_produce_db[i].itemlv>trigger)
  14074. return 0;
  14075. }
  14076. }
  14077. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  14078. int id,x,y;
  14079. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  14080. continue;
  14081. if(skill_produce_db[i].mat_amount[j] <= 0) {
  14082. if(pc_search_inventory(sd,id) < 0)
  14083. return 0;
  14084. }
  14085. else {
  14086. for(y=0,x=0;y<MAX_INVENTORY;y++)
  14087. if( sd->status.inventory[y].nameid == id )
  14088. x+=sd->status.inventory[y].amount;
  14089. if(x<qty*skill_produce_db[i].mat_amount[j])
  14090. return 0;
  14091. }
  14092. }
  14093. return i+1;
  14094. }
  14095. /*==========================================
  14096. *
  14097. *------------------------------------------*/
  14098. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  14099. {
  14100. int slot[3];
  14101. int i,sc,ele,idx,equip,wlv,make_per,flag = 0, firstQty = qty;
  14102. int num = -1; // exclude the recipe
  14103. struct status_data *status;
  14104. struct item_data* data;
  14105. nullpo_ret(sd);
  14106. status = status_get_status_data(&sd->bl);
  14107. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  14108. return 0;
  14109. idx--;
  14110. if (qty < 1)
  14111. qty = 1;
  14112. if (!skill_id) //A skill can be specified for some override cases.
  14113. skill_id = skill_produce_db[idx].req_skill;
  14114. if( skill_id == GC_RESEARCHNEWPOISON )
  14115. skill_id = GC_CREATENEWPOISON;
  14116. slot[0]=slot1;
  14117. slot[1]=slot2;
  14118. slot[2]=slot3;
  14119. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  14120. int j;
  14121. if( slot[i]<=0 )
  14122. continue;
  14123. j = pc_search_inventory(sd,slot[i]);
  14124. if(j < 0)
  14125. continue;
  14126. if(slot[i]==1000){ /* Star Crumb */
  14127. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14128. sc++;
  14129. }
  14130. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  14131. static const int ele_table[4]={3,1,4,2};
  14132. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14133. ele=ele_table[slot[i]-994];
  14134. }
  14135. }
  14136. if( skill_id == RK_RUNEMASTERY ) {
  14137. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  14138. data = itemdb_search(nameid);
  14139. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  14140. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  14141. else temp_qty = 1;
  14142. if (data->stack.inventory) {
  14143. for( i = 0; i < MAX_INVENTORY; i++ ) {
  14144. if( sd->status.inventory[i].nameid == nameid ) {
  14145. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  14146. clif_msgtable(sd->fd,0x61b);
  14147. return 0;
  14148. } else {
  14149. /**
  14150. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  14151. **/
  14152. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  14153. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  14154. }
  14155. break;
  14156. }
  14157. }
  14158. }
  14159. qty = temp_qty;
  14160. }
  14161. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  14162. int j,id,x;
  14163. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  14164. continue;
  14165. num++;
  14166. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  14167. do{
  14168. int y=0;
  14169. j = pc_search_inventory(sd,id);
  14170. if(j >= 0){
  14171. y = sd->status.inventory[j].amount;
  14172. if(y>x)y=x;
  14173. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  14174. } else
  14175. ShowError("skill_produce_mix: material item error\n");
  14176. x-=y;
  14177. }while( j>=0 && x>0 );
  14178. }
  14179. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  14180. wlv = itemdb_wlv(nameid);
  14181. if(!equip) {
  14182. switch(skill_id){
  14183. case BS_IRON:
  14184. case BS_STEEL:
  14185. case BS_ENCHANTEDSTONE:
  14186. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  14187. i = pc_checkskill(sd,skill_id);
  14188. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  14189. switch(nameid){
  14190. case 998: // Iron
  14191. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  14192. break;
  14193. case 999: // Steel
  14194. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  14195. break;
  14196. case 1000: //Star Crumb
  14197. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  14198. break;
  14199. default: // Enchanted Stones
  14200. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  14201. break;
  14202. }
  14203. break;
  14204. case ASC_CDP:
  14205. make_per = (2000 + 40*status->dex + 20*status->luk);
  14206. break;
  14207. case AL_HOLYWATER:
  14208. /**
  14209. * Arch Bishop
  14210. **/
  14211. case AB_ANCILLA:
  14212. make_per = 100000; //100% success
  14213. break;
  14214. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  14215. case AM_TWILIGHT1:
  14216. case AM_TWILIGHT2:
  14217. case AM_TWILIGHT3:
  14218. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  14219. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  14220. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  14221. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  14222. int skill;
  14223. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  14224. make_per += skill*100; //+1% bonus per level
  14225. }
  14226. switch(nameid){
  14227. case 501: // Red Potion
  14228. case 503: // Yellow Potion
  14229. case 504: // White Potion
  14230. make_per += (1+rnd()%100)*10 + 2000;
  14231. break;
  14232. case 970: // Alcohol
  14233. make_per += (1+rnd()%100)*10 + 1000;
  14234. break;
  14235. case 7135: // Bottle Grenade
  14236. case 7136: // Acid Bottle
  14237. case 7137: // Plant Bottle
  14238. case 7138: // Marine Sphere Bottle
  14239. make_per += (1+rnd()%100)*10;
  14240. break;
  14241. case 546: // Condensed Yellow Potion
  14242. make_per -= (1+rnd()%50)*10;
  14243. break;
  14244. case 547: // Condensed White Potion
  14245. case 7139: // Glistening Coat
  14246. make_per -= (1+rnd()%100)*10;
  14247. break;
  14248. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  14249. case 505: // Blue Potion
  14250. case 545: // Condensed Red Potion
  14251. case 605: // Anodyne
  14252. case 606: // Aloevera
  14253. default:
  14254. break;
  14255. }
  14256. if(battle_config.pp_rate != 100)
  14257. make_per = make_per * battle_config.pp_rate / 100;
  14258. break;
  14259. case SA_CREATECON: // Elemental Converter Creation
  14260. make_per = 100000; // should be 100% success rate
  14261. break;
  14262. /**
  14263. * Rune Knight
  14264. **/
  14265. case RK_RUNEMASTERY:
  14266. make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100;
  14267. break;
  14268. /**
  14269. * Guilotine Cross
  14270. **/
  14271. case GC_CREATENEWPOISON:
  14272. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14273. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14274. break;
  14275. case GN_MIX_COOKING:
  14276. make_per = 3000; //As I can see this is not affectd by dex or int
  14277. break;
  14278. case GN_MAKEBOMB:
  14279. // TODO: find a proper chance.
  14280. make_per = (5000 + 50*status->dex + 30*status->luk); //Custom rate value.
