skill.c 652 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317731873197320732173227323732473257326732773287329733073317332733373347335733673377338733973407341734273437344734573467347734873497350735173527353735473557356735773587359736073617362736373647365736673677368736973707371737273737374737573767377737873797380738173827383738473857386738773887389739073917392739373947395739673977398739974007401740274037404740574067407740874097410741174127413741474157416741774187419742074217422742374247425742674277428742974307431743274337434743574367437743874397440744174427443744474457446744774487449745074517452745374547455745674577458745974607461746274637464746574667467746874697470747174727473747474757476747774787479748074817482748374847485748674877488748974907491749274937494749574967497749874997500750175027503750475057506750775087509751075117512751375147515751675177518751975207521752275237524752575267527752875297530753175327533753475357536753775387539754075417542754375447545754675477548754975507551755275537554755575567557755875597560756175627563756475657566756775687569757075717572757375747575757675777578757975807581758275837584758575867587758875897590759175927593759475957596759775987599760076017602760376047605760676077608760976107611761276137614761576167617761876197620762176227623762476257626762776287629763076317632763376347635763676377638763976407641764276437644764576467647764876497650765176527653765476557656765776587659766076617662766376647665766676677668766976707671767276737674767576767677767876797680768176827683768476857686768776887689769076917692769376947695769676977698769977007701770277037704770577067707770877097710771177127713771477157716771777187719772077217722772377247725772677277728772977307731773277337734773577367737773877397740774177427743774477457746774777487749775077517752775377547755775677577758775977607761776277637764776577667767776877697770777177727773777477757776777777787779778077817782778377847785778677877788778977907791779277937794779577967797779877997800780178027803780478057806780778087809781078117812781378147815781678177818781978207821782278237824782578267827782878297830783178327833783478357836783778387839784078417842784378447845784678477848784978507851785278537854785578567857785878597860786178627863786478657866786778687869787078717872787378747875787678777878787978807881788278837884788578867887788878897890789178927893789478957896789778987899790079017902790379047905790679077908790979107911791279137914791579167917791879197920792179227923792479257926792779287929793079317932793379347935793679377938793979407941794279437944794579467947794879497950795179527953795479557956795779587959796079617962796379647965796679677968796979707971797279737974797579767977797879797980798179827983798479857986798779887989799079917992799379947995799679977998799980008001800280038004800580068007800880098010801180128013801480158016801780188019802080218022802380248025802680278028802980308031803280338034803580368037803880398040804180428043804480458046804780488049805080518052805380548055805680578058805980608061806280638064806580668067806880698070807180728073807480758076807780788079808080818082808380848085808680878088808980908091809280938094809580968097809880998100810181028103810481058106810781088109811081118112811381148115811681178118811981208121812281238124812581268127812881298130813181328133813481358136813781388139814081418142814381448145814681478148814981508151815281538154815581568157815881598160816181628163816481658166816781688169817081718172817381748175817681778178817981808181818281838184818581868187818881898190819181928193819481958196819781988199820082018202820382048205820682078208820982108211821282138214821582168217821882198220822182228223822482258226822782288229823082318232823382348235823682378238823982408241824282438244824582468247824882498250825182528253825482558256825782588259826082618262826382648265826682678268826982708271827282738274827582768277827882798280828182828283828482858286828782888289829082918292829382948295829682978298829983008301830283038304830583068307830883098310831183128313831483158316831783188319832083218322832383248325832683278328832983308331833283338334833583368337833883398340834183428343834483458346834783488349835083518352835383548355835683578358835983608361836283638364836583668367836883698370837183728373837483758376837783788379838083818382838383848385838683878388838983908391839283938394839583968397839883998400840184028403840484058406840784088409841084118412841384148415841684178418841984208421842284238424842584268427842884298430843184328433843484358436843784388439844084418442844384448445844684478448844984508451845284538454845584568457845884598460846184628463846484658466846784688469847084718472847384748475847684778478847984808481848284838484848584868487848884898490849184928493849484958496849784988499850085018502850385048505850685078508850985108511851285138514851585168517851885198520852185228523852485258526852785288529853085318532853385348535853685378538853985408541854285438544854585468547854885498550855185528553855485558556855785588559856085618562856385648565856685678568856985708571857285738574857585768577857885798580858185828583858485858586858785888589859085918592859385948595859685978598859986008601860286038604860586068607860886098610861186128613861486158616861786188619862086218622862386248625862686278628862986308631863286338634863586368637863886398640864186428643864486458646864786488649865086518652865386548655865686578658865986608661866286638664866586668667866886698670867186728673867486758676867786788679868086818682868386848685868686878688868986908691869286938694869586968697869886998700870187028703870487058706870787088709871087118712871387148715871687178718871987208721872287238724872587268727872887298730873187328733873487358736873787388739874087418742874387448745874687478748874987508751875287538754875587568757875887598760876187628763876487658766876787688769877087718772877387748775877687778778877987808781878287838784878587868787878887898790879187928793879487958796879787988799880088018802880388048805880688078808880988108811881288138814881588168817881888198820882188228823882488258826882788288829883088318832883388348835883688378838883988408841884288438844884588468847884888498850885188528853885488558856885788588859886088618862886388648865886688678868886988708871887288738874887588768877887888798880888188828883888488858886888788888889889088918892889388948895889688978898889989008901890289038904890589068907890889098910891189128913891489158916891789188919892089218922892389248925892689278928892989308931893289338934893589368937893889398940894189428943894489458946894789488949895089518952895389548955895689578958895989608961896289638964896589668967896889698970897189728973897489758976897789788979898089818982898389848985898689878988898989908991899289938994899589968997899889999000900190029003900490059006900790089009901090119012901390149015901690179018901990209021902290239024902590269027902890299030903190329033903490359036903790389039904090419042904390449045904690479048904990509051905290539054905590569057905890599060906190629063906490659066906790689069907090719072907390749075907690779078907990809081908290839084908590869087908890899090909190929093909490959096909790989099910091019102910391049105910691079108910991109111911291139114911591169117911891199120912191229123912491259126912791289129913091319132913391349135913691379138913991409141914291439144914591469147914891499150915191529153915491559156915791589159916091619162916391649165916691679168916991709171917291739174917591769177917891799180918191829183918491859186918791889189919091919192919391949195919691979198919992009201920292039204920592069207920892099210921192129213921492159216921792189219922092219222922392249225922692279228922992309231923292339234923592369237923892399240924192429243924492459246924792489249925092519252925392549255925692579258925992609261926292639264926592669267926892699270927192729273927492759276927792789279928092819282928392849285928692879288928992909291929292939294929592969297929892999300930193029303930493059306930793089309931093119312931393149315931693179318931993209321932293239324932593269327932893299330933193329333933493359336933793389339934093419342934393449345934693479348934993509351935293539354935593569357935893599360936193629363936493659366936793689369937093719372937393749375937693779378937993809381938293839384938593869387938893899390939193929393939493959396939793989399940094019402940394049405940694079408940994109411941294139414941594169417941894199420942194229423942494259426942794289429943094319432943394349435943694379438943994409441944294439444944594469447944894499450945194529453945494559456945794589459946094619462946394649465946694679468946994709471947294739474947594769477947894799480948194829483948494859486948794889489949094919492949394949495949694979498949995009501950295039504950595069507950895099510951195129513951495159516951795189519952095219522952395249525952695279528952995309531953295339534953595369537953895399540954195429543954495459546954795489549955095519552955395549555955695579558955995609561956295639564956595669567956895699570957195729573957495759576957795789579958095819582958395849585958695879588958995909591959295939594959595969597959895999600960196029603960496059606960796089609961096119612961396149615961696179618961996209621962296239624962596269627962896299630963196329633963496359636963796389639964096419642964396449645964696479648964996509651965296539654965596569657965896599660966196629663966496659666966796689669967096719672967396749675967696779678967996809681968296839684968596869687968896899690969196929693969496959696969796989699970097019702970397049705970697079708970997109711971297139714971597169717971897199720972197229723972497259726972797289729973097319732973397349735973697379738973997409741974297439744974597469747974897499750975197529753975497559756975797589759976097619762976397649765976697679768976997709771977297739774977597769777977897799780978197829783978497859786978797889789979097919792979397949795979697979798979998009801980298039804980598069807980898099810981198129813981498159816981798189819982098219822982398249825982698279828982998309831983298339834983598369837983898399840984198429843984498459846984798489849985098519852985398549855985698579858985998609861986298639864986598669867986898699870987198729873987498759876987798789879988098819882988398849885988698879888988998909891989298939894989598969897989898999900990199029903990499059906990799089909991099119912991399149915991699179918991999209921992299239924992599269927992899299930993199329933993499359936993799389939994099419942994399449945994699479948994999509951995299539954995599569957995899599960996199629963996499659966996799689969997099719972997399749975997699779978997999809981998299839984998599869987998899899990999199929993999499959996999799989999100001000110002100031000410005100061000710008100091001010011100121001310014100151001610017100181001910020100211002210023100241002510026100271002810029100301003110032100331003410035100361003710038100391004010041100421004310044100451004610047100481004910050100511005210053100541005510056100571005810059100601006110062100631006410065100661006710068100691007010071100721007310074100751007610077100781007910080100811008210083100841008510086100871008810089100901009110092100931009410095100961009710098100991010010101101021010310104101051010610107101081010910110101111011210113101141011510116101171011810119101201012110122101231012410125101261012710128101291013010131101321013310134101351013610137101381013910140101411014210143101441014510146101471014810149101501015110152101531015410155101561015710158101591016010161101621016310164101651016610167101681016910170101711017210173101741017510176101771017810179101801018110182101831018410185101861018710188101891019010191101921019310194101951019610197101981019910200102011020210203102041020510206102071020810209102101021110212102131021410215102161021710218102191022010221102221022310224102251022610227102281022910230102311023210233102341023510236102371023810239102401024110242102431024410245102461024710248102491025010251102521025310254102551025610257102581025910260102611026210263102641026510266102671026810269102701027110272102731027410275102761027710278102791028010281102821028310284102851028610287102881028910290102911029210293102941029510296102971029810299103001030110302103031030410305103061030710308103091031010311103121031310314103151031610317103181031910320103211032210323103241032510326103271032810329103301033110332103331033410335103361033710338103391034010341103421034310344103451034610347103481034910350103511035210353103541035510356103571035810359103601036110362103631036410365103661036710368103691037010371103721037310374103751037610377103781037910380103811038210383103841038510386103871038810389103901039110392103931039410395103961039710398103991040010401104021040310404104051040610407104081040910410104111041210413104141041510416104171041810419104201042110422104231042410425104261042710428104291043010431104321043310434104351043610437104381043910440104411044210443104441044510446104471044810449104501045110452104531045410455104561045710458104591046010461104621046310464104651046610467104681046910470104711047210473104741047510476104771047810479104801048110482104831048410485104861048710488104891049010491104921049310494104951049610497104981049910500105011050210503105041050510506105071050810509105101051110512105131051410515105161051710518105191052010521105221052310524105251052610527105281052910530105311053210533105341053510536105371053810539105401054110542105431054410545105461054710548105491055010551105521055310554105551055610557105581055910560105611056210563105641056510566105671056810569105701057110572105731057410575105761057710578105791058010581105821058310584105851058610587105881058910590105911059210593105941059510596105971059810599106001060110602106031060410605106061060710608106091061010611106121061310614106151061610617106181061910620106211062210623106241062510626106271062810629106301063110632106331063410635106361063710638106391064010641106421064310644106451064610647106481064910650106511065210653106541065510656106571065810659106601066110662106631066410665106661066710668106691067010671106721067310674106751067610677106781067910680106811068210683106841068510686106871068810689106901069110692106931069410695106961069710698106991070010701107021070310704107051070610707107081070910710107111071210713107141071510716107171071810719107201072110722107231072410725107261072710728107291073010731107321073310734107351073610737107381073910740107411074210743107441074510746107471074810749107501075110752107531075410755107561075710758107591076010761107621076310764107651076610767107681076910770107711077210773107741077510776107771077810779107801078110782107831078410785107861078710788107891079010791107921079310794107951079610797107981079910800108011080210803108041080510806108071080810809108101081110812108131081410815108161081710818108191082010821108221082310824108251082610827108281082910830108311083210833108341083510836108371083810839108401084110842108431084410845108461084710848108491085010851108521085310854108551085610857108581085910860108611086210863108641086510866108671086810869108701087110872108731087410875108761087710878108791088010881108821088310884108851088610887108881088910890108911089210893108941089510896108971089810899109001090110902109031090410905109061090710908109091091010911109121091310914109151091610917109181091910920109211092210923109241092510926109271092810929109301093110932109331093410935109361093710938109391094010941109421094310944109451094610947109481094910950109511095210953109541095510956109571095810959109601096110962109631096410965