  14281. break;
  14282. case GN_CHANGEMATERIAL: // [Igniz]
  14283. switch( nameid ) {
  14284. case 1010: case 1056: case 1064: case 1045:
  14285. case 1025: case 964:
  14286. qty *= 8; break;
  14287. case 971: case 1059: case 968: case 1046:
  14288. case 1058:
  14289. qty *= 5; break;
  14290. case 1051:
  14291. qty *= 7; break;
  14292. case 1033: case 974: case 703: case 1009:
  14293. case 973: case 1026: case 1024: case 967:
  14294. case 1021:
  14295. qty *= 4; break;
  14296. case 1061: case 7166: case 1030: case 1019:
  14297. qty *= 2; break;
  14298. case 1003: case 2267: case 992: case 1038:
  14299. qty *= 1; break;
  14300. case 1008: case 1043: case 1049: case 1037:
  14301. qty *= 6; break;
  14302. case 970: case 958:
  14303. qty *= 9; break;
  14304. case 1041: case 1012: case 1050:
  14305. qty *= 3; break;
  14306. case 1034:
  14307. qty *= 15; break;
  14308. case 7063: case 991:
  14309. qty *= 1 + rand()%3; break;
  14310. case 1020: case 962: case 1014:
  14311. qty *= 4 + rand()%3; break;
  14312. case 1040: case 1035:
  14313. qty *= 8 + rand()%5; break;
  14314. case 1013:
  14315. qty *= 9 + rand()%5; break;
  14316. case 960: case 1053:
  14317. qty *= 6 + rand()%4; break;
  14318. case 1022:
  14319. qty *= 2 + rand()%2; break;
  14320. case 1016:
  14321. qty *= 7 + rand()%4; break;
  14322. // Throwable potions
  14323. case 13275: case 13276: case 13277: case 13278:
  14324. case 13279: case 13280: case 13281: case 13282:
  14325. case 13283: case 999:
  14326. qty *= 10;
  14327. break;
  14328. }
  14329. make_per = 100000; //100% success rate.
  14330. break;
  14331. case GN_S_PHARMACY:
  14332. // Note: This is not the chosen skill level but the highest available. Need confirmation/fix.
  14333. switch( sd->skilllv_old ) {
  14334. case 6:
  14335. case 7:
  14336. case 8:
  14337. qty = 3;
  14338. break; //3 items to make at once.
  14339. case 9:
  14340. qty = 3 + rnd()%3;
  14341. break; //3~5 items to make at once.
  14342. case 10:
  14343. qty = 4 + rnd()%3;
  14344. break; //4~6 items to make at once.
  14345. default:
  14346. qty = 2;
  14347. break; //2 item to make at once.
  14348. }
  14349. make_per = 100000; //100% success rate.
  14350. sd->skillid_old = sd->skilllv_old = 0;
  14351. break;
  14352. default:
  14353. if (sd->menuskill_id == AM_PHARMACY &&
  14354. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  14355. { //Assume Cooking Dish
  14356. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  14357. make_per = 10000; //100% Success
  14358. else
  14359. make_per = 1200 * (sd->menuskill_val - 10)
  14360. + 20 * (sd->status.base_level + 1)
  14361. + 20 * (status->dex + 1)
  14362. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  14363. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  14364. - 10 * (100 - status->luk + 1)
  14365. - 500 * (num - 1)
  14366. - 100 * (rnd()%4 + 1);
  14367. break;
  14368. }
  14369. make_per = 5000;
  14370. break;
  14371. }
  14372. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  14373. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  14374. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  14375. 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
  14376. 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
  14377. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  14378. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  14379. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  14380. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  14381. if(battle_config.wp_rate != 100)
  14382. make_per = make_per * battle_config.wp_rate / 100;
  14383. }
  14384. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  14385. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  14386. if(make_per < 1) make_per = 1;
  14387. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  14388. struct item tmp_item;
  14389. memset(&tmp_item,0,sizeof(tmp_item));
  14390. tmp_item.nameid=nameid;
  14391. tmp_item.amount=1;
  14392. tmp_item.identify=1;
  14393. if(equip){
  14394. tmp_item.card[0]=CARD0_FORGE;
  14395. tmp_item.card[1]=((sc*5)<<8)+ele;
  14396. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14397. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14398. } else {
  14399. //Flag is only used on the end, so it can be used here. [Skotlex]
  14400. switch (skill_id) {
  14401. case BS_DAGGER:
  14402. case BS_SWORD:
  14403. case BS_TWOHANDSWORD:
  14404. case BS_AXE:
  14405. case BS_MACE:
  14406. case BS_KNUCKLE:
  14407. case BS_SPEAR:
  14408. flag = battle_config.produce_item_name_input&0x1;
  14409. break;
  14410. case AM_PHARMACY:
  14411. case AM_TWILIGHT1:
  14412. case AM_TWILIGHT2:
  14413. case AM_TWILIGHT3:
  14414. case GN_MIX_COOKING:
  14415. case GN_MAKEBOMB:
  14416. case GN_S_PHARMACY:
  14417. flag = battle_config.produce_item_name_input&0x2;
  14418. break;
  14419. case AL_HOLYWATER:
  14420. /**
  14421. * Arch Bishop
  14422. **/
  14423. case AB_ANCILLA:
  14424. flag = battle_config.produce_item_name_input&0x8;
  14425. break;
  14426. case ASC_CDP:
  14427. flag = battle_config.produce_item_name_input&0x10;
  14428. break;
  14429. default:
  14430. flag = battle_config.produce_item_name_input&0x80;
  14431. break;
  14432. }
  14433. if (flag) {
  14434. tmp_item.card[0]=CARD0_CREATE;
  14435. tmp_item.card[1]=0;
  14436. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14437. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14438. }
  14439. }
  14440. // if(log_config.produce > 0)
  14441. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  14442. //TODO update PICKLOG
  14443. if(equip){
  14444. clif_produceeffect(sd,0,nameid);
  14445. clif_misceffect(&sd->bl,3);
  14446. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  14447. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  14448. } else {
  14449. int fame = 0;
  14450. tmp_item.amount = 0;
  14451. if( skill_id == GN_MIX_COOKING && firstQty > 1 ) {// Mix Cooking level 2.
  14452. // Success. As I see the chance as level 2 is global, not indiviual.
  14453. if( rnd()%10000 < make_per )
  14454. tmp_item.amount = 5 + rnd()%5;
  14455. } else {
  14456. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  14457. if (rnd()%10000 < make_per || qty == 1) { //Success
  14458. tmp_item.amount++;
  14459. if(nameid < 545 || nameid > 547)
  14460. continue;
  14461. if( skill_id != AM_PHARMACY &&
  14462. skill_id != AM_TWILIGHT1 &&
  14463. skill_id != AM_TWILIGHT2 &&
  14464. skill_id != AM_TWILIGHT3 &&
  14465. skill_id != GN_MIX_COOKING &&
  14466. skill_id != GN_MAKEBOMB &&
  14467. skill_id != GN_S_PHARMACY )
  14468. continue;
  14469. //Add fame as needed.
  14470. switch(++sd->potion_success_counter) {
  14471. case 3:
  14472. fame+=1; // Success to prepare 3 Condensed Potions in a row
  14473. break;
  14474. case 5:
  14475. fame+=3; // Success to prepare 5 Condensed Potions in a row
  14476. break;
  14477. case 7:
  14478. fame+=10; // Success to prepare 7 Condensed Potions in a row
  14479. break;
  14480. case 10:
  14481. fame+=50; // Success to prepare 10 Condensed Potions in a row
  14482. sd->potion_success_counter = 0;
  14483. break;
  14484. }
  14485. } else //Failure
  14486. sd->potion_success_counter = 0;
  14487. }
  14488. }
  14489. if (fame)
  14490. pc_addfame(sd,fame);
  14491. //Visual effects and the like.
  14492. switch (skill_id) {
  14493. case AM_PHARMACY:
  14494. case AM_TWILIGHT1:
  14495. case AM_TWILIGHT2:
  14496. case AM_TWILIGHT3:
  14497. case ASC_CDP:
  14498. clif_produceeffect(sd,2,nameid);
  14499. clif_misceffect(&sd->bl,5);
  14500. break;
  14501. case BS_IRON:
  14502. case BS_STEEL:
  14503. case BS_ENCHANTEDSTONE:
  14504. clif_produceeffect(sd,0,nameid);
  14505. clif_misceffect(&sd->bl,3);
  14506. break;
  14507. case RK_RUNEMASTERY:
  14508. case GC_CREATENEWPOISON:
  14509. clif_produceeffect(sd,2,nameid);
  14510. clif_misceffect(&sd->bl,5);
  14511. break;
  14512. case GN_MAKEBOMB:
  14513. case GN_MIX_COOKING:
  14514. clif_msg_skill(sd,skill_id,0x627);
  14515. break;
  14516. case GN_S_PHARMACY:
  14517. break; // No effects here.
  14518. default: //Those that don't require a skill?
  14519. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  14520. { //Cooking items.
  14521. clif_specialeffect(&sd->bl, 608, AREA);
  14522. if( sd->cook_mastery < 1999 )
  14523. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  14524. }
  14525. break;
  14526. }
  14527. }
  14528. if (tmp_item.amount) { //Success
  14529. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14530. clif_additem(sd,0,0,flag);
  14531. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14532. }
  14533. return 1;
  14534. }
  14535. }
  14536. //Failure
  14537. // if(log_config.produce)
  14538. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  14539. //TODO update PICKLOG
  14540. if(equip){
  14541. clif_produceeffect(sd,1,nameid);
  14542. clif_misceffect(&sd->bl,2);
  14543. } else {
  14544. switch (skill_id) {
  14545. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  14546. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  14547. case AM_PHARMACY:
  14548. case AM_TWILIGHT1:
  14549. case AM_TWILIGHT2:
  14550. case AM_TWILIGHT3:
  14551. clif_produceeffect(sd,3,nameid);
  14552. clif_misceffect(&sd->bl,6);
  14553. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  14554. break;
  14555. case BS_IRON:
  14556. case BS_STEEL:
  14557. case BS_ENCHANTEDSTONE:
  14558. clif_produceeffect(sd,1,nameid);
  14559. clif_misceffect(&sd->bl,2);
  14560. break;
  14561. case RK_RUNEMASTERY:
  14562. case GC_CREATENEWPOISON:
  14563. clif_produceeffect(sd,3,nameid);
  14564. clif_misceffect(&sd->bl,6);
  14565. break;
  14566. case GN_MIX_COOKING: {
  14567. struct item tmp_item;
  14568. const int products[5][2] = {{13265,6500},{13266,4000},{13267,3000},{13268,500},{12435,500}};
  14569. memset(&tmp_item,0,sizeof(tmp_item));
  14570. tmp_item.nameid = nameid;
  14571. do {
  14572. i = rnd()%5;
  14573. tmp_item.nameid = products[i][0];
  14574. }
  14575. while( rnd()%10000 >= products[i][1] );
  14576. tmp_item.amount = (firstQty > 1 )? 5 + rnd()%5 : 1; // When it fails it gives a random amount of items.
  14577. tmp_item.identify = 1;
  14578. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  14579. clif_additem(sd,0,0,flag);
  14580. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14581. }
  14582. clif_msg_skill(sd,skill_id,0x628);
  14583. }
  14584. break;
  14585. case GN_S_PHARMACY:
  14586. break; // No effects here.
  14587. case GN_MAKEBOMB:
  14588. clif_msg_skill(sd,skill_id,0x628);
  14589. break;
  14590. default:
  14591. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  14592. { //Cooking items.
  14593. clif_specialeffect(&sd->bl, 609, AREA);
  14594. if( sd->cook_mastery > 0 )
  14595. 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 ));
  14596. }
  14597. }
  14598. }
  14599. return 0;
  14600. }
  14601. int skill_arrow_create (struct map_session_data *sd, int nameid)
  14602. {
  14603. int i,j,flag,index=-1;
  14604. struct item tmp_item;
  14605. nullpo_ret(sd);
  14606. if(nameid <= 0)
  14607. return 1;
  14608. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  14609. if(nameid == skill_arrow_db[i].nameid) {
  14610. index = i;
  14611. break;
  14612. }
  14613. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  14614. return 1;
  14615. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  14616. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  14617. memset(&tmp_item,0,sizeof(tmp_item));
  14618. tmp_item.identify = 1;
  14619. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  14620. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  14621. if(battle_config.produce_item_name_input&0x4) {
  14622. tmp_item.card[0]=CARD0_CREATE;
  14623. tmp_item.card[1]=0;
  14624. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14625. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14626. }
  14627. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  14628. continue;
  14629. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14630. clif_additem(sd,0,0,flag);
  14631. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14632. }
  14633. }
  14634. return 0;
  14635. }
  14636. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  14637. sc_type type;
  14638. int chance, i;
  14639. nullpo_ret(sd);
  14640. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  14641. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  14642. return 0;
  14643. }
  14644. switch( nameid )
  14645. { // t_lv used to take duration from skill_get_time2
  14646. case PO_PARALYSE: type = SC_PARALYSE; break;
  14647. case PO_PYREXIA: type = SC_PYREXIA; break;
  14648. case PO_DEATHHURT: type = SC_DEATHHURT; break;
  14649. case PO_LEECHESEND: type = SC_LEECHESEND; break;
  14650. case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
  14651. case PO_TOXIN: type = SC_TOXIN; break;
  14652. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  14653. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  14654. default:
  14655. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  14656. return 0;
  14657. }
  14658. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  14659. sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  14660. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  14661. return 0;
  14662. }
  14663. static void skill_toggle_magicpower(struct block_list *bl, short skillid)
  14664. {
  14665. struct status_change *sc = status_get_sc(bl);
  14666. // non-offensive and non-magic skills do not affect the status
  14667. if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC))
  14668. return;
  14669. if (sc && sc->count && sc->data[SC_MAGICPOWER])
  14670. {
  14671. if (sc->data[SC_MAGICPOWER]->val4)
  14672. {
  14673. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  14674. }
  14675. else
  14676. {
  14677. sc->data[SC_MAGICPOWER]->val4 = 1;
  14678. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  14679. }
  14680. }
  14681. }
  14682. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  14683. int x, y, i, class_, skill;
  14684. struct mob_data *md;
  14685. nullpo_ret(sd);
  14686. skill = sd->menuskill_val;
  14687. 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) )
  14688. {
  14689. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  14690. return 0;
  14691. }
  14692. // Spawn Position
  14693. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  14694. x = sd->sc.comet_x;
  14695. y = sd->sc.comet_y;
  14696. sd->sc.comet_x = sd->sc.comet_y = 0;
  14697. sd->menuskill_val = 0;
  14698. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  14699. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "");
  14700. if( md ) {
  14701. md->master_id = sd->bl.id;
  14702. md->special_state.ai = 3;
  14703. if( md->deletetimer != INVALID_TIMER )
  14704. delete_timer(md->deletetimer, mob_timer_delete);
  14705. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  14706. mob_spawn(md);
  14707. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  14708. }
  14709. return 0;
  14710. }
  14711. // Warlock Spellbooks. [LimitLine/3CeAM]