109661096710968109691097010971109721097310974109751097610977109781097910980109811098210983109841098510986109871098810989109901099110992109931099410995109961099710998109991100011001110021100311004110051100611007110081100911010110111101211013110141101511016110171101811019110201102111022110231102411025110261102711028110291103011031110321103311034110351103611037110381103911040110411104211043110441104511046110471104811049110501105111052110531105411055110561105711058110591106011061110621106311064110651106611067110681106911070110711107211073110741107511076110771107811079110801108111082110831108411085110861108711088110891109011091110921109311094110951109611097110981109911100111011110211103111041110511106111071110811109111101111111112111131111411115111161111711118111191112011121111221112311124111251112611127111281112911130111311113211133111341113511136111371113811139111401114111142111431114411145111461114711148111491115011151111521115311154111551115611157111581115911160111611116211163111641116511166111671116811169111701117111172111731117411175111761117711178111791118011181111821118311184111851118611187111881118911190111911119211193111941119511196111971119811199112001120111202112031120411205112061120711208112091121011211112121121311214112151121611217112181121911220112211122211223112241122511226112271122811229112301123111232112331123411235112361123711238112391124011241112421124311244112451124611247112481124911250112511125211253112541125511256112571125811259112601126111262112631126411265112661126711268112691127011271112721127311274112751127611277112781127911280112811128211283112841128511286112871128811289112901129111292112931129411295112961129711298112991130011301113021130311304113051130611307113081130911310113111131211313113141131511316113171131811319113201132111322113231132411325113261132711328113291133011331113321133311334113351133611337113381133911340113411134211343113441134511346113471134811349113501135111352113531135411355113561135711358113591136011361113621136311364113651136611367113681136911370113711137211373113741137511376113771137811379113801138111382113831138411385113861138711388113891139011391113921139311394113951139611397113981139911400114011140211403114041140511406114071140811409114101141111412114131141411415114161141711418114191142011421114221142311424114251142611427114281142911430114311143211433114341143511436114371143811439114401144111442114431144411445114461144711448114491145011451114521145311454114551145611457114581145911460114611146211463114641146511466114671146811469114701147111472114731147411475114761147711478114791148011481114821148311484114851148611487114881148911490114911149211493114941149511496114971149811499115001150111502115031150411505115061150711508115091151011511115121151311514115151151611517115181151911520115211152211523115241152511526115271152811529115301153111532115331153411535115361153711538115391154011541115421154311544115451154611547115481154911550115511155211553115541155511556115571155811559115601156111562115631156411565115661156711568115691157011571115721157311574115751157611577115781157911580115811158211583115841158511586115871158811589115901159111592115931159411595115961159711598115991160011601116021160311604116051160611607116081160911610116111161211613116141161511616116171161811619116201162111622116231162411625116261162711628116291163011631116321163311634116351163611637116381163911640116411164211643116441164511646116471164811649116501165111652116531165411655116561165711658116591166011661116621166311664116651166611667116681166911670116711167211673116741167511676116771167811679116801168111682116831168411685116861168711688116891169011691116921169311694116951169611697116981169911700117011170211703117041170511706117071170811709117101171111712117131171411715117161171711718117191172011721117221172311724117251172611727117281172911730117311173211733117341173511736117371173811739117401174111742117431174411745117461174711748117491175011751117521175311754117551175611757117581175911760117611176211763117641176511766117671176811769117701177111772117731177411775117761177711778117791178011781117821178311784117851178611787117881178911790117911179211793117941179511796117971179811799118001180111802118031180411805118061180711808118091181011811118121181311814118151181611817118181181911820118211182211823118241182511826118271182811829118301183111832118331183411835118361183711838118391184011841118421184311844118451184611847118481184911850118511185211853118541185511856118571185811859118601186111862118631186411865118661186711868118691187011871118721187311874118751187611877118781187911880118811188211883118841188511886118871188811889118901189111892118931189411895118961189711898118991190011901119021190311904119051190611907119081190911910119111191211913119141191511916119171191811919119201192111922119231192411925119261192711928119291193011931119321193311934119351193611937119381193911940119411194211943119441194511946119471194811949119501195111952119531195411955119561195711958119591196011961119621196311964119651196611967119681196911970119711197211973119741197511976119771197811979119801198111982119831198411985119861198711988119891199011991119921199311994119951199611997119981199912000120011200212003120041200512006120071200812009120101201112012120131201412015120161201712018120191202012021120221202312024120251202612027120281202912030120311203212033120341203512036120371203812039120401204112042120431204412045120461204712048120491205012051120521205312054120551205612057120581205912060120611206212063120641206512066120671206812069120701207112072120731207412075120761207712078120791208012081120821208312084120851208612087120881208912090120911209212093120941209512096120971209812099121001210112102121031210412105121061210712108121091211012111121121211312114121151211612117121181211912120121211212212123121241212512126121271212812129121301213112132121331213412135121361213712138121391214012141121421214312144121451214612147121481214912150121511215212153121541215512156121571215812159121601216112162121631216412165121661216712168121691217012171121721217312174121751217612177121781217912180121811218212183121841218512186121871218812189121901219112192121931219412195121961219712198121991220012201122021220312204122051220612207122081220912210122111221212213122141221512216122171221812219122201222112222122231222412225122261222712228122291223012231122321223312234122351223612237122381223912240122411224212243122441224512246122471224812249122501225112252122531225412255122561225712258122591226012261122621226312264122651226612267122681226912270122711227212273122741227512276122771227812279122801228112282122831228412285122861228712288122891229012291122921229312294122951229612297122981229912300123011230212303123041230512306123071230812309123101231112312123131231412315123161231712318123191232012321123221232312324123251232612327123281232912330123311233212333123341233512336123371233812339123401234112342123431234412345123461234712348123491235012351123521235312354123551235612357123581235912360123611236212363123641236512366123671236812369123701237112372123731237412375123761237712378123791238012381123821238312384123851238612387123881238912390123911239212393123941239512396123971239812399124001240112402124031240412405124061240712408124091241012411124121241312414124151241612417124181241912420124211242212423124241242512426124271242812429124301243112432124331243412435124361243712438124391244012441124421244312444124451244612447124481244912450124511245212453124541245512456124571245812459124601246112462124631246412465124661246712468124691247012471124721247312474124751247612477124781247912480124811248212483124841248512486124871248812489124901249112492124931249412495124961249712498124991250012501125021250312504125051250612507125081250912510125111251212513125141251512516125171251812519125201252112522125231252412525125261252712528125291253012531125321253312534125351253612537125381253912540125411254212543125441254512546125471254812549125501255112552125531255412555125561255712558125591256012561125621256312564125651256612567125681256912570125711257212573125741257512576125771257812579125801258112582125831258412585125861258712588125891259012591125921259312594125951259612597125981259912600126011260212603126041260512606126071260812609126101261112612126131261412615126161261712618126191262012621126221262312624126251262612627126281262912630126311263212633126341263512636126371263812639126401264112642126431264412645126461264712648126491265012651126521265312654126551265612657126581265912660126611266212663126641266512666126671266812669126701267112672126731267412675126761267712678126791268012681126821268312684126851268612687126881268912690126911269212693126941269512696126971269812699127001270112702127031270412705127061270712708127091271012711127121271312714127151271612717127181271912720127211272212723127241272512726127271272812729127301273112732127331273412735127361273712738127391274012741127421274312744127451274612747127481274912750127511275212753127541275512756127571275812759127601276112762127631276412765127661276712768127691277012771127721277312774127751277612777127781277912780127811278212783127841278512786127871278812789127901279112792127931279412795127961279712798127991280012801128021280312804128051280612807128081280912810128111281212813128141281512816128171281812819128201282112822128231282412825128261282712828128291283012831128321283312834128351283612837128381283912840128411284212843128441284512846128471284812849128501285112852128531285412855128561285712858128591286012861128621286312864128651286612867128681286912870128711287212873128741287512876128771287812879128801288112882128831288412885128861288712888128891289012891128921289312894128951289612897128981289912900129011290212903129041290512906129071290812909129101291112912129131291412915129161291712918129191292012921129221292312924129251292612927129281292912930129311293212933129341293512936129371293812939129401294112942129431294412945129461294712948129491295012951129521295312954129551295612957129581295912960129611296212963129641296512966129671296812969129701297112972129731297412975129761297712978129791298012981129821298312984129851298612987129881298912990129911299212993129941299512996129971299812999130001300113002130031300413005130061300713008130091301013011130121301313014130151301613017130181301913020130211302213023130241302513026130271302813029130301303113032130331303413035130361303713038130391304013041130421304313044130451304613047130481304913050130511305213053130541305513056130571305813059130601306113062130631306413065130661306713068130691307013071130721307313074130751307613077130781307913080130811308213083130841308513086130871308813089130901309113092130931309413095130961309713098130991310013101131021310313104131051310613107131081310913110131111311213113131141311513116131171311813119131201312113122131231312413125131261312713128131291313013131131321313313134131351313613137131381313913140131411314213143131441314513146131471314813149131501315113152131531315413155131561315713158131591316013161131621316313164131651316613167131681316913170131711317213173131741317513176131771317813179131801318113182131831318413185131861318713188131891319013191131921319313194131951319613197131981319913200132011320213203132041320513206132071320813209132101321113212132131321413215132161321713218132191322013221132221322313224132251322613227132281322913230132311323213233132341323513236132371323813239132401324113242132431324413245132461324713248132491325013251132521325313254132551325613257132581325913260132611326213263132641326513266132671326813269132701327113272132731327413275132761327713278132791328013281132821328313284132851328613287132881328913290132911329213293132941329513296132971329813299133001330113302133031330413305133061330713308133091331013311133121331313314133151331613317133181331913320133211332213323133241332513326133271332813329133301333113332133331333413335133361333713338133391334013341133421334313344133451334613347133481334913350133511335213353133541335513356133571335813359133601336113362133631336413365133661336713368133691337013371133721337313374133751337613377133781337913380133811338213383133841338513386133871338813389133901339113392133931339413395133961339713398133991340013401134021340313404134051340613407134081340913410134111341213413134141341513416134171341813419134201342113422134231342413425134261342713428134291343013431134321343313434134351343613437134381343913440134411344213443134441344513446134471344813449134501345113452134531345413455134561345713458134591346013461134621346313464134651346613467134681346913470134711347213473134741347513476134771347813479134801348113482134831348413485134861348713488134891349013491134921349313494134951349613497134981349913500135011350213503135041350513506135071350813509135101351113512135131351413515135161351713518135191352013521135221352313524135251352613527135281352913530135311353213533135341353513536135371353813539135401354113542135431354413545135461354713548135491355013551135521355313554135551355613557135581355913560135611356213563135641356513566135671356813569135701357113572135731357413575135761357713578135791358013581135821358313584135851358613587135881358913590135911359213593135941359513596135971359813599136001360113602136031360413605136061360713608136091361013611136121361313614136151361613617136181361913620136211362213623136241362513626136271362813629136301363113632136331363413635136361363713638136391364013641136421364313644136451364613647136481364913650136511365213653136541365513656136571365813659136601366113662136631366413665136661366713668136691367013671136721367313674136751367613677136781367913680136811368213683136841368513686136871368813689136901369113692136931369413695136961369713698136991370013701137021370313704137051370613707137081370913710137111371213713137141371513716137171371813719137201372113722137231372413725137261372713728137291373013731137321373313734137351373613737137381373913740137411374213743137441374513746137471374813749137501375113752137531375413755137561375713758137591376013761137621376313764137651376613767137681376913770137711377213773137741377513776137771377813779137801378113782137831378413785137861378713788137891379013791137921379313794137951379613797137981379913800138011380213803138041380513806138071380813809138101381113812138131381413815138161381713818138191382013821138221382313824138251382613827138281382913830138311383213833138341383513836138371383813839138401384113842138431384413845138461384713848138491385013851138521385313854138551385613857138581385913860138611386213863138641386513866138671386813869138701387113872138731387413875138761387713878138791388013881138821388313884138851388613887138881388913890138911389213893138941389513896138971389813899139001390113902139031390413905139061390713908139091391013911139121391313914139151391613917139181391913920139211392213923139241392513926139271392813929139301393113932139331393413935139361393713938139391394013941139421394313944139451394613947139481394913950139511395213953139541395513956139571395813959139601396113962139631396413965139661396713968139691397013971139721397313974139751397613977139781397913980139811398213983139841398513986139871398813989139901399113992139931399413995139961399713998139991400014001140021400314004140051400614007140081400914010140111401214013140141401514016140171401814019140201402114022140231402414025140261402714028140291403014031140321403314034140351403614037140381403914040140411404214043140441404514046140471404814049140501405114052140531405414055140561405714058140591406014061140621406314064140651406614067140681406914070140711407214073140741407514076140771407814079140801408114082140831408414085140861408714088140891409