  14712. int skill_spellbook (struct map_session_data *sd, int nameid) {
  14713. int i, max_preserve, skill_id, point;
  14714. struct status_change *sc;
  14715. nullpo_ret(sd);
  14716. sc = status_get_sc(&sd->bl);
  14717. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  14718. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  14719. if( i > SC_MAXSPELLBOOK )
  14720. {
  14721. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  14722. return 0;
  14723. }
  14724. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  14725. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  14726. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skillid)) )
  14727. { // User don't know the skill
  14728. sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  14729. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  14730. return 0;
  14731. }
  14732. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  14733. point = skill_spellbook_db[i].point;
  14734. if( sc && sc->data[SC_READING_SB] ){
  14735. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  14736. {
  14737. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  14738. return 0;
  14739. }
  14740. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  14741. if( !sc->data[i] ){
  14742. sc->data[SC_READING_SB]->val2 += point; // increase points
  14743. sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  14744. break;
  14745. }
  14746. }
  14747. }else{
  14748. sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  14749. sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  14750. }
  14751. return 1;
  14752. }
  14753. int skill_select_menu(struct map_session_data *sd,int flag,int skill_id) {
  14754. int id, lv, prob, aslvl = 0;
  14755. nullpo_ret(sd);
  14756. if (sd->sc.data[SC_STOP]) {
  14757. aslvl = sd->sc.data[SC_STOP]->val1;
  14758. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  14759. }
  14760. if( (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ||
  14761. skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ) {
  14762. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  14763. return 0;
  14764. }
  14765. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  14766. lv = min(lv,sd->status.skill[skill_id].lv);
  14767. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  14768. sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  14769. return 0;
  14770. }
  14771. int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, unsigned short* item_list) {
  14772. int i;
  14773. nullpo_ret(sd);
  14774. nullpo_ret(item_list);
  14775. if( n <= 0 )
  14776. return 1;
  14777. for( i = 0; i < n; i++ ) {
  14778. int nameid, add_amount, del_amount, idx, product, flag;
  14779. struct item tmp_item;
  14780. idx = item_list[i*2+0]-2;
  14781. del_amount = item_list[i*2+1];
  14782. if( skill_lv == 2 )
  14783. del_amount -= (del_amount % 10);
  14784. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  14785. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  14786. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14787. return 1;
  14788. }
  14789. switch( nameid ) {
  14790. // Level 1
  14791. case 994: product = 990; break; // Flame Heart -> Red Blood.
  14792. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  14793. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  14794. case 997: product = 993; break; // Great Nature -> Green Live.
  14795. // Level 2
  14796. case 990: product = 994; break; // Red Blood -> Flame Heart.
  14797. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  14798. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  14799. case 993: product = 997; break; // Green Live -> Great Nature.
  14800. default:
  14801. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14802. return 1;
  14803. }
  14804. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  14805. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14806. return 1;
  14807. }
  14808. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  14809. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14810. return 1;
  14811. }
  14812. memset(&tmp_item,0,sizeof(tmp_item));
  14813. tmp_item.nameid = product;
  14814. tmp_item.amount = add_amount;
  14815. tmp_item.identify = 1;
  14816. if( tmp_item.amount ) {
  14817. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  14818. clif_additem(sd,0,0,flag);
  14819. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14820. }
  14821. }
  14822. }
  14823. return 0;
  14824. }
  14825. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  14826. int i, j, k, c, p, nameid, amount;
  14827. nullpo_ret(sd);
  14828. nullpo_ret(item_list);
  14829. // Search for objects that can be created.
  14830. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  14831. if( skill_produce_db[i].itemlv == 26 ) {
  14832. p = 0;
  14833. do {
  14834. c = 0;
  14835. // Verification of overlap between the objects required and the list submitted.
  14836. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  14837. if( skill_produce_db[i].mat_id[j] > 0 ) {
  14838. for( k = 0; k < n; k++ ) {
  14839. int idx = item_list[k*2+0]-2;
  14840. nameid = sd->status.inventory[idx].nameid;
  14841. amount = item_list[k*2+1];
  14842. 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] )
  14843. c++; // match
  14844. }
  14845. }
  14846. else
  14847. break; // No more items required
  14848. }
  14849. p++;
  14850. } while(n == j && c == n);
  14851. p--;
  14852. if ( p > 0 ) {
  14853. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  14854. return 1;
  14855. }
  14856. }
  14857. }
  14858. return 0;
  14859. }
  14860. /**
  14861. * for Royal Guard's LG_TRAMPLE
  14862. **/
  14863. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  14864. struct skill_unit *su = (struct skill_unit *)bl;
  14865. struct skill_unit_group *sg;
  14866. unsigned int tick;
  14867. nullpo_ret(su);
  14868. tick = va_arg(ap, unsigned int);
  14869. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  14870. switch( sg->unit_id ) {
  14871. case UNT_LANDMINE:
  14872. case UNT_CLAYMORETRAP:
  14873. case UNT_BLASTMINE:
  14874. case UNT_SHOCKWAVE:
  14875. case UNT_SANDMAN:
  14876. case UNT_FLASHER:
  14877. case UNT_FREEZINGTRAP:
  14878. case UNT_CLUSTERBOMB:
  14879. case UNT_FIRINGTRAP:
  14880. case UNT_ICEBOUNDTRAP:
  14881. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  14882. break;
  14883. }
  14884. // Traps aren't recovered.
  14885. skill_delunit(su);
  14886. }
  14887. return 0;
  14888. }
  14889. /*==========================================
  14890. *
  14891. *------------------------------------------*/
  14892. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  14893. {
  14894. struct map_session_data *sd = map_id2sd(id);
  14895. struct skill_cd * cd = NULL;
  14896. if (data <= 0 || data >= MAX_SKILL)
  14897. return 0;
  14898. if (!sd) return 0;
  14899. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  14900. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  14901. int i,cursor;
  14902. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  14903. cd->duration[cursor] = 0;
  14904. cd->skidx[cursor] = 0;
  14905. cd->nameid[cursor] = 0;
  14906. // compact the cool down list
  14907. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  14908. if( cd->duration[i] == 0 )
  14909. continue;
  14910. if( cursor != i ) {
  14911. cd->duration[cursor] = cd->duration[i];
  14912. cd->skidx[cursor] = cd->skidx[i];
  14913. cd->nameid[cursor] = cd->nameid[i];
  14914. }
  14915. cursor++;
  14916. }
  14917. if( cursor == 0 )
  14918. idb_remove(skillcd_db,sd->status.char_id);
  14919. else
  14920. cd->cursor = cursor;
  14921. }
  14922. sd->blockskill[data] = 0;
  14923. return 1;
  14924. }
  14925. /**
  14926. * flags a singular skill as being blocked from persistent usage.