014091140921409314094140951409614097140981409914100141011410214103141041410514106141071410814109141101411114112141131411414115141161411714118141191412014121141221412314124141251412614127141281412914130141311413214133141341413514136141371413814139141401414114142141431414414145141461414714148141491415014151141521415314154141551415614157141581415914160141611416214163141641416514166141671416814169141701417114172141731417414175141761417714178141791418014181141821418314184141851418614187141881418914190141911419214193141941419514196141971419814199142001420114202142031420414205142061420714208142091421014211142121421314214142151421614217142181421914220142211422214223142241422514226142271422814229142301423114232142331423414235142361423714238142391424014241142421424314244142451424614247142481424914250142511425214253142541425514256142571425814259142601426114262142631426414265142661426714268142691427014271142721427314274142751427614277142781427914280142811428214283142841428514286142871428814289142901429114292142931429414295142961429714298142991430014301143021430314304143051430614307143081430914310143111431214313143141431514316143171431814319143201432114322143231432414325143261432714328143291433014331143321433314334143351433614337143381433914340143411434214343143441434514346143471434814349143501435114352143531435414355143561435714358143591436014361143621436314364143651436614367143681436914370143711437214373143741437514376143771437814379143801438114382143831438414385143861438714388143891439014391143921439314394143951439614397143981439914400144011440214403144041440514406144071440814409144101441114412144131441414415144161441714418144191442014421144221442314424144251442614427144281442914430144311443214433144341443514436144371443814439144401444114442144431444414445144461444714448144491445014451144521445314454144551445614457144581445914460144611446214463144641446514466144671446814469144701447114472144731447414475144761447714478144791448014481144821448314484144851448614487144881448914490144911449214493144941449514496144971449814499145001450114502145031450414505145061450714508145091451014511145121451314514145151451614517145181451914520145211452214523145241452514526145271452814529145301453114532145331453414535145361453714538145391454014541145421454314544145451454614547145481454914550145511455214553145541455514556145571455814559145601456114562145631456414565145661456714568145691457014571145721457314574145751457614577145781457914580145811458214583145841458514586145871458814589145901459114592145931459414595145961459714598145991460014601146021460314604146051460614607146081460914610146111461214613146141461514616146171461814619146201462114622146231462414625146261462714628146291463014631146321463314634146351463614637146381463914640146411464214643146441464514646146471464814649146501465114652146531465414655146561465714658146591466014661146621466314664146651466614667146681466914670146711467214673146741467514676146771467814679146801468114682146831468414685146861468714688146891469014691146921469314694146951469614697146981469914700147011470214703147041470514706147071470814709147101471114712147131471414715147161471714718147191472014721147221472314724147251472614727147281472914730147311473214733147341473514736147371473814739147401474114742147431474414745147461474714748147491475014751147521475314754147551475614757147581475914760147611476214763147641476514766147671476814769147701477114772147731477414775147761477714778147791478014781147821478314784147851478614787147881478914790147911479214793147941479514796147971479814799148001480114802148031480414805148061480714808148091481014811148121481314814148151481614817148181481914820148211482214823148241482514826148271482814829148301483114832148331483414835148361483714838148391484014841148421484314844148451484614847148481484914850148511485214853148541485514856148571485814859148601486114862148631486414865148661486714868148691487014871148721487314874148751487614877148781487914880148811488214883148841488514886148871488814889148901489114892148931489414895148961489714898148991490014901149021490314904149051490614907149081490914910149111491214913149141491514916149171491814919149201492114922149231492414925149261492714928149291493014931149321493314934149351493614937149381493914940149411494214943149441494514946149471494814949149501495114952149531495414955149561495714958149591496014961149621496314964149651496614967149681496914970149711497214973149741497514976149771497814979149801498114982149831498414985149861498714988149891499014991149921499314994149951499614997149981499915000150011500215003150041500515006150071500815009150101501115012150131501415015150161501715018150191502015021150221502315024150251502615027150281502915030150311503215033150341503515036150371503815039150401504115042150431504415045150461504715048150491505015051150521505315054150551505615057150581505915060150611506215063150641506515066150671506815069150701507115072150731507415075150761507715078150791508015081150821508315084150851508615087150881508915090150911509215093150941509515096150971509815099151001510115102151031510415105151061510715108151091511015111151121511315114151151511615117151181511915120151211512215123151241512515126151271512815129151301513115132151331513415135151361513715138151391514015141151421514315144151451514615147151481514915150151511515215153151541515515156151571515815159151601516115162151631516415165151661516715168151691517015171151721517315174151751517615177151781517915180151811518215183151841518515186151871518815189151901519115192151931519415195151961519715198151991520015201152021520315204152051520615207152081520915210152111521215213152141521515216152171521815219152201522115222152231522415225152261522715228152291523015231152321523315234152351523615237152381523915240152411524215243152441524515246152471524815249152501525115252152531525415255152561525715258152591526015261152621526315264152651526615267152681526915270152711527215273152741527515276152771527815279152801528115282152831528415285152861528715288152891529015291152921529315294152951529615297152981529915300153011530215303153041530515306153071530815309153101531115312153131531415315153161531715318153191532015321153221532315324153251532615327153281532915330153311533215333153341533515336153371533815339153401534115342153431534415345153461534715348153491535015351153521535315354153551535615357153581535915360153611536215363153641536515366153671536815369153701537115372153731537415375153761537715378153791538015381153821538315384153851538615387153881538915390153911539215393153941539515396153971539815399154001540115402154031540415405154061540715408154091541015411154121541315414154151541615417154181541915420154211542215423154241542515426154271542815429154301543115432154331543415435154361543715438154391544015441154421544315444154451544615447154481544915450154511545215453154541545515456154571545815459154601546115462154631546415465154661546715468154691547015471154721547315474154751547615477154781547915480154811548215483154841548515486154871548815489154901549115492154931549415495154961549715498154991550015501155021550315504155051550615507155081550915510155111551215513155141551515516155171551815519155201552115522155231552415525155261552715528155291553015531155321553315534155351553615537155381553915540155411554215543155441554515546155471554815549155501555115552155531555415555155561555715558155591556015561155621556315564155651556615567155681556915570155711557215573155741557515576155771557815579155801558115582155831558415585155861558715588155891559015591155921559315594155951559615597155981559915600156011560215603156041560515606156071560815609156101561115612156131561415615156161561715618156191562015621156221562315624156251562615627156281562915630156311563215633156341563515636156371563815639156401564115642156431564415645156461564715648156491565015651156521565315654156551565615657156581565915660156611566215663156641566515666156671566815669156701567115672156731567415675156761567715678156791568015681156821568315684156851568615687156881568915690156911569215693156941569515696156971569815699157001570115702157031570415705157061570715708157091571015711157121571315714157151571615717157181571915720157211572215723157241572515726157271572815729157301573115732157331573415735157361573715738157391574015741157421574315744157451574615747157481574915750157511575215753157541575515756157571575815759157601576115762157631576415765157661576715768157691577015771157721577315774157751577615777157781577915780157811578215783157841578515786157871578815789157901579115792157931579415795157961579715798157991580015801158021580315804158051580615807158081580915810158111581215813158141581515816158171581815819158201582115822158231582415825158261582715828158291583015831158321583315834158351583615837158381583915840158411584215843158441584515846158471584815849158501585115852158531585415855158561585715858158591586015861158621586315864158651586615867158681586915870158711587215873158741587515876158771587815879158801588115882158831588415885158861588715888158891589015891158921589315894158951589615897158981589915900159011590215903159041590515906159071590815909159101591115912159131591415915159161591715918159191592015921159221592315924159251592615927159281592915930159311593215933159341593515936159371593815939159401594115942159431594415945159461594715948159491595015951159521595315954159551595615957159581595915960159611596215963159641596515966159671596815969159701597115972159731597415975159761597715978159791598015981159821598315984159851598615987159881598915990159911599215993159941599515996159971599815999160001600116002160031600416005160061600716008160091601016011160121601316014160151601616017160181601916020160211602216023160241602516026160271602816029160301603116032160331603416035160361603716038160391604016041160421604316044160451604616047160481604916050160511605216053160541605516056160571605816059160601606116062160631606416065160661606716068160691607016071160721607316074160751607616077160781607916080160811608216083160841608516086160871608816089160901609116092160931609416095160961609716098160991610016101161021610316104161051610616107161081610916110161111611216113161141611516116161171611816119161201612116122161231612416125161261612716128161291613016131161321613316134161351613616137161381613916140161411614216143161441614516146161471614816149161501615116152161531615416155161561615716158161591616016161161621616316164161651616616167161681616916170161711617216173161741617516176161771617816179161801618116182161831618416185161861618716188161891619016191161921619316194161951619616197161981619916200162011620216203162041620516206162071620816209162101621116212162131621416215162161621716218162191622016221162221622316224162251622616227162281622916230162311623216233162341623516236162371623816239162401624116242162431624416245162461624716248162491625016251162521625316254162551625616257162581625916260162611626216263162641626516266162671626816269162701627116272162731627416275162761627716278162791628016281162821628316284162851628616287162881628916290162911629216293162941629516296162971629816299163001630116302163031630416305163061630716308163091631016311163121631316314163151631616317163181631916320163211632216323163241632516326163271632816329163301633116332163331633416335163361633716338163391634016341163421634316344163451634616347163481634916350163511635216353163541635516356163571635816359163601636116362163631636416365163661636716368163691637016371163721637316374163751637616377163781637916380163811638216383163841638516386163871638816389163901639116392163931639416395163961639716398163991640016401164021640316404164051640616407164081640916410164111641216413164141641516416164171641816419164201642116422164231642416425164261642716428164291643016431164321643316434164351643616437164381643916440164411644216443164441644516446164471644816449164501645116452164531645416455164561645716458164591646016461164621646316464164651646616467164681646916470164711647216473164741647516476164771647816479164801648116482164831648416485164861648716488164891649016491164921649316494164951649616497164981649916500165011650216503165041650516506165071650816509165101651116512165131651416515165161651716518165191652016521165221652316524165251652616527165281652916530165311653216533165341653516536165371653816539165401654116542165431654416545165461654716548165491655016551165521655316554165551655616557165581655916560165611656216563165641656516566165671656816569165701657116572165731657416575165761657716578165791658016581165821658316584165851658616587165881658916590165911659216593165941659516596165971659816599166001660116602166031660416605166061660716608166091661016611166121661316614166151661616617166181661916620166211662216623166241662516626166271662816629166301663116632166331663416635166361663716638166391664016641166421664316644166451664616647166481664916650166511665216653166541665516656166571665816659166601666116662166631666416665166661666716668166691667016671166721667316674166751667616677166781667916680166811668216683166841668516686166871668816689166901669116692166931669416695166961669716698166991670016701167021670316704167051670616707167081670916710167111671216713167141671516716167171671816719167201672116722167231672416725167261672716728167291673016731167321673316734167351673616737167381673916740167411674216743167441674516746167471674816749167501675116752167531675416755167561675716758167591676016761167621676316764167651676616767167681676916770167711677216773167741677516776167771677816779167801678116782167831678416785167861678716788167891679016791167921679316794167951679616797167981679916800168011680216803168041680516806168071680816809168101681116812168131681416815168161681716818168191682016821168221682316824168251682616827168281682916830168311683216833168341683516836168371683816839168401684116842168431684416845168461684716848168491685016851168521685316854168551685616857168581685916860168611686216863168641686516866168671686816869168701687116872168731687416875168761687716878168791688016881168821688316884168851688616887168881688916890168911689216893168941689516896168971689816899169001690116902169031690416905169061690716908169091691016911169121691316914169151691616917169181691916920169211692216923169241692516926169271692816929169301693116932169331693416935169361693716938169391694016941169421694316944169451694616947169481694916950169511695216953169541695516956169571695816959169601696116962169631696416965169661696716968169691697016971169721697316974169751697616977169781697916980169811698216983169841698516986169871698816989169901699116992169931699416995169961699716998169991700017001170021700317004170051700617007170081700917010170111701217013170141701517016170171701817019170201702117022170231702417025170261702717028170291703017031170321703317034170351703617037170381703917040170411704217043170441704517046170471704817049170501705117052170531705417055170561705717058170591706017061170621706317064170651706617067170681706917070170711707217073170741707517076170771707817079170801708117082170831708417085170861708717088170891709017091170921709317094170951709617097170981709917100171011710217103171041710517106171071710817109171101711117112171131711417115171161711717118171191712017121171221712317124171251712617127171281712917130171311713217133171341713517136171371713817139171401714117142171431714417145171461714717148171491715017151171521715317154171551715617157171581715917160171611716217163171641716517166171671716817169171701717117172171731717417175171761717717178171791718017181171821718317184171851718617187171881718917190171911719217193171941719517196171971719817199172001720117202172031720417205172061720717208172091721017211172121721317214172