  14927. * @param sd the player the skill delay affects
  14928. * @param skillid the skill which should be delayed
  14929. * @param tick the length of time the delay should last
  14930. * @param load whether this assignment is being loaded upon player login
  14931. * @return 0 if successful, -1 otherwise
  14932. */
  14933. int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load)
  14934. {
  14935. int oskillid = skillid;
  14936. struct skill_cd* cd = NULL;
  14937. nullpo_retr (-1, sd);
  14938. skillid = skill_get_index(skillid);
  14939. if (skillid == 0)
  14940. return -1;
  14941. if (tick < 1) {
  14942. sd->blockskill[skillid] = 0;
  14943. return -1;
  14944. }
  14945. if( battle_config.display_status_timers )
  14946. clif_skill_cooldown(sd, skillid, tick);
  14947. if( !load )
  14948. {// not being loaded initially so ensure the skill delay is recorded
  14949. if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
  14950. {// create a new skill cooldown object for map storage
  14951. CREATE( cd, struct skill_cd, 1 );
  14952. idb_put( skillcd_db, sd->status.char_id, cd );
  14953. }
  14954. // record the skill duration in the database map
  14955. cd->duration[cd->cursor] = tick;
  14956. cd->skidx[cd->cursor] = skillid;
  14957. cd->nameid[cd->cursor] = oskillid;
  14958. cd->cursor++;
  14959. }
  14960. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  14961. return 0;
  14962. }
  14963. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  14964. {
  14965. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  14966. if (data <= 0 || data >= MAX_SKILL)
  14967. return 0;
  14968. if (hd) hd->blockskill[data] = 0;
  14969. return 1;
  14970. }
  14971. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  14972. {
  14973. nullpo_retr (-1, hd);
  14974. skillid = skill_get_index(skillid);
  14975. if (skillid == 0)
  14976. return -1;
  14977. if (tick < 1) {
  14978. hd->blockskill[skillid] = 0;
  14979. return -1;
  14980. }
  14981. hd->blockskill[skillid] = 1;
  14982. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  14983. }
  14984. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  14985. {
  14986. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  14987. if( data <= 0 || data >= MAX_SKILL )
  14988. return 0;
  14989. if( md ) md->blockskill[data] = 0;
  14990. return 1;
  14991. }
  14992. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  14993. {
  14994. nullpo_retr (-1, md);
  14995. if( (skillid = skill_get_index(skillid)) == 0 )
  14996. return -1;
  14997. if( tick < 1 )
  14998. {
  14999. md->blockskill[skillid] = 0;
  15000. return -1;
  15001. }
  15002. md->blockskill[skillid] = 1;
  15003. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  15004. }
  15005. /**
  15006. * Adds a new skill unit entry for this player to recast after map load
  15007. **/
  15008. void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv) {
  15009. struct skill_usave * sus = NULL;
  15010. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  15011. idb_remove(skillusave_db,sd->status.char_id);
  15012. }
  15013. CREATE( sus, struct skill_usave, 1 );
  15014. idb_put( skillusave_db, sd->status.char_id, sus );
  15015. sus->skill_num = skill_num;
  15016. sus->skill_lv = skill_lv;
  15017. return;
  15018. }
  15019. void skill_usave_trigger(struct map_session_data *sd) {
  15020. struct skill_usave * sus = NULL;
  15021. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  15022. return;
  15023. }
  15024. skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  15025. idb_remove(skillusave_db,sd->status.char_id);
  15026. return;
  15027. }
  15028. /*
  15029. *
  15030. */
  15031. int skill_split_str (char *str, char **val, int num)
  15032. {
  15033. int i;
  15034. for( i = 0; i < num && str; i++ )
  15035. {
  15036. val[i] = str;
  15037. str = strchr(str,',');
  15038. if( str )
  15039. *str++=0;
  15040. }
  15041. return i;
  15042. }
  15043. /*
  15044. *
  15045. */
  15046. int skill_split_atoi (char *str, int *val)
  15047. {
  15048. int i, j, diff, step = 1;
  15049. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  15050. if (!str) break;
  15051. val[i] = atoi(str);
  15052. str = strchr(str,':');
  15053. if (str)
  15054. *str++=0;
  15055. }
  15056. if(i==0) //No data found.
  15057. return 0;
  15058. if(i==1)
  15059. { //Single value, have the whole range have the same value.
  15060. for (; i < MAX_SKILL_LEVEL; i++)
  15061. val[i] = val[i-1];
  15062. return i;
  15063. }
  15064. //Check for linear change with increasing steps until we reach half of the data acquired.
  15065. for (step = 1; step <= i/2; step++)
  15066. {
  15067. diff = val[i-1] - val[i-step-1];
  15068. for(j = i-1; j >= step; j--)
  15069. if ((val[j]-val[j-step]) != diff)
  15070. break;
  15071. if (j>=step) //No match, try next step.