151721617217172181721917220172211722217223172241722517226172271722817229172301723117232172331723417235172361723717238172391724017241172421724317244172451724617247172481724917250172511725217253172541725517256172571725817259172601726117262172631726417265172661726717268172691727017271172721727317274172751727617277172781727917280172811728217283172841728517286172871728817289172901729117292172931729417295172961729717298172991730017301173021730317304173051730617307173081730917310173111731217313173141731517316173171731817319173201732117322173231732417325173261732717328173291733017331173321733317334173351733617337173381733917340173411734217343173441734517346173471734817349173501735117352173531735417355173561735717358173591736017361173621736317364173651736617367173681736917370173711737217373173741737517376173771737817379173801738117382173831738417385173861738717388173891739017391173921739317394173951739617397173981739917400174011740217403174041740517406174071740817409174101741117412174131741417415174161741717418174191742017421174221742317424174251742617427174281742917430174311743217433174341743517436174371743817439174401744117442174431744417445174461744717448174491745017451174521745317454174551745617457174581745917460174611746217463174641746517466174671746817469174701747117472174731747417475174761747717478174791748017481174821748317484174851748617487174881748917490174911749217493174941749517496174971749817499175001750117502175031750417505175061750717508175091751017511175121751317514175151751617517175181751917520175211752217523175241752517526175271752817529175301753117532175331753417535175361753717538175391754017541175421754317544175451754617547175481754917550175511755217553175541755517556175571755817559175601756117562175631756417565175661756717568175691757017571175721757317574175751757617577175781757917580175811758217583175841758517586175871758817589175901759117592175931759417595175961759717598175991760017601176021760317604176051760617607176081760917610176111761217613176141761517616176171761817619176201762117622176231762417625176261762717628176291763017631176321763317634176351763617637176381763917640176411764217643176441764517646176471764817649176501765117652176531765417655176561765717658176591766017661176621766317664176651766617667176681766917670176711767217673176741767517676176771767817679176801768117682176831768417685176861768717688176891769017691176921769317694176951769617697176981769917700177011770217703177041770517706177071770817709177101771117712177131771417715177161771717718177191772017721177221772317724177251772617727177281772917730177311773217733177341773517736177371773817739177401774117742177431774417745177461774717748177491775017751177521775317754177551775617757177581775917760177611776217763177641776517766177671776817769177701777117772177731777417775177761777717778177791778017781177821778317784177851778617787177881778917790177911779217793177941779517796177971779817799178001780117802178031780417805178061780717808178091781017811178121781317814178151781617817178181781917820178211782217823178241782517826178271782817829178301783117832178331783417835178361783717838178391784017841178421784317844178451784617847178481784917850178511785217853178541785517856178571785817859178601786117862178631786417865178661786717868178691787017871178721787317874178751787617877178781787917880178811788217883178841788517886178871788817889178901789117892178931789417895178961789717898178991790017901179021790317904179051790617907179081790917910179111791217913179141791517916179171791817919179201792117922179231792417925179261792717928179291793017931179321793317934179351793617937179381793917940179411794217943179441794517946179471794817949179501795117952179531795417955179561795717958179591796017961179621796317964179651796617967179681796917970179711797217973179741797517976179771797817979179801798117982179831798417985179861798717988179891799017991179921799317994179951799617997179981799918000180011800218003180041800518006180071800818009180101801118012180131801418015180161801718018180191802018021180221802318024180251802618027180281802918030180311803218033180341803518036180371803818039180401804118042180431804418045180461804718048180491805018051180521805318054180551805618057180581805918060180611806218063180641806518066180671806818069180701807118072180731807418075180761807718078180791808018081180821808318084180851808618087180881808918090180911809218093180941809518096180971809818099181001810118102181031810418105181061810718108181091811018111181121811318114181151811618117181181811918120181211812218123181241812518126181271812818129181301813118132181331813418135181361813718138181391814018141181421814318144181451814618147181481814918150181511815218153181541815518156181571815818159181601816118162181631816418165181661816718168181691817018171181721817318174181751817618177181781817918180181811818218183181841818518186181871818818189181901819118192181931819418195181961819718198181991820018201182021820318204182051820618207182081820918210182111821218213182141821518216182171821818219182201822118222182231822418225182261822718228182291823018231182321823318234182351823618237182381823918240182411824218243182441824518246182471824818249182501825118252182531825418255182561825718258182591826018261182621826318264182651826618267182681826918270182711827218273182741827518276182771827818279182801828118282182831828418285182861828718288182891829018291182921829318294182951829618297182981829918300183011830218303183041830518306183071830818309183101831118312183131831418315183161831718318183191832018321183221832318324183251832618327183281832918330183311833218333183341833518336183371833818339183401834118342183431834418345183461834718348183491835018351183521835318354183551835618357183581835918360183611836218363183641836518366183671836818369183701837118372183731837418375183761837718378183791838018381183821838318384183851838618387183881838918390183911839218393183941839518396183971839818399184001840118402184031840418405184061840718408184091841018411184121841318414184151841618417184181841918420184211842218423184241842518426184271842818429184301843118432184331843418435184361843718438184391844018441184421844318444184451844618447184481844918450184511845218453184541845518456184571845818459184601846118462184631846418465184661846718468184691847018471184721847318474184751847618477184781847918480184811848218483184841848518486184871848818489184901849118492184931849418495184961849718498184991850018501185021850318504185051850618507185081850918510185111851218513185141851518516185171851818519185201852118522185231852418525185261852718528185291853018531185321853318534185351853618537185381853918540185411854218543185441854518546185471854818549185501855118552185531855418555185561855718558185591856018561185621856318564185651856618567185681856918570185711857218573185741857518576185771857818579185801858118582185831858418585185861858718588185891859018591185921859318594185951859618597185981859918600186011860218603186041860518606186071860818609186101861118612186131861418615186161861718618186191862018621186221862318624186251862618627186281862918630186311863218633186341863518636186371863818639186401864118642186431864418645186461864718648186491865018651186521865318654186551865618657186581865918660186611866218663186641866518666186671866818669186701867118672186731867418675186761867718678186791868018681186821868318684186851868618687186881868918690186911869218693186941869518696186971869818699187001870118702187031870418705187061870718708187091871018711187121871318714187151871618717187181871918720187211872218723187241872518726187271872818729187301873118732187331873418735187361873718738187391874018741187421874318744187451874618747187481874918750187511875218753187541875518756187571875818759187601876118762187631876418765187661876718768187691877018771187721877318774187751877618777187781877918780187811878218783187841878518786187871878818789187901879118792187931879418795187961879718798187991880018801188021880318804188051880618807188081880918810188111881218813188141881518816188171881818819188201882118822188231882418825188261882718828188291883018831188321883318834188351883618837188381883918840188411884218843188441884518846188471884818849188501885118852188531885418855188561885718858188591886018861188621886318864188651886618867188681886918870188711887218873188741887518876188771887818879188801888118882188831888418885188861888718888188891889018891188921889318894188951889618897188981889918900189011890218903189041890518906189071890818909189101891118912189131891418915189161891718918189191892018921189221892318924189251892618927189281892918930189311893218933189341893518936189371893818939189401894118942189431894418945189461894718948189491895018951189521895318954189551895618957189581895918960189611896218963189641896518966189671896818969189701897118972189731897418975189761897718978189791898018981189821898318984189851898618987189881898918990189911899218993189941899518996189971899818999190001900119002190031900419005190061900719008190091901019011190121901319014190151901619017190181901919020190211902219023190241902519026190271902819029190301903119032190331903419035190361903719038190391904019041190421904319044190451904619047190481904919050190511905219053190541905519056190571905819059190601906119062190631906419065190661906719068190691907019071190721907319074190751907619077190781907919080190811908219083190841908519086190871908819089190901909119092190931909419095190961909719098190991910019101191021910319104191051910619107191081910919110191111911219113191141911519116191171911819119191201912119122191231912419125191261912719128191291913019131191321913319134191351913619137191381913919140191411914219143191441914519146191471914819149191501915119152191531915419155191561915719158191591916019161191621916319164191651916619167191681916919170191711917219173191741917519176191771917819179191801918119182191831918419185191861918719188191891919019191191921919319194191951919619197191981919919200192011920219203192041920519206192071920819209192101921119212192131921419215192161921719218192191922019221192221922319224192251922619227192281922919230192311923219233192341923519236192371923819239192401924119242192431924419245192461924719248192491925019251192521925319254192551925619257192581925919260192611926219263192641926519266192671926819269192701927119272192731927419275192761927719278192791928019281192821928319284192851928619287192881928919290192911929219293192941929519296192971929819299193001930119302193031930419305193061930719308193091931019311193121931319314193151931619317193181931919320193211932219323193241932519326193271932819329193301933119332193331933419335193361933719338193391934019341193421934319344193451934619347193481934919350193511935219353193541935519356193571935819359193601936119362193631936419365193661936719368193691937019371193721937319374193751937619377193781937919380193811938219383193841938519386193871938819389193901939119392193931939419395193961939719398193991940019401194021940319404194051940619407194081940919410194111941219413194141941519416194171941819419194201942119422194231942419425194261942719428194291943019431194321943319434194351943619437194381943919440194411944219443194441944519446194471944819449194501945119452194531945419455194561945719458194591946019461194621946319464194651946619467194681946919470194711947219473194741947519476194771947819479194801948119482194831948419485194861948719488194891949019491194921949319494194951949619497194981949919500195011950219503195041950519506195071950819509195101951119512195131951419515195161951719518195191952019521195221952319524195251952619527195281952919530195311953219533195341953519536195371953819539195401954119542195431954419545195461954719548195491955019551195521955319554195551955619557195581955919560195611956219563195641956519566195671956819569195701957119572195731957419575195761957719578195791958019581195821958319584195851958619587195881958919590195911959219593195941959519596195971959819599196001960119602196031960419605196061960719608196091961019611196121961319614196151961619617196181961919620196211962219623196241962519626196271962819629196301963119632196331963419635196361963719638196391964019641196421964319644196451964619647196481964919650196511965219653196541965519656196571965819659196601966119662196631966419665196661966719668196691967019671196721967319674196751967619677196781967919680196811968219683196841968519686196871968819689196901969119692196931969419695196961969719698196991970019701197021970319704197051970619707197081970919710197111971219713197141971519716197171971819719197201972119722197231972419725197261972719728197291973019731197321973319734197351973619737197381973919740197411974219743197441974519746197471974819749197501975119752197531975419755197561975719758197591976019761197621976319764197651976619767197681976919770197711977219773197741977519776197771977819779197801978119782197831978419785197861978719788197891979019791197921979319794197951979619797197981979919800198011980219803198041980519806198071980819809198101981119812198131981419815198161981719818198191982019821198221982319824198251982619827198281982919830198311983219833198341983519836198371983819839198401984119842198431984419845198461984719848198491985019851198521985319854198551985619857
  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  56. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  57. /**
  58. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  59. **/
  60. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  61. struct skill_usave {
  62. uint16 skill_id, skill_lv;
  63. };
  64. struct s_skill_db skill_db[MAX_SKILL_DB];
  65. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  66. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  67. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  68. struct s_skill_improvise_db {
  69. uint16 skill_id;
  70. short per;//1-10000
  71. };
  72. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  73. struct s_skill_changematerial_db {
  74. int itemid;
  75. short rate;
  76. int qty[5];
  77. short qty_rate[5];
  78. };
  79. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  80. //Warlock
  81. struct s_skill_spellbook_db {
  82. int nameid;
  83. uint16 skill_id;
  84. int point;
  85. };
  86. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  87. //Guillotine Cross
  88. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  89. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  90. int firewall_unit_pos;
  91. int icewall_unit_pos;
  92. int earthstrain_unit_pos;
  93. int firerain_unit_pos;
  94. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT];
  95. int overbrand_nounit_pos;
  96. int overbrand_brandish_nounit_pos;
  97. //early declaration
  98. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  99. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  100. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  101. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  102. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  103. //Since only mob-casted splash skills can hit ice-walls
  104. static inline int splash_target(struct block_list* bl) {
  105. #ifndef RENEWAL
  106. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  107. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  108. return BL_SKILL|BL_CHAR;
  109. #endif
  110. }
  111. /// Returns the id of the skill, or 0 if not found.
  112. int skill_name2id(const char* name) {
  113. if( name == NULL )
  114. return 0;
  115. return strdb_iget(skilldb_name2id, name);
  116. }
  117. /// Maps skill ids to skill db offsets.
  118. /// Returns the skill's array index, or 0 (Unknown Skill).