  15072. continue;
  15073. for(; i < MAX_SKILL_LEVEL; i++)
  15074. { //Apply linear increase
  15075. val[i] = val[i-step]+diff;
  15076. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  15077. { val[i] = 1; diff = 0; step = 1; }
  15078. }
  15079. return i;
  15080. }
  15081. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  15082. for (;i<MAX_SKILL_LEVEL; i++)
  15083. val[i] = val[i-1];
  15084. return i;
  15085. }
  15086. /*
  15087. *
  15088. */
  15089. void skill_init_unit_layout (void)
  15090. {
  15091. int i,j,size,pos = 0;
  15092. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  15093. // standard square layouts go first
  15094. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  15095. size = i*2+1;
  15096. skill_unit_layout[i].count = size*size;
  15097. for (j=0; j<size*size; j++) {
  15098. skill_unit_layout[i].dx[j] = (j%size-i);
  15099. skill_unit_layout[i].dy[j] = (j/size-i);
  15100. }
  15101. }
  15102. // afterwards add special ones
  15103. pos = i;
  15104. for (i=0;i<MAX_SKILL_DB;i++) {
  15105. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  15106. continue;
  15107. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15108. int skill = i;
  15109. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15110. skill -= EL_SKILLRANGEMIN;
  15111. skill += EL_SKILLBASE;
  15112. }
  15113. if( skill == EL_FIRE_MANTLE ) {
  15114. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  15115. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  15116. skill_unit_layout[pos].count = 8;
  15117. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15118. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15119. }
  15120. } else {
  15121. switch (i) {
  15122. case MG_FIREWALL:
  15123. case WZ_ICEWALL:
  15124. case WL_EARTHSTRAIN://Warlock
  15125. // these will be handled later
  15126. break;
  15127. case PR_SANCTUARY:
  15128. case NPC_EVILLAND: {
  15129. static const int dx[] = {
  15130. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  15131. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  15132. static const int dy[]={
  15133. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  15134. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  15135. skill_unit_layout[pos].count = 21;
  15136. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15137. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15138. }
  15139. break;
  15140. case PR_MAGNUS: {
  15141. static const int dx[] = {
  15142. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15143. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15144. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  15145. static const int dy[] = {
  15146. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15147. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15148. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  15149. skill_unit_layout[pos].count = 33;
  15150. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15151. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15152. }
  15153. break;
  15154. case MH_POISON_MIST:
  15155. case AS_VENOMDUST: {
  15156. static const int dx[] = {-1, 0, 0, 0, 1};
  15157. static const int dy[] = { 0,-1, 0, 1, 0};
  15158. skill_unit_layout[pos].count = 5;
  15159. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15160. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15161. }
  15162. break;
  15163. case CR_GRANDCROSS:
  15164. case NPC_GRANDDARKNESS: {
  15165. static const int dx[] = {
  15166. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  15167. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  15168. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  15169. static const int dy[] = {
  15170. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  15171. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  15172. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  15173. skill_unit_layout[pos].count = 29;
  15174. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15175. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15176. }
  15177. break;
  15178. case PF_FOGWALL: {
  15179. static const int dx[] = {
  15180. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  15181. static const int dy[] = {
  15182. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  15183. skill_unit_layout[pos].count = 15;
  15184. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15185. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15186. }
  15187. break;
  15188. case PA_GOSPEL: {
  15189. static const int dx[] = {
  15190. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15191. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15192. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  15193. -1, 0, 1};
  15194. static const int dy[] = {
  15195. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15196. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15197. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  15198. 3, 3, 3};
  15199. skill_unit_layout[pos].count = 33;
  15200. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15201. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15202. }
  15203. break;
  15204. case NJ_KAENSIN: {
  15205. 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};
  15206. 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};
  15207. skill_unit_layout[pos].count = 24;
  15208. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15209. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15210. }
  15211. break;
  15212. case NJ_TATAMIGAESHI: {
  15213. //Level 1 (count 4, cross of 3x3)
  15214. static const int dx1[] = {-1, 1, 0, 0};
  15215. static const int dy1[] = { 0, 0,-1, 1};
  15216. //Level 2-3 (count 8, cross of 5x5)
  15217. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  15218. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  15219. //Level 4-5 (count 12, cross of 7x7
  15220. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  15221. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  15222. //lv1
  15223. j = 0;
  15224. skill_unit_layout[pos].count = 4;
  15225. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  15226. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  15227. skill_db[i].unit_layout_type[j] = pos;
  15228. //lv2/3
  15229. j++;
  15230. pos++;
  15231. skill_unit_layout[pos].count = 8;
  15232. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  15233. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  15234. skill_db[i].unit_layout_type[j] = pos;
  15235. skill_db[i].unit_layout_type[++j] = pos;
  15236. //lv4/5
  15237. j++;
  15238. pos++;
  15239. skill_unit_layout[pos].count = 12;
  15240. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  15241. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  15242. skill_db[i].unit_layout_type[j] = pos;
  15243. skill_db[i].unit_layout_type[++j] = pos;
  15244. //Fill in the rest using lv 5.
  15245. for (;j<MAX_SKILL_LEVEL;j++)
  15246. skill_db[i].unit_layout_type[j] = pos;
  15247. //Skip, this way the check below will fail and continue to the next skill.
  15248. pos++;
  15249. }
  15250. break;
  15251. case GN_WALLOFTHORN: {
  15252. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  15253. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  15254. skill_unit_layout[pos].count = 16;
  15255. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15256. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15257. }
  15258. break;
  15259. default:
  15260. ShowError("unknown unit layout at skill %d\n",i);
  15261. break;
  15262. }
  15263. }
  15264. if (!skill_unit_layout[pos].count)
  15265. continue;
  15266. for (j=0;j<MAX_SKILL_LEVEL;j++)
  15267. skill_db[i].unit_layout_type[j] = pos;
  15268. pos++;
  15269. }
  15270. // firewall and icewall have 8 layouts (direction-dependent)
  15271. firewall_unit_pos = pos;
  15272. for (i=0;i<8;i++) {
  15273. if (i&1) {
  15274. skill_unit_layout[pos].count = 5;
  15275. if (i&0x2) {
  15276. int dx[] = {-1,-1, 0, 0, 1};
  15277. int dy[] = { 1, 0, 0,-1,-1};
  15278. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15279. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15280. } else {
  15281. int dx[] = { 1, 1 ,0, 0,-1};
  15282. int dy[] = { 1, 0, 0,-1,-1};
  15283. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15284. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15285. }
  15286. } else {
  15287. skill_unit_layout[pos].count = 3;
  15288. if (i%4==0) {
  15289. int dx[] = {-1, 0, 1};
  15290. int dy[] = { 0, 0, 0};
  15291. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15292. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15293. } else {
  15294. int dx[] = { 0, 0, 0};
  15295. int dy[] = {-1, 0, 1};
  15296. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15297. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15298. }
  15299. }
  15300. pos++;
  15301. }
  15302. icewall_unit_pos = pos;
  15303. for (i=0;i<8;i++) {
  15304. skill_unit_layout[pos].count = 5;
  15305. if (i&1) {
  15306. if (i&0x2) {
  15307. int dx[] = {-2,-1, 0, 1, 2};
  15308. int dy[] = { 2, 1, 0,-1,-2};
  15309. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15310. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15311. } else {
  15312. int dx[] = { 2, 1 ,0,-1,-2};
  15313. int dy[] = { 2, 1, 0,-1,-2};
  15314. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15315. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15316. }
  15317. } else {
  15318. if (i%4==0) {
  15319. int dx[] = {-2,-1, 0, 1, 2};
  15320. int dy[] = { 0, 0, 0, 0, 0};
  15321. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15322. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15323. } else {
  15324. int dx[] = { 0, 0, 0, 0, 0};
  15325. int dy[] = {-2,-1, 0, 1, 2};
  15326. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15327. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15328. }
  15329. }
  15330. pos++;
  15331. }
  15332. earthstrain_unit_pos = pos;
  15333. for( i = 0; i < 8; i++ )
  15334. { // For each Direction
  15335. skill_unit_layout[pos].count = 15;
  15336. switch( i )
  15337. {
  15338. case 0: case 1: case 3: case 4: case 5: case 7:
  15339. {
  15340. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15341. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15342. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15343. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15344. }
  15345. break;
  15346. case 2:
  15347. case 6:
  15348. {
  15349. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15350. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15351. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15352. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15353. }
  15354. break;
  15355. }
  15356. pos++;
  15357. }
  15358. }
  15359. int skill_block_check(struct block_list *bl, sc_type type , int skillid) {
  15360. int inf = 0;
  15361. struct status_change *sc = status_get_sc(bl);
  15362. if( !sc || !bl || skillid < 1 )
  15363. return 0; // Can do it
  15364. switch(type){
  15365. case SC_STASIS:
  15366. inf = skill_get_inf2(skillid);
  15367. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  15368. return 1; // Can't do it.