  119. int skill_get_index( uint16 skill_id ) {
  120. // avoid ranges reserved for mapping guild/homun/mercenary skills
  121. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  122. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  123. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  124. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  125. return 0;
  126. // map skill id to skill db index
  127. if( skill_id >= GD_SKILLBASE )
  128. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  129. else if( skill_id >= EL_SKILLBASE )
  130. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  131. else if( skill_id >= MC_SKILLBASE )
  132. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  133. else if( skill_id >= HM_SKILLBASE )
  134. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  135. // validate result
  136. if( !skill_id || skill_id >= MAX_SKILL_DB )
  137. return 0;
  138. return skill_id;
  139. }
  140. const char* skill_get_name( uint16 skill_id ) {
  141. return skill_db[skill_get_index(skill_id)].name;
  142. }
  143. const char* skill_get_desc( uint16 skill_id ) {
  144. return skill_db[skill_get_index(skill_id)].desc;
  145. }
  146. /// out of bounds error checking [celest]
  147. static void skill_chk(int16 *skill_id) {
  148. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  149. }
  150. // checks/adjusts level
  151. static void skill_chk2(int16 *skill_lv) {
  152. *skill_lv = (*skill_lv < 1) ? 1 : (*skill_lv > MAX_SKILL_LEVEL) ? MAX_SKILL_LEVEL : *skill_lv;
  153. }
  154. // checks/adjusts index. make sure we don't use negative index
  155. static void skill_chk3(int *idx) {
  156. if (*idx < 0) *idx = 0;
  157. }
  158. #define skill_get(var,id) { skill_chk(&id); if(!id) return 0; return var; }
  159. #define skill_get2(var,id,lv) { skill_chk(&id); if (!id) return 0; skill_chk2(&lv); return var; }
  160. #define skill_get3(var,id,x) { skill_chk(&id); if (!id) return 0; skill_chk3(&x); return var; }
  161. // Skill DB
  162. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
  163. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
  164. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  165. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
  166. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
  167. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  168. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  169. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  170. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  171. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  172. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  173. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  174. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  175. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
  176. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
  177. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_db[skill_id].inf3, skill_id); }
  178. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
  179. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  180. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  181. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  182. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  183. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id); }
  184. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
  185. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get3 (skill_db[skill_id].unit_id[flag], skill_id, flag); }
  186. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
  187. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  188. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
  189. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
  190. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
  191. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  192. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  193. #ifdef RENEWAL_CAST
  194. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  195. #endif
  196. // Skill requirements
  197. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp[skill_lv-1], skill_id, skill_lv); }
  198. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.mhp[skill_lv-1], skill_id, skill_lv); }
  199. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp[skill_lv-1], skill_id, skill_lv); }
  200. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp_rate[skill_lv-1], skill_id, skill_lv); }
  201. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp_rate[skill_lv-1], skill_id, skill_lv); }
  202. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.zeny[skill_lv-1], skill_id, skill_lv); }
  203. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.weapon, skill_id); }
  204. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.ammo, skill_id); }
  205. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.ammo_qty[skill_lv-1], skill_id, skill_lv); }
  206. int skill_get_state( uint16 skill_id ) { skill_get (skill_db[skill_id].require.state, skill_id); }
  207. //int skill_get_status( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.status[idx], skill_id, idx); }
  208. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_db[skill_id].require.status_count, skill_id); }
  209. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].require.spiritball[skill_lv-1], skill_id, skill_lv); }
  210. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.itemid[idx], skill_id, idx); }
  211. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.amount[idx], skill_id, idx); }
  212. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.eqItem[idx], skill_id, idx); }
  213. int skill_tree_get_max(uint16 skill_id, int b_class)
  214. {
  215. int i;
  216. b_class = pc_class2idx(b_class);
  217. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  218. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  219. return skill_tree[b_class][i].max;
  220. else
  221. return skill_get_max(skill_id);
  222. }
  223. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  224. int skill_check_target_c_marker(struct block_list *bl,va_list ap);
  225. int skill_attack_area(struct block_list *bl,va_list ap);
  226. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  227. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  228. int skill_greed(struct block_list *bl, va_list ap);
  229. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  230. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  231. static int skill_trap_splash(struct block_list *bl, va_list ap);
  232. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  233. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  234. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  235. static int skill_unit_effect(struct block_list *bl,va_list ap);
  236. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  237. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  238. int skill_get_casttype (uint16 skill_id) {
  239. int inf = skill_get_inf(skill_id);
  240. if (inf&(INF_GROUND_SKILL))
  241. return CAST_GROUND;
  242. if (inf&INF_SUPPORT_SKILL)
  243. return CAST_NODAMAGE;
  244. if (inf&INF_SELF_SKILL) {
  245. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  246. return CAST_DAMAGE; //Combo skill.
  247. return CAST_NODAMAGE;
  248. }
  249. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  250. return CAST_NODAMAGE;
  251. return CAST_DAMAGE;
  252. }
  253. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  254. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  255. int range, inf3=0;
  256. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  257. return 9; //Mobs have a range of 9 regardless of skill used.
  258. range = skill_get_range(skill_id, skill_lv);
  259. if( range < 0 ) {
  260. if( battle_config.use_weapon_skill_range&bl->type )
  261. return status_get_range(bl);
  262. range *=-1;
  263. }
  264. inf3 = skill_get_inf3(skill_id);
  265. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  266. if( bl->type == BL_PC ) {
  267. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  268. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  269. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  270. } else
  271. range += 10; //Assume level 10?
  272. }
  273. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  274. if( bl->type == BL_PC ) {
  275. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  276. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  277. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  278. }
  279. }
  280. if( !range && bl->type != BL_PC )
  281. return 9; // Enable non players to use self skills on others. [Skotlex]
  282. return range;
  283. }
  284. /** Calculates heal value of skill's effect
  285. * @param src
  286. * @param target
  287. * @param skill_id
  288. * @param skill_lv
  289. * @param heal
  290. * @return modified heal value
  291. */
  292. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  293. int skill, hp = 0;
  294. struct map_session_data *sd = BL_CAST(BL_PC, src);
  295. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  296. struct status_change *sc, *tsc;
  297. sc = status_get_sc(src);
  298. tsc = status_get_sc(target);
  299. switch( skill_id ) {
  300. case BA_APPLEIDUN:
  301. #ifdef RENEWAL
  302. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  303. #else
  304. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  305. #endif
  306. if( sd )
  307. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  308. break;
  309. case PR_SANCTUARY:
  310. hp = (skill_lv>6)?777:skill_lv*100;
  311. break;
  312. case NPC_EVILLAND:
  313. hp = (skill_lv>6)?666:skill_lv*100;
  314. break;
  315. default:
  316. if (skill_lv >= battle_config.max_heal_lv)
  317. return battle_config.max_heal;
  318. #ifdef RENEWAL
  319. /**
  320. * Renewal Heal Formula
  321. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  322. **/
  323. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) / 10;
  324. #else
  325. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) * 8));
  326. #endif
  327. if (skill_id == AB_HIGHNESSHEAL)
  328. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  329. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  330. hp += hp * skill * 2 / 100;
  331. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  332. hp += hp * skill * 2 / 100;
  333. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  334. hp *= 2;
  335. break;
  336. }
  337. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  338. hp >>= 1;
  339. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  340. hp += hp*skill/100;
  341. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  342. hp += hp*skill/100;
  343. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  344. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  345. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  346. if( tsc && tsc->count ) {
  347. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  348. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  349. if( heal && tsc->data[SC_DEATHHURT] )
  350. hp -= hp * 20/100;
  351. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  352. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  353. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  354. hp += hp / 10;
  355. }
  356. #ifdef RENEWAL
  357. // MATK part of the RE heal formula [malufett]
  358. // Note: in this part matk bonuses from items or skills are not applied
  359. switch( skill_id ) {
  360. case BA_APPLEIDUN: case PR_SANCTUARY:
  361. case NPC_EVILLAND: break;
  362. default:
  363. {
  364. struct status_data *status = status_get_status_data(src);
  365. int min, max;
  366. min = max = status_base_matk(status, status_get_lv(src));
  367. if( status->rhw.matk > 0 ){
  368. int wMatk, variance;
  369. wMatk = status->rhw.matk;
  370. variance = wMatk * status->rhw.wlv / 10;
  371. min += wMatk - variance;
  372. max += wMatk + variance;
  373. }
  374. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  375. min = max;
  376. if( sd && sd->right_weapon.overrefine > 0 ){
  377. min++;
  378. max += sd->right_weapon.overrefine - 1;
  379. }
  380. if(max > min)
  381. hp += min+rnd()%(max-min);
  382. else
  383. hp += min;
  384. }
  385. }
  386. #endif
  387. return hp;
  388. }
  389. /** Making Plagiarism and Reproduce check their own function
  390. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  391. * @param sd: Player who will copy the skill
  392. * @param skill_id: Target skill
  393. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  394. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  395. */
  396. static char skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  397. int idx = skill_get_index(skill_id);
  398. // Only copy skill that player doesn't have or the skill is old clone
  399. if (sd->status.skill[idx].id != 0 && sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED)
  400. return 0;
  401. // Check if the skill is copyable by class
  402. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  403. uint16 job_allowed = skill_db[idx].copyable.joballowed;
  404. while (1) {
  405. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  406. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  407. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  408. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  409. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  410. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  411. return 0;
  412. }
  413. }
  414. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  415. if (skill_db[idx].copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  416. return 1;
  417. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  418. if (skill_db[idx].copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  419. return 2;
  420. return 0;
  421. }
  422. /** Check if the skill is ok to cast and when.
  423. * Done before check_condition_begin, requirement
  424. * @param skill_id: Skill ID that casted
  425. * @param sd: Player who casted
  426. * @return true: Skill cannot be used, false: otherwise
  427. * @author [MouseJstr]
  428. */
  429. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  430. {
  431. int16 idx,m;
  432. nullpo_retr(1,sd);
  433. m = sd->bl.m;
  434. idx = skill_get_index(skill_id);
  435. if (idx == 0)
  436. return true; // invalid skill id
  437. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  438. return false; // can do any damn thing they want
  439. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  440. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  441. if (map[m].flag.noskill)
  442. return true;
  443. // Epoque:
  444. // This code will compare the player's attack motion value which is influenced by ASPD before
  445. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  446. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  447. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  448. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  449. {// attempted to cast a skill before the attack motion has finished
  450. return true;
  451. }
  452. if (skill_blockpc_get(sd, skill_id) != -1){
  453. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  454. return true;
  455. }
  456. /**
  457. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  458. * 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
  459. **/
  460. if( sd->skillitem == skill_id )
  461. return false;
  462. // Check skill restrictions [Celest]
  463. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  464. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  465. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  466. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  467. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  468. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  469. return true;
  470. }
  471. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  472. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  473. switch (skill_id) {
  474. case AL_WARP:
  475. case RETURN_TO_ELDICASTES:
  476. case ALL_GUARDIAN_RECALL:
  477. case ECLAGE_RECALL:
  478. if(map[m].flag.nowarp) {
  479. clif_skill_teleportmessage(sd,0);
  480. return true;
  481. }
  482. return false;
  483. case AL_TELEPORT:
  484. case SC_FATALMENACE:
  485. case SC_DIMENSIONDOOR:
  486. case ALL_ODINS_RECALL:
  487. if(map[m].flag.noteleport) {
  488. clif_skill_teleportmessage(sd,0);
  489. return true;
  490. }
  491. return false; // gonna be checked in 'skill_castend_nodamage_id'
  492. case WE_CALLPARTNER:
  493. case WE_CALLPARENT:
  494. case WE_CALLBABY:
  495. if (map[m].flag.nomemo) {
  496. clif_skill_teleportmessage(sd,1);
  497. return true;
  498. }
  499. break;
  500. case MC_VENDING:
  501. case ALL_BUYING_STORE:
  502. if( map[sd->bl.m].flag.novending ) {
  503. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  505. return true;
  506. }
  507. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  508. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  509. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  510. return true;
  511. }
  512. if( npc_isnear(&sd->bl) ) {
  513. // uncomment to send msg_txt.
  514. //char output[150];
  515. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  516. //clif_displaymessage(sd->fd, output);
  517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  518. return true;
  519. }
  520. case MC_IDENTIFY:
  521. return false; // always allowed
  522. case WZ_ICEWALL:
  523. // noicewall flag [Valaris]
  524. if (map[m].flag.noicewall) {
  525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  526. return true;
  527. }
  528. break;
  529. case GC_DARKILLUSION:
  530. if( map_flag_gvg(m) ) {
  531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  532. return true;
  533. }
  534. break;
  535. case GD_EMERGENCYCALL:
  536. case GD_ITEMEMERGENCYCALL:
  537. if (
  538. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  539. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  540. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  541. ) {
  542. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  543. return true;
  544. }
  545. break;
  546. case WM_SIRCLEOFNATURE:
  547. case WM_SOUND_OF_DESTRUCTION:
  548. case SC_MANHOLE:
  549. case WM_LULLABY_DEEPSLEEP:
  550. case WM_SATURDAY_NIGHT_FEVER:
  551. if( !map_flag_vs(m) ) {
  552. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  553. return true;
  554. }
  555. break;
  556. }
  557. return false;
  558. }
  559. /** Check if the homunculus skill is ok to be processed
  560. * After checking from Homunculus side, also check the master condition
  561. * @param skill_id: Skill ID that casted
  562. * @param hd: Homunculus who casted
  563. * @return true: Skill cannot be used, false: otherwise
  564. */
  565. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  566. {
  567. uint16 idx = skill_get_index(skill_id);
  568. nullpo_retr(1,hd);
  569. if (idx == 0)
  570. return true; // invalid skill id
  571. if (hd->blockskill[idx] > 0)
  572. return true;
  573. switch(skill_id) {
  574. case MH_LIGHT_OF_REGENE: //must be cordial
  575. if(hd->homunculus.intimacy <= 750) return true;
  576. break;
  577. case MH_OVERED_BOOST: //if we starving
  578. if(hd->homunculus.hunger <= 1) return true;
  579. break;
  580. case MH_GOLDENE_FERSE: //cant be used with angriff
  581. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  582. break;
  583. case MH_ANGRIFFS_MODUS:
  584. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  585. break;
  586. case MH_TINDER_BREAKER: //must be in grappling mode
  587. if(!&hd->sc
  588. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  589. || !hd->homunculus.spiritball) return true;
  590. break;
  591. case MH_SONIC_CRAW: //must be in fighting mode
  592. if(!&hd->sc
  593. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  594. || !hd->homunculus.spiritball) return true;
  595. break;
  596. case MH_SILVERVEIN_RUSH:
  597. if(!&hd->sc
  598. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  599. || hd->homunculus.spiritball < 2) return true;
  600. break;
  601. case MH_MIDNIGHT_FRENZY:
  602. if(!&hd->sc
  603. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  604. || !hd->homunculus.spiritball) return true;
  605. break;
  606. case MH_CBC:
  607. if(!&hd->sc
  608. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  609. || hd->homunculus.spiritball < 2) return true;
  610. break;
  611. case MH_EQC:
  612. if(!&hd->sc
  613. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  614. || hd->homunculus.spiritball < 3) return true;
  615. break;
  616. }
  617. //Use master's criteria.