  15369. switch( skillid )
  15370. {
  15371. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  15372. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  15373. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  15374. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  15375. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  15376. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  15377. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  15378. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  15379. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  15380. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  15381. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  15382. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  15383. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  15384. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  15385. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  15386. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  15387. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  15388. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  15389. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  15390. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  15391. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  15392. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  15393. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  15394. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  15395. // Skills that need to be confirmed.
  15396. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  15397. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  15398. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  15399. case SO_ARRULLO:
  15400. return 1; // Can't do it.
  15401. }
  15402. break;
  15403. case SC_KAGEHUMI:
  15404. switch(skillid){
  15405. case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
  15406. case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
  15407. case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
  15408. return 1; // needs more info
  15409. }
  15410. break;
  15411. }
  15412. return 0;
  15413. }
  15414. int skill_get_elemental_type( int skill_id , int skill_lv ) {
  15415. int type = 0;
  15416. switch( skill_id ) {
  15417. case SO_SUMMON_AGNI: type = 2114; break;
  15418. case SO_SUMMON_AQUA: type = 2117; break;
  15419. case SO_SUMMON_VENTUS: type = 2120; break;
  15420. case SO_SUMMON_TERA: type = 2123; break;
  15421. }
  15422. type += skill_lv - 1;
  15423. return type;
  15424. }
  15425. /**
  15426. * reload stored skill cooldowns when a player logs in.
  15427. * @param sd the affected player structure
  15428. */
  15429. void skill_cooldown_load(struct map_session_data * sd)
  15430. {
  15431. int i;
  15432. struct skill_cd* cd = NULL;
  15433. // always check to make sure the session properly exists
  15434. nullpo_retv(sd);
  15435. if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
  15436. {// no skill cooldown is associated with this character
  15437. return;
  15438. }
  15439. // process each individual cooldown associated with the character
  15440. for( i = 0; i < cd->cursor; i++ )
  15441. {
  15442. // block the skill from usage but ensure it is not recorded (load = true)
  15443. skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
  15444. }
  15445. }
  15446. /*==========================================
  15447. * DB reading.
  15448. * skill_db.txt
  15449. * skill_require_db.txt
  15450. * skill_cast_db.txt
  15451. * skill_castnodex_db.txt
  15452. * skill_nocast_db.txt
  15453. * skill_unit_db.txt
  15454. * produce_db.txt
  15455. * create_arrow_db.txt
  15456. * abra_db.txt
  15457. *------------------------------------------*/
  15458. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  15459. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  15460. int id = atoi(split[0]);
  15461. int i;
  15462. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  15463. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  15464. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  15465. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) {
  15466. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  15467. return false;
  15468. }
  15469. i = skill_get_index(id);
  15470. if( !i ) // invalid skill id
  15471. return false;
  15472. skill_split_atoi(split[1],skill_db[i].range);
  15473. skill_db[i].hit = atoi(split[2]);
  15474. skill_db[i].inf = atoi(split[3]);
  15475. skill_split_atoi(split[4],skill_db[i].element);
  15476. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  15477. skill_split_atoi(split[6],skill_db[i].splash);
  15478. skill_db[i].max = atoi(split[7]);
  15479. skill_split_atoi(split[8],skill_db[i].num);
  15480. if( strcmpi(split[9],"yes") == 0 )
  15481. skill_db[i].castcancel = 1;
  15482. else
  15483. skill_db[i].castcancel = 0;
  15484. skill_db[i].cast_def_rate = atoi(split[10]);
  15485. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  15486. skill_split_atoi(split[12],skill_db[i].maxcount);
  15487. if( strcmpi(split[13],"weapon") == 0 )
  15488. skill_db[i].skill_type = BF_WEAPON;
  15489. else if( strcmpi(split[13],"magic") == 0 )
  15490. skill_db[i].skill_type = BF_MAGIC;
  15491. else if( strcmpi(split[13],"misc") == 0 )
  15492. skill_db[i].skill_type = BF_MISC;
  15493. else
  15494. skill_db[i].skill_type = 0;
  15495. skill_split_atoi(split[14],skill_db[i].blewcount);
  15496. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  15497. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  15498. strdb_iput(skilldb_name2id, skill_db[i].name, id);
  15499. return true;
  15500. }
  15501. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  15502. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  15503. char* p;
  15504. int j;
  15505. int i = atoi(split[0]);
  15506. i = skill_get_index(i);
  15507. if( !i ) // invalid skill id
  15508. return false;
  15509. skill_split_atoi(split[1],skill_db[i].hp);
  15510. skill_split_atoi(split[2],skill_db[i].mhp);
  15511. skill_split_atoi(split[3],skill_db[i].sp);
  15512. skill_split_atoi(split[4],skill_db[i].hp_rate);
  15513. skill_split_atoi(split[5],skill_db[i].sp_rate);
  15514. skill_split_atoi(split[6],skill_db[i].zeny);
  15515. //FIXME: document this
  15516. p = split[7];
  15517. for( j = 0; j < 32; j++ )
  15518. {
  15519. int l = atoi(p);
  15520. if( l == 99 ) // Any weapon
  15521. {
  15522. skill_db[i].weapon = 0;
  15523. break;
  15524. }
  15525. else
  15526. skill_db[i].weapon |= 1<<l;
  15527. p = strchr(p,':');
  15528. if(!p)
  15529. break;
  15530. p++;
  15531. }
  15532. //FIXME: document this
  15533. p = split[8];
  15534. for( j = 0; j < 32; j++ )
  15535. {
  15536. int l = atoi(p);
  15537. if( l == 99 ) // Any ammo type
  15538. {
  15539. skill_db[i].ammo = 0xFFFFFFFF;
  15540. break;
  15541. }
  15542. else if( l ) // 0 stands for no requirement
  15543. skill_db[i].ammo |= 1<<l;
  15544. p = strchr(p,':');
  15545. if( !p )
  15546. break;
  15547. p++;
  15548. }
  15549. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  15550. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  15551. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  15552. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  15553. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  15554. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  15555. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  15556. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  15557. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  15558. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  15559. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  15560. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  15561. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  15562. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  15563. /**
  15564. * New States
  15565. **/
  15566. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  15567. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  15568. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  15569. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  15570. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  15571. /**
  15572. * Unknown or no state
  15573. **/
  15574. else skill_db[i].state = ST_NONE;
  15575. skill_split_atoi(split[11],skill_db[i].spiritball);
  15576. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  15577. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  15578. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  15579. }
  15580. return true;
  15581. }
  15582. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  15583. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  15584. int i = atoi(split[0]);
  15585. i = skill_get_index(i);
  15586. if( !i ) // invalid skill id
  15587. return false;
  15588. skill_split_atoi(split[1],skill_db[i].cast);
  15589. skill_split_atoi(split[2],skill_db[i].delay);
  15590. skill_split_atoi(split[3],skill_db[i].walkdelay);
  15591. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  15592. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  15593. skill_split_atoi(split[6],skill_db[i].cooldown);
  15594. #ifdef RENEWAL_CAST
  15595. skill_split_atoi(split[7],skill_db[i].fixed_cast);
  15596. #endif
  15597. return true;
  15598. }
  15599. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  15600. {// Skill id,Cast,Delay (optional)
  15601. int i = atoi(split[0]);
  15602. i = skill_get_index(i);
  15603. if( !i ) // invalid skill id
  15604. return false;
  15605. skill_split_atoi(split[1],skill_db[i].castnodex);
  15606. if( split[2] ) // optional column
  15607. skill_split_atoi(split[2],skill_db[i].delaynodex);
  15608. return true;
  15609. }
  15610. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  15611. {// SkillID,Flag
  15612. int i = atoi(split[0]);
  15613. i = skill_get_index(i);
  15614. if( !i ) // invalid skill id
  15615. return false;
  15616. skill_db[i].nocast |= atoi(split[1]);
  15617. return true;
  15618. }
  15619. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  15620. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  15621. int i = atoi(split[0]);
  15622. i = skill_get_index(i);
  15623. if( !i ) // invalid skill id
  15624. return false;
  15625. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  15626. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  15627. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  15628. skill_split_atoi(split[4],skill_db[i].unit_range);
  15629. skill_db[i].unit_interval = atoi(split[5]);
  15630. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  15631. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  15632. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  15633. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  15634. else if( strcmpi(split[6],"guild")==0 ) skill_db[i].unit_target = BCT_GUILD;
  15635. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  15636. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  15637. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  15638. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  15639. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  15640. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  15641. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  15642. skill_db[i].unit_target = BCT_NOENEMY;
  15643. //By default, target just characters.