  618. return skill_isNotOk(skill_id, hd->master);
  619. }
  620. /** Check if the mercenary skill is ok to be processed
  621. * After checking from Homunculus side, also check the master condition
  622. * @param skill_id: Skill ID that casted
  623. * @param md: Mercenary who casted
  624. * @return true: Skill cannot be used, false: otherwise
  625. */
  626. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  627. {
  628. uint16 idx = skill_get_index(skill_id);
  629. nullpo_retr(1,md);
  630. if( idx == 0 )
  631. return true; // Invalid Skill ID
  632. if( md->blockskill[idx] > 0 )
  633. return true;
  634. return skill_isNotOk(skill_id, md->master);
  635. }
  636. /** Check if the skill can be casted near NPC or not
  637. * @param src Object who casted
  638. * @param skill_id Skill ID that casted
  639. * @param skill_lv Skill Lv
  640. * @param pos_x Position x of the target
  641. * @param pos_y Position y of the target
  642. * @return true: Skill cannot be used, false: otherwise
  643. * @author [Cydh]
  644. */
  645. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  646. int inf;
  647. if (!src || skill_get_index(skill_id) < 0)
  648. return false;
  649. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  650. return false;
  651. inf = skill_get_inf(skill_id);
  652. //if self skill
  653. if (inf&INF_SELF_SKILL) {
  654. pos_x = src->x;
  655. pos_y = src->y;
  656. }
  657. if (pos_x <= 0) pos_x = src->x;
  658. if (pos_y <= 0) pos_y = src->y;
  659. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  660. }
  661. struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
  662. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  663. uint8 dir;
  664. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  665. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  666. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  667. }
  668. if (pos != -1) // simple single-definition layout
  669. return &skill_unit_layout[pos];
  670. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  671. if (skill_id == MG_FIREWALL)
  672. return &skill_unit_layout [firewall_unit_pos + dir];
  673. else if (skill_id == WZ_ICEWALL)
  674. return &skill_unit_layout [icewall_unit_pos + dir];
  675. else if( skill_id == WL_EARTHSTRAIN )
  676. return &skill_unit_layout [earthstrain_unit_pos + dir];
  677. else if( skill_id == RL_FIRE_RAIN )
  678. return &skill_unit_layout[firerain_unit_pos + dir];
  679. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  680. return &skill_unit_layout[0]; // default 1x1 layout
  681. }
  682. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  683. {
  684. if( skill_id == LG_OVERBRAND )
  685. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  686. else if( skill_id == LG_OVERBRAND_BRANDISH )
  687. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  688. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  689. return &skill_nounit_layout[0];
  690. }
  691. /*==========================================
  692. * Add effect to skill when hit succesfully target
  693. *------------------------------------------*/
  694. int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  695. {
  696. struct map_session_data *sd, *dstsd;
  697. struct mob_data *md, *dstmd;
  698. struct status_data *sstatus, *tstatus;
  699. struct status_change *sc, *tsc;
  700. enum sc_type status;
  701. int skill;
  702. int rate;
  703. int chorusbonus = 0;
  704. nullpo_ret(src);
  705. nullpo_ret(bl);
  706. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  707. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  708. return 0;
  709. sd = BL_CAST(BL_PC, src);
  710. md = BL_CAST(BL_MOB, src);
  711. dstsd = BL_CAST(BL_PC, bl);
  712. dstmd = BL_CAST(BL_MOB, bl);
  713. sc = status_get_sc(src);
  714. tsc = status_get_sc(bl);
  715. sstatus = status_get_status_data(src);
  716. tstatus = status_get_status_data(bl);
  717. if (!tsc) //skill additional effect is about adding effects to the target...
  718. //So if the target can't be inflicted with statuses, this is pointless.
  719. return 0;
  720. // Minstrel/Wanderer number check for chorus skills.
  721. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  722. if( sd && sd->status.party_id ) {
  723. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  724. if( chorusbonus > 7 )
  725. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  726. else if( chorusbonus > 2 )
  727. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  728. }
  729. if( sd )
  730. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  731. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  732. // Trigger status effects
  733. enum sc_type type;
  734. int i;
  735. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  736. rate = sd->addeff[i].rate;
  737. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  738. rate += sd->addeff[i].arrow_rate;
  739. if( !rate ) continue;
  740. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  741. // Trigger has attack type consideration.
  742. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  743. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  744. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  745. else
  746. continue;
  747. }
  748. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  749. // Trigger has range consideration.
  750. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  751. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  752. continue; //Range Failed.
  753. }
  754. type = sd->addeff[i].id;
  755. skill = skill_get_time2(status_sc2skill(type),7);
  756. if (sd->addeff[i].flag&ATF_TARGET)
  757. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  758. if (sd->addeff[i].flag&ATF_SELF)
  759. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  760. }
  761. }
  762. if( skill_id ) {
  763. // Trigger status effects on skills
  764. enum sc_type type;
  765. int i;
  766. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  767. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  768. continue;
  769. type = sd->addeff3[i].id;
  770. skill = skill_get_time2(status_sc2skill(type),7);
  771. if( sd->addeff3[i].target&ATF_TARGET )
  772. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  773. if( sd->addeff3[i].target&ATF_SELF )
  774. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  775. }
  776. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  777. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  778. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  779. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  780. clif_emotion(bl,E_OMG);
  781. }
  782. }
  783. }
  784. if( dmg_lv < ATK_DEF ) // no damage, return;
  785. return 0;
  786. switch(skill_id) {
  787. case 0:
  788. { // Normal attacks (no skill used)
  789. if( attack_type&BF_SKILL )
  790. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  791. if(sd) {
  792. // Automatic trigger of Blitz Beat
  793. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  794. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  795. rate=(sd->status.job_level+9)/10;
  796. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  797. }
  798. // Automatic trigger of Warg Strike [Jobbie]
  799. 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 )
  800. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  801. // Gank
  802. if(dstmd && sd->status.weapon != W_BOW &&
  803. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  804. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  805. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  806. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  807. else
  808. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  809. }
  810. // Chance to trigger Taekwon kicks [Dralnu]
  811. if(sc && !sc->data[SC_COMBO]) {
  812. if(sc->data[SC_READYSTORM] &&
  813. sc_start(src,src,SC_COMBO, 15, TK_STORMKICK,
  814. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  815. else if(sc->data[SC_READYDOWN] &&
  816. sc_start(src,src,SC_COMBO, 15, TK_DOWNKICK,
  817. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  818. else if(sc->data[SC_READYTURN] &&
  819. sc_start(src,src,SC_COMBO, 15, TK_TURNKICK,
  820. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  821. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  822. rate = 20;
  823. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  824. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  825. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  826. }
  827. sc_start2(src,src, SC_COMBO, rate, TK_COUNTER, bl->id,
  828. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  829. }
  830. }
  831. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  832. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  833. }
  834. if (sc) {
  835. struct status_change_entry *sce;
  836. // Enchant Poison gives a chance to poison attacked enemies
  837. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  838. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  839. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  840. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  841. if((sce=sc->data[SC_EDP]))
  842. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  843. skill_get_time2(ASC_EDP,sce->val1));
  844. }
  845. }
  846. break;
  847. case SM_BASH:
  848. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  849. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  850. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  851. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),0);
  852. }
  853. break;
  854. case MER_CRASH:
  855. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  856. break;
  857. case AS_VENOMKNIFE:
  858. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  859. skill_lv = pc_checkskill(sd, TF_POISON);
  860. case TF_POISON:
  861. case AS_SPLASHER:
  862. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  863. && sd && skill_id==TF_POISON
  864. )
  865. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  866. break;
  867. case AS_SONICBLOW:
  868. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  869. break;
  870. case WZ_FIREPILLAR:
  871. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  872. break;
  873. case MG_FROSTDIVER:
  874. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  875. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  876. break;
  877. case WZ_FROSTNOVA:
  878. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  879. break;
  880. case WZ_STORMGUST:
  881. /**
  882. * Storm Gust counter was dropped in renewal
  883. **/
  884. #ifdef RENEWAL
  885. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  886. #else
  887. //On third hit, there is a 150% to freeze the target
  888. if(tsc->sg_counter >= 3 &&
  889. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  890. tsc->sg_counter = 0;
  891. /**
  892. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  893. **/
  894. else if( tsc->sg_counter > 250 )
  895. tsc->sg_counter = 0;
  896. #endif
  897. break;
  898. case WZ_METEOR:
  899. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  900. break;
  901. case WZ_VERMILION:
  902. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  903. break;
  904. case HT_FREEZINGTRAP:
  905. case MA_FREEZINGTRAP:
  906. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  907. break;
  908. case HT_FLASHER:
  909. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  910. break;
  911. case HT_LANDMINE:
  912. case MA_LANDMINE:
  913. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  914. break;
  915. case HT_SHOCKWAVE:
  916. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  917. break;
  918. case HT_SANDMAN:
  919. case MA_SANDMAN:
  920. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  921. break;
  922. case TF_SPRINKLESAND:
  923. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  924. break;
  925. case TF_THROWSTONE:
  926. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  927. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  928. break;
  929. case NPC_DARKCROSS:
  930. case CR_HOLYCROSS:
  931. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  932. break;
  933. case CR_GRANDCROSS:
  934. case NPC_GRANDDARKNESS:
  935. //Chance to cause blind status vs demon and undead element, but not against players
  936. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  937. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  938. attack_type |= BF_WEAPON;
  939. break;
  940. case AM_ACIDTERROR:
  941. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  942. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  943. clif_emotion(bl,E_OMG);
  944. break;
  945. case AM_DEMONSTRATION:
  946. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  947. break;
  948. case CR_SHIELDCHARGE:
  949. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  950. break;
  951. case PA_PRESSURE:
  952. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  953. break;
  954. case RG_RAID:
  955. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  956. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  957. #ifdef RENEWAL
  958. sc_start(src,bl,SC_RAID,100,7,5000);
  959. break;
  960. case RG_BACKSTAP:
  961. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  962. #endif
  963. break;
  964. case BA_FROSTJOKER:
  965. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  966. break;
  967. case DC_SCREAM:
  968. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  969. break;
  970. case BD_LULLABY:
  971. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  972. break;
  973. case DC_UGLYDANCE:
  974. rate = 5+5*skill_lv;
  975. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  976. rate += 5+skill;
  977. status_zap(bl, 0, rate);
  978. break;
  979. case SL_STUN:
  980. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  981. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  982. break;
  983. case NPC_PETRIFYATTACK:
  984. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  985. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  986. skill_get_time2(skill_id,skill_lv));
  987. break;
  988. case NPC_CURSEATTACK:
  989. case NPC_SLEEPATTACK:
  990. case NPC_BLINDATTACK:
  991. case NPC_POISON:
  992. case NPC_SILENCEATTACK:
  993. case NPC_STUNATTACK:
  994. case NPC_HELLPOWER:
  995. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  996. break;
  997. case NPC_ACIDBREATH:
  998. case NPC_ICEBREATH:
  999. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1000. break;
  1001. case NPC_BLEEDING:
  1002. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1003. break;
  1004. case NPC_MENTALBREAKER:
  1005. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1006. //equal to Matk*skLevel.
  1007. rate = sstatus->matk_min;
  1008. if (rate < sstatus->matk_max)
  1009. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1010. rate*=skill_lv;
  1011. status_zap(bl, 0, rate);
  1012. break;
  1013. }
  1014. // Equipment breaking monster skills [Celest]
  1015. case NPC_WEAPONBRAKER:
  1016. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1017. break;
  1018. case NPC_ARMORBRAKE:
  1019. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1020. break;
  1021. case NPC_HELMBRAKE:
  1022. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1023. break;
  1024. case NPC_SHIELDBRAKE:
  1025. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1026. break;
  1027. case CH_TIGERFIST:
  1028. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1029. break;
  1030. case LK_SPIRALPIERCE:
  1031. case ML_SPIRALPIERCE:
  1032. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1033. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1034. break;
  1035. case ST_REJECTSWORD:
  1036. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1037. break;
  1038. case PF_FOGWALL:
  1039. if (src != bl && !tsc->data[SC_DELUGE])
  1040. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1041. break;
  1042. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1043. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1044. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1045. break;
  1046. case LK_JOINTBEAT:
  1047. status = status_skill2sc(skill_id);
  1048. if (tsc->jb_flag) {
  1049. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1050. tsc->jb_flag = 0;
  1051. }
  1052. break;
  1053. case ASC_METEORASSAULT:
  1054. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1055. switch(rnd()%3) {
  1056. case 0:
  1057. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1058. break;
  1059. case 1:
  1060. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1061. break;
  1062. default:
  1063. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1064. }
  1065. break;
  1066. case HW_NAPALMVULCAN:
  1067. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1068. break;
  1069. case WS_CARTTERMINATION: // Cart termination
  1070. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1071. break;
  1072. case CR_ACIDDEMONSTRATION:
  1073. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1074. break;
  1075. case TK_DOWNKICK:
  1076. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1077. break;
  1078. case TK_JUMPKICK:
  1079. // debuff the following statuses
  1080. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1081. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1082. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1083. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1084. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1085. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1086. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1087. }
  1088. break;
  1089. case TK_TURNKICK:
  1090. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1091. if(attack_type&BF_MISC) //70% base stun chance...
  1092. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1093. break;
  1094. case GS_BULLSEYE: //0.1% coma rate.
  1095. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1096. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  1097. break;
  1098. case GS_PIERCINGSHOT:
  1099. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1100. break;
  1101. case NJ_HYOUSYOURAKU:
  1102. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1103. break;
  1104. case GS_FLING:
  1105. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1106. break;
  1107. case GS_DISARM:
  1108. rate = 3*skill_lv;
  1109. if (sstatus->dex > tstatus->dex)
  1110. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1111. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1112. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1113. break;
  1114. case NPC_EVILLAND:
  1115. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1116. break;
  1117. case NPC_HELLJUDGEMENT:
  1118. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1119. break;
  1120. case NPC_CRITICALWOUND:
  1121. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1122. break;
  1123. case RK_WINDCUTTER:
  1124. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1125. break;
  1126. case RK_DRAGONBREATH:
  1127. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1128. break;
  1129. case RK_DRAGONBREATH_WATER:
  1130. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1131. break;
  1132. case AB_ADORAMUS:
  1133. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1134. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1135. break;
  1136. case WL_CRIMSONROCK:
  1137. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1138. break;
  1139. case WL_COMET:
  1140. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1141. break;
  1142. case WL_EARTHSTRAIN:
  1143. {
  1144. int i;
  1145. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1146. for( i = 0; i < skill_lv; i++ )
  1147. skill_strip_equip(src,bl,pos[i],(5 + skill_lv) * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1148. }
  1149. break;
  1150. case WL_JACKFROST:
  1151. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1152. break;
  1153. case RA_WUGBITE: {
  1154. int rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1155. if (rate < 50)
  1156. rate = 50;
  1157. sc_start(src,bl, SC_BITE, rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1158. }
  1159. break;
  1160. case RA_SENSITIVEKEEN:
  1161. if( rnd()%100 < 8 * skill_lv )
  1162. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1163. break;
  1164. case RA_FIRINGTRAP:
  1165. case RA_ICEBOUNDTRAP:
  1166. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 50 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1167. break;
  1168. case NC_PILEBUNKER:
  1169. if( rnd()%100 < 25 + 15*skill_lv ) {
  1170. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1171. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1172. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1173. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1174. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1175. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1176. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1177. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1178. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1179. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1180. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1181. }
  1182. break;
  1183. case NC_FLAMELAUNCHER:
  1184. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1185. break;
  1186. case NC_COLDSLOWER:
  1187. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1188. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1189. break;
  1190. case NC_POWERSWING:
  1191. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1192. if( rnd()%100 < 5*skill_lv )
  1193. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1194. break;
  1195. case GC_WEAPONCRUSH:
  1196. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1197. break;
  1198. case LG_SHIELDPRESS:
  1199. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1200. break;
  1201. case LG_PINPOINTATTACK:
  1202. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1203. switch( skill_lv ) {
  1204. case 1:
  1205. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1206. break;
  1207. case 2:
  1208. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1209. break;
  1210. case 3:
  1211. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1212. break;
  1213. case 4:
  1214. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1215. break;
  1216. case 5:
  1217. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1218. break;
  1219. }
  1220. break;
  1221. case LG_MOONSLASHER:
  1222. rate = 32 + 8 * skill_lv;
  1223. 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.
  1224. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1225. else if( dstmd && !is_boss(bl) )
  1226. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1227. break;
  1228. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1229. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1230. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1231. break;
  1232. case LG_EARTHDRIVE:
  1233. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1234. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1235. break;
  1236. case LG_HESPERUSLIT:
  1237. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1238. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), 2);
  1239. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1240. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1241. break;
  1242. case SR_DRAGONCOMBO:
  1243. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1244. break;
  1245. case SR_FALLENEMPIRE:
  1246. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1247. break;
  1248. case SR_WINDMILL:
  1249. if( dstsd )
  1250. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1251. else if( dstmd && !is_boss(bl) )
  1252. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1253. break;
  1254. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1255. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1256. break;
  1257. case SR_EARTHSHAKER:
  1258. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1259. break;
  1260. case SR_HOWLINGOFLION:
  1261. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1262. break;
  1263. case WM_SOUND_OF_DESTRUCTION:
  1264. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1265. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1266. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1267. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1268. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1269. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1270. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1271. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1272. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1273. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1274. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1275. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1276. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1277. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1278. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1279. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1280. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1281. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1282. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1283. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1284. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1285. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1286. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1287. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1288. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1289. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1290. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1291. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1292. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1293. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1294. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1295. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1296. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1297. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1298. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1299. }
  1300. break;
  1301. case SO_EARTHGRAVE:
  1302. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1303. break;
  1304. case SO_DIAMONDDUST:
  1305. rate = 5 + 5 * skill_lv;
  1306. if( sc && sc->data[SC_COOLER_OPTION] )
  1307. rate += sd ? sd->status.job_level / 5 : 0;
  1308. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1309. break;
  1310. case SO_VARETYR_SPEAR:
  1311. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1312. break;
  1313. case GN_SLINGITEM_RANGEMELEEATK:
  1314. if( sd ) {
  1315. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1316. case ITEMID_COCONUT_BOMB:
  1317. sc_start(src,bl, SC_STUN, 100, skill_lv, 10000);
  1318. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, 10000);
  1319. break;
  1320. case ITEMID_MELON_BOMB:
  1321. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, 60000);
  1322. break;
  1323. case ITEMID_BANANA_BOMB:
  1324. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 60000);
  1325. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, sd->status.job_level + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status_get_lv(bl) + status_get_lv(src), skill_lv, 3000);
  1326. break;
  1327. }
  1328. sd->itemid = -1;
  1329. }
  1330. break;
  1331. case GN_HELLS_PLANT_ATK:
  1332. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1333. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1334. break;
  1335. case EL_WIND_SLASH: // Non confirmed rate.
  1336. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1337. break;
  1338. case EL_STONE_HAMMER:
  1339. rate = 10 * skill_lv;
  1340. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1341. break;
  1342. case EL_ROCK_CRUSHER:
  1343. case EL_ROCK_CRUSHER_ATK:
  1344. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1345. break;
  1346. case EL_TYPOON_MIS:
  1347. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1348. break;
  1349. case KO_JYUMONJIKIRI:
  1350. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1351. break;
  1352. case KO_SETSUDAN:
  1353. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1354. break;
  1355. case KO_MAKIBISHI:
  1356. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1357. break;
  1358. case MH_LAVA_SLIDE:
  1359. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1360. break;
  1361. case MH_STAHL_HORN:
  1362. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1363. break;
  1364. case MH_NEEDLE_OF_PARALYZE:
  1365. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1366. break;
  1367. case MH_SILVERVEIN_RUSH:
  1368. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1369. break;
  1370. case MH_MIDNIGHT_FRENZY:
  1371. {
  1372. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1373. int spiritball = (hd?hd->homunculus.spiritball:1);
  1374. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1375. }
  1376. break;
  1377. case MH_XENO_SLASHER:
  1378. sc_start4(src,bl,SC_BLEEDING,skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1379. break;
  1380. case WL_HELLINFERNO:
  1381. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1382. break;
  1383. case NC_MAGMA_ERUPTION:
  1384. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1385. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1386. break;
  1387. case GC_DARKCROW:
  1388. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1389. break;
  1390. case GN_ILLUSIONDOPING:
  1391. if( sc_start(src,bl,SC_ILLUSIONDOPING,10 * skill_lv,skill_lv,skill_get_time(skill_id, skill_lv)) ) //Custom rate
  1392. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id, skill_lv));
  1393. break;
  1394. case RL_MASS_SPIRAL:
  1395. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1396. break;
  1397. case RL_SLUGSHOT:
  1398. if (bl->type != BL_PC)
  1399. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1400. else if (dstsd) {
  1401. pc_setsit(dstsd);
  1402. clif_sitting(bl);
  1403. }
  1404. break;
  1405. case RL_BANISHING_BUSTER:
  1406. {
  1407. //kRO update 2014-02-12. 100% chance to remove random buff(s) (1/2/3/4/5)
  1408. //TODO:
  1409. //- Confirm the removeable buffs. I'm using SA_DISPEL behavior
  1410. //- Make this removes 'random' buffs
  1411. uint16 i, n = skill_lv;
  1412. if (!tsc || !tsc->count)
  1413. break;
  1414. if (status_isimmune(bl))
  1415. break;
  1416. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1417. if (sd)
  1418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1419. break;
  1420. }
  1421. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1422. if (!tsc->data[i])
  1423. continue;
  1424. switch (i) {
  1425. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1426. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1427. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1428. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1429. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1430. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1431. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1432. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  1433. case SC_EDP: case SC_AUTOBERSERK:
  1434. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1435. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1436. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1437. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1438. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1439. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1440. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1441. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1442. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1443. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1444. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1445. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1446. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1447. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1448. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1449. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1450. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  1451. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1452. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  1453. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  1454. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  1455. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  1456. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  1457. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  1458. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  1459. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1460. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  1461. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  1462. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  1463. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  1464. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  1465. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  1466. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  1467. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  1468. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1469. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  1470. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  1471. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  1472. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1473. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  1474. #ifdef RENEWAL
  1475. case SC_EXTREMITYFIST2:
  1476. #endif
  1477. continue;
  1478. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1479. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1480. case SC_FORTUNE: case SC_SERVICE4U:
  1481. if(tsc->data[i]->val4==0)
  1482. continue; //if in song-area don't end it
  1483. break;
  1484. case SC_ASSUMPTIO:
  1485. if( bl->type == BL_MOB )
  1486. continue;
  1487. break;
  1488. }
  1489. 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.