  15644. skill_db[i].unit_target |= BL_CHAR;
  15645. if (skill_db[i].unit_flag&UF_NOPC)
  15646. skill_db[i].unit_target &= ~BL_PC;
  15647. if (skill_db[i].unit_flag&UF_NOMOB)
  15648. skill_db[i].unit_target &= ~BL_MOB;
  15649. if (skill_db[i].unit_flag&UF_SKILL)
  15650. skill_db[i].unit_target |= BL_SKILL;
  15651. return true;
  15652. }
  15653. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  15654. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  15655. int x,y;
  15656. int i = atoi(split[0]);
  15657. if( !i )
  15658. return false;
  15659. skill_produce_db[current].nameid = i;
  15660. skill_produce_db[current].itemlv = atoi(split[1]);
  15661. skill_produce_db[current].req_skill = atoi(split[2]);
  15662. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  15663. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  15664. {
  15665. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  15666. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  15667. }
  15668. return true;
  15669. }
  15670. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  15671. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  15672. int x,y;
  15673. int i = atoi(split[0]);
  15674. if( !i )
  15675. return false;
  15676. skill_arrow_db[current].nameid = i;
  15677. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  15678. {
  15679. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  15680. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  15681. }
  15682. return true;
  15683. }
  15684. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  15685. {// SkillID,PreservePoints
  15686. int skillid = atoi(split[0]),
  15687. points = atoi(split[1]),
  15688. nameid = atoi(split[2]);
  15689. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  15690. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  15691. if ( !skill_get_inf(skillid) )
  15692. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  15693. if( points < 1 )
  15694. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  15695. else
  15696. {
  15697. skill_spellbook_db[current].skillid = skillid;
  15698. skill_spellbook_db[current].point = points;
  15699. skill_spellbook_db[current].nameid = nameid;
  15700. return true;
  15701. }
  15702. return false;
  15703. }
  15704. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  15705. {// SkillID
  15706. int i = atoi(split[0]);
  15707. short j = atoi(split[1]);
  15708. if( !skill_get_index(i) || !skill_get_max(i) ) {
  15709. ShowError("skill_improvise_db: Invalid skill ID %d\n", i);
  15710. return false;
  15711. }
  15712. if ( !skill_get_inf(i) ) {
  15713. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15714. return false;
  15715. }
  15716. if( j < 1 ) {
  15717. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i));
  15718. return false;
  15719. }
  15720. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  15721. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  15722. }
  15723. skill_improvise_db[current].skillid = i;
  15724. skill_improvise_db[current].per = j; // Still need confirm it.
  15725. return true;
  15726. }
  15727. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  15728. {
  15729. int i = atoi(split[0]);
  15730. if( !skill_get_index(i) || !skill_get_max(i) )
  15731. {
  15732. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  15733. return false;
  15734. }
  15735. if ( !skill_get_inf(i) )
  15736. {
  15737. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15738. return false;
  15739. }
  15740. skill_magicmushroom_db[current].skillid = i;
  15741. return true;
  15742. }
  15743. static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
  15744. int skillid = atoi(split[0]);
  15745. skillid = skill_get_index(skillid);
  15746. if( !skillid )
  15747. return false;
  15748. skill_reproduce_db[skillid] = true;
  15749. return true;
  15750. }
  15751. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  15752. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  15753. int i = atoi(split[0]);
  15754. if( !skill_get_index(i) || !skill_get_max(i) )
  15755. {
  15756. ShowError("abra_db: Invalid skill ID %d\n", i);
  15757. return false;
  15758. }
  15759. if ( !skill_get_inf(i) )
  15760. {
  15761. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15762. return false;
  15763. }
  15764. skill_abra_db[current].skillid = i;
  15765. skill_abra_db[current].req_lv = atoi(split[2]);
  15766. skill_abra_db[current].per = atoi(split[3]);
  15767. return true;
  15768. }
  15769. static void skill_readdb(void)
  15770. {
  15771. // init skill db structures
  15772. db_clear(skilldb_name2id);
  15773. memset(skill_db,0,sizeof(skill_db));
  15774. memset(skill_produce_db,0,sizeof(skill_produce_db));
  15775. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  15776. memset(skill_abra_db,0,sizeof(skill_abra_db));
  15777. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  15778. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  15779. memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
  15780. // load skill databases
  15781. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  15782. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  15783. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  15784. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  15785. sv_readdb(db_path, DBPATH"skill_cast_db.txt" , ',', 7, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  15786. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  15787. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  15788. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  15789. skill_init_unit_layout();
  15790. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  15791. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  15792. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  15793. //Warlock
  15794. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  15795. //Guillotine Cross
  15796. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  15797. sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
  15798. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  15799. }
  15800. void skill_reload (void)
  15801. {
  15802. skill_readdb();
  15803. }
  15804. /*==========================================
  15805. *
  15806. *------------------------------------------*/
  15807. int do_init_skill (void)
  15808. {
  15809. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  15810. skill_readdb();
  15811. group_db = idb_alloc(DB_OPT_BASE);
  15812. skillunit_db = idb_alloc(DB_OPT_BASE);
  15813. skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  15814. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  15815. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  15816. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  15817. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  15818. add_timer_func_list(skill_castend_id,"skill_castend_id");
  15819. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  15820. add_timer_func_list(skill_timerskill,"skill_timerskill");
  15821. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  15822. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  15823. return 0;
  15824. }
  15825. int do_final_skill(void)
  15826. {
  15827. db_destroy(skilldb_name2id);
  15828. db_destroy(group_db);
  15829. db_destroy(skillunit_db);
  15830. db_destroy(skillcd_db);
  15831. db_destroy(skillusave_db);
  15832. ers_destroy(skill_unit_ers);
  15833. ers_destroy(skill_timer_ers);
  15834. return 0;
  15835. }