  1490. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  1491. n--;
  1492. }
  1493. }
  1494. break;
  1495. case RL_S_STORM:
  1496. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1497. {
  1498. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1499. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1500. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1501. BCT_ENEMY);
  1502. }
  1503. break;
  1504. case RL_AM_BLAST:
  1505. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1506. break;
  1507. case RL_B_TRAP:
  1508. if (sd && sd->skill_id_old == RL_FLICKER && tsc && tsc->data[SC_B_TRAP])
  1509. status_change_end(bl,SC_B_TRAP,INVALID_TIMER);
  1510. break;
  1511. case RL_HAMMER_OF_GOD:
  1512. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1513. case RL_D_TAIL:
  1514. case RL_QD_SHOT:
  1515. status_change_end(bl,SC_C_MARKER,INVALID_TIMER);
  1516. if (sc->data[SC_QD_SHOT_READY])
  1517. status_change_end(bl,SC_QD_SHOT_READY,INVALID_TIMER);
  1518. break;
  1519. } //end switch skill_id
  1520. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1521. { //Pass heritage to Master for status causing effects. [Skotlex]
  1522. sd = map_id2sd(md->master_id);
  1523. src = sd?&sd->bl:src;
  1524. }
  1525. if( attack_type&BF_WEAPON )
  1526. { // Coma, Breaking Equipment
  1527. if( sd && sd->special_state.bonus_coma )
  1528. {
  1529. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1530. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1531. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1532. if (rate)
  1533. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1534. }
  1535. if( sd && battle_config.equip_self_break_rate )
  1536. { // Self weapon breaking
  1537. rate = battle_config.equip_natural_break_rate;
  1538. if( sc )
  1539. {
  1540. if(sc->data[SC_GIANTGROWTH])
  1541. rate += 10;
  1542. if(sc->data[SC_OVERTHRUST])
  1543. rate += 10;
  1544. if(sc->data[SC_MAXOVERTHRUST])
  1545. rate += 10;
  1546. }
  1547. if( rate )
  1548. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1549. }
  1550. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1551. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1552. // Target weapon breaking
  1553. rate = 0;
  1554. if( sd )
  1555. rate += sd->bonus.break_weapon_rate;
  1556. if( sc && sc->data[SC_MELTDOWN] )
  1557. rate += sc->data[SC_MELTDOWN]->val2;
  1558. if( rate )
  1559. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1560. // Target armor breaking
  1561. rate = 0;
  1562. if( sd )
  1563. rate += sd->bonus.break_armor_rate;
  1564. if( sc && sc->data[SC_MELTDOWN] )
  1565. rate += sc->data[SC_MELTDOWN]->val3;
  1566. if( rate )
  1567. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1568. }
  1569. if( sd && sd->def_set_race[tstatus->race].rate )
  1570. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1571. 0, 0, 0, sd->def_set_race[tstatus->race].tick, 2);
  1572. if( sd && sd->def_set_race[tstatus->race].rate )
  1573. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1574. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, 2);
  1575. }
  1576. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
  1577. struct unit_data *ud = unit_bl2ud(src);
  1578. if( sc->data[SC_WILD_STORM_OPTION] )
  1579. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1580. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1581. skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
  1582. else if( sc->data[SC_TROPIC_OPTION] )
  1583. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1584. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1585. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1586. else
  1587. skill = 0;
  1588. if ( rnd()%100 < 25 && skill ){
  1589. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1590. if (ud) {
  1591. rate = skill_delayfix(src, skill, skill_lv);
  1592. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1593. ud->canact_tick = tick+rate;
  1594. if ( battle_config.display_status_timers )
  1595. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1596. }
  1597. }
  1598. }
  1599. }
  1600. // Autospell when attacking
  1601. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1602. {
  1603. struct block_list *tbl;
  1604. struct unit_data *ud;
  1605. int i, skill_lv, type;
  1606. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1607. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1608. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1609. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1610. continue; // one or more trigger conditions were not fulfilled
  1611. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1612. sd->state.autocast = 1;
  1613. if ( skill_isNotOk(skill, sd) )
  1614. continue;
  1615. sd->state.autocast = 0;
  1616. skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1617. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1618. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1619. if (rnd()%1000 >= rate)
  1620. continue;
  1621. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1622. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1623. int maxcount = 0;
  1624. if( !(BL_PC&battle_config.skill_reiteration) &&
  1625. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1626. skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
  1627. )
  1628. continue;
  1629. if( BL_PC&battle_config.skill_nofootset &&
  1630. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1631. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv,false)
  1632. )
  1633. continue;
  1634. if( BL_PC&battle_config.land_skill_limit &&
  1635. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1636. ) {
  1637. int v;
  1638. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1639. if(sd->ud.skillunit[v]->skill_id == skill)
  1640. maxcount--;
  1641. }
  1642. if( maxcount == 0 )
  1643. continue;
  1644. }
  1645. }
  1646. if( battle_config.autospell_check_range &&
  1647. !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1648. continue;
  1649. if (skill == AS_SONICBLOW)
  1650. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1651. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1652. type = CAST_GROUND;
  1653. sd->state.autocast = 1;
  1654. skill_consume_requirement(sd,skill,skill_lv,1);
  1655. skill_toggle_magicpower(src, skill);
  1656. switch (type) {
  1657. case CAST_GROUND:
  1658. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  1659. break;
  1660. case CAST_NODAMAGE:
  1661. skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
  1662. break;
  1663. case CAST_DAMAGE:
  1664. skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
  1665. break;
  1666. }
  1667. sd->state.autocast = 0;
  1668. //Set canact delay. [Skotlex]
  1669. ud = unit_bl2ud(src);
  1670. if (ud) {
  1671. rate = skill_delayfix(src, skill, skill_lv);
  1672. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1673. ud->canact_tick = tick+rate;
  1674. if ( battle_config.display_status_timers && sd )
  1675. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1676. }
  1677. }
  1678. }
  1679. }
  1680. //Autobonus when attacking
  1681. if( sd && sd->autobonus[0].rate )
  1682. {
  1683. int i;
  1684. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1685. {
  1686. if( rnd()%1000 >= sd->autobonus[i].rate )
  1687. continue;
  1688. if( sd->autobonus[i].active != INVALID_TIMER )
  1689. continue;
  1690. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1691. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1692. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1693. continue; // one or more trigger conditions were not fulfilled
  1694. pc_exeautobonus(sd,&sd->autobonus[i]);
  1695. }
  1696. }
  1697. //Polymorph
  1698. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1699. dstmd && !(tstatus->mode&MD_BOSS) &&
  1700. (rnd()%10000 < sd->bonus.classchange))
  1701. {
  1702. struct mob_db *mob;
  1703. int class_;
  1704. skill = 0;
  1705. do {
  1706. do {
  1707. class_ = rnd() % MAX_MOB_DB;
  1708. } while (!mobdb_checkid(class_));
  1709. rate = rnd() % 1000000;
  1710. mob = mob_db(class_);
  1711. } while (
  1712. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1713. (skill++) < 2000);
  1714. if (skill < 2000)
  1715. mob_class_change(dstmd,class_);
  1716. }
  1717. return 0;
  1718. }
  1719. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1720. uint8 i;
  1721. struct block_list *tbl;
  1722. if( sd == NULL || !skill_id )
  1723. return 0;
  1724. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1725. int skill, skill_lv, type;
  1726. if( sd->autospell3[i].flag != skill_id )
  1727. continue;
  1728. if( sd->autospell3[i].lock )
  1729. continue; // autospell already being executed
  1730. skill = sd->autospell3[i].id;
  1731. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1732. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1733. continue;
  1734. sd->state.autocast = 0;
  1735. if( skill >= 0 && bl == NULL )
  1736. continue; // No target
  1737. if( rnd()%1000 >= sd->autospell3[i].rate )
  1738. continue;
  1739. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1740. if( skill < 0 ) {
  1741. tbl = &sd->bl;
  1742. skill *= -1;
  1743. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1744. }
  1745. else
  1746. tbl = bl;
  1747. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1748. int maxcount = 0;
  1749. if( !(BL_PC&battle_config.skill_reiteration) &&
  1750. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1751. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1752. continue;
  1753. if( BL_PC&battle_config.skill_nofootset &&
  1754. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1755. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1756. continue;
  1757. if( BL_PC&battle_config.land_skill_limit &&
  1758. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1759. {
  1760. int v;
  1761. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1762. if(sd->ud.skillunit[v]->skill_id == skill)
  1763. maxcount--;
  1764. }
  1765. if( maxcount == 0 )
  1766. continue;
  1767. }
  1768. }
  1769. if( battle_config.autospell_check_range &&
  1770. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1771. continue;
  1772. sd->state.autocast = 1;
  1773. sd->autospell3[i].lock = true;
  1774. skill_consume_requirement(sd,skill,skill_lv,1);
  1775. switch( type ) {
  1776. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1777. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1778. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1779. }
  1780. sd->autospell3[i].lock = false;
  1781. sd->state.autocast = 0;
  1782. }
  1783. if( sd && sd->autobonus3[0].rate ) {
  1784. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1785. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1786. continue;
  1787. if( sd->autobonus3[i].active != INVALID_TIMER )
  1788. continue;
  1789. if( sd->autobonus3[i].atk_type != skill_id )
  1790. continue;
  1791. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1792. }
  1793. }
  1794. return 1;
  1795. }
  1796. /* Splitted off from skill_additional_effect, which is never called when the
  1797. * attack skill kills the enemy. Place in this function counter status effects
  1798. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1799. * from cards) that will take effect on the source, not the target. [Skotlex]
  1800. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1801. * type of skills, so not every instance of skill_additional_effect needs a call
  1802. * to this one.
  1803. */
  1804. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1805. {
  1806. int rate;
  1807. struct map_session_data *sd=NULL;
  1808. struct map_session_data *dstsd=NULL;
  1809. nullpo_ret(src);
  1810. nullpo_ret(bl);
  1811. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1812. sd = BL_CAST(BL_PC, src);
  1813. dstsd = BL_CAST(BL_PC, bl);
  1814. if(dstsd && attack_type&BF_WEAPON)
  1815. { //Counter effects.
  1816. enum sc_type type;
  1817. int i, time;
  1818. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1819. {
  1820. rate = dstsd->addeff2[i].rate;
  1821. if (attack_type&BF_LONG)
  1822. rate+=dstsd->addeff2[i].arrow_rate;
  1823. if (!rate) continue;
  1824. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1825. { //Trigger has range consideration.
  1826. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1827. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1828. continue; //Range Failed.
  1829. }
  1830. type = dstsd->addeff2[i].id;
  1831. time = skill_get_time2(status_sc2skill(type),7);
  1832. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1833. status_change_start(src,src,type,rate,7,0,0,0,time,0);
  1834. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1835. status_change_start(src,bl,type,rate,7,0,0,0,time,0);
  1836. }
  1837. }
  1838. switch(skill_id){
  1839. case MO_EXTREMITYFIST:
  1840. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1841. break;
  1842. case GS_FULLBUSTER:
  1843. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1844. break;
  1845. case HFLI_SBR44: //[orn]
  1846. case HVAN_EXPLOSION:
  1847. if(src->type == BL_HOM){
  1848. TBL_HOM *hd = (TBL_HOM*)src;
  1849. hd->homunculus.intimacy = 200;
  1850. if (hd->master)
  1851. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1852. }
  1853. break;
  1854. case CR_GRANDCROSS:
  1855. case NPC_GRANDDARKNESS:
  1856. attack_type |= BF_WEAPON;
  1857. break;
  1858. case LG_HESPERUSLIT:
  1859. {
  1860. struct status_change *sc = status_get_sc(src);
  1861. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1862. char i;
  1863. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  1864. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  1865. }
  1866. }
  1867. break;
  1868. }
  1869. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1870. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1871. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,0);
  1872. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1873. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1874. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1875. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1876. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1877. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1878. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1879. }
  1880. if( sd && status_isdead(bl) ) {
  1881. int sp = 0, hp = 0;
  1882. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1883. sp += sd->bonus.sp_gain_value;
  1884. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1885. hp += sd->bonus.hp_gain_value;
  1886. }
  1887. if( attack_type&BF_MAGIC ) {
  1888. sp += sd->bonus.magic_sp_gain_value;
  1889. hp += sd->bonus.magic_hp_gain_value;
  1890. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1891. struct status_change *sc = NULL;
  1892. if( ( sc = status_get_sc(src) ) ) {
  1893. if(sc->data[SC_SPIRIT] &&
  1894. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1895. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1896. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1897. }
  1898. }
  1899. }
  1900. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1901. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1902. }
  1903. }
  1904. // Trigger counter-spells to retaliate against damage causing skills.
  1905. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1906. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1907. {
  1908. struct block_list *tbl;
  1909. struct unit_data *ud;
  1910. int i, skill_id, skill_lv, rate, type;
  1911. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1912. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1913. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1914. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1915. continue; // one or more trigger conditions were not fulfilled
  1916. skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1917. skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1918. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1919. rate = dstsd->autospell2[i].rate;
  1920. if (attack_type&BF_LONG)
  1921. rate>>=1;
  1922. dstsd->state.autocast = 1;
  1923. if ( skill_isNotOk(skill_id, dstsd) )
  1924. continue;
  1925. dstsd->state.autocast = 0;
  1926. if (rnd()%1000 >= rate)
  1927. continue;
  1928. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1929. if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
  1930. int maxcount = 0;
  1931. if( !(BL_PC&battle_config.skill_reiteration) &&
  1932. skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
  1933. skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1934. )
  1935. continue;
  1936. if( BL_PC&battle_config.skill_nofootset &&
  1937. skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
  1938. skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv,false)
  1939. )
  1940. continue;
  1941. if( BL_PC&battle_config.land_skill_limit &&
  1942. (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
  1943. ) {
  1944. int v;
  1945. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1946. if(dstsd->ud.skillunit[v]->skill_id == skill_id)
  1947. maxcount--;
  1948. }
  1949. if( maxcount == 0 ) {
  1950. continue;
  1951. }
  1952. }
  1953. }
  1954. if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1955. continue;
  1956. dstsd->state.autocast = 1;
  1957. skill_consume_requirement(dstsd,skill_id,skill_lv,1);
  1958. switch (type) {
  1959. case CAST_GROUND:
  1960. skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
  1961. break;
  1962. case CAST_NODAMAGE:
  1963. skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1964. break;
  1965. case CAST_DAMAGE:
  1966. skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1967. break;
  1968. }
  1969. dstsd->state.autocast = 0;
  1970. //Set canact delay. [Skotlex]
  1971. ud = unit_bl2ud(bl);
  1972. if (ud) {
  1973. rate = skill_delayfix(bl, skill_id, skill_lv);
  1974. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1975. ud->canact_tick = tick+rate;
  1976. if ( battle_config.display_status_timers && dstsd )
  1977. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1978. }
  1979. }
  1980. }
  1981. }
  1982. //Autobonus when attacked
  1983. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  1984. int i;
  1985. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  1986. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1987. continue;
  1988. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1989. continue;
  1990. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1991. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1992. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  1993. continue; // one or more trigger conditions were not fulfilled
  1994. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1995. }
  1996. }
  1997. return 0;
  1998. }
  1999. /*=========================================================================
  2000. Breaks equipment. On-non players causes the corresponding strip effect.
  2001. - rate goes from 0 to 10000 (100.00%)
  2002. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2003. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2004. --------------------------------------------------------------------------*/
  2005. int skill_break_equip (struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag)
  2006. {
  2007. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2008. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2009. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2010. struct status_change *sc = status_get_sc(bl);
  2011. int i;
  2012. TBL_PC *sd;
  2013. sd = BL_CAST(BL_PC, bl);
  2014. if (sc && !sc->count)
  2015. sc = NULL;
  2016. if (sd) {
  2017. if (sd->bonus.unbreakable_equip)
  2018. where &= ~sd->bonus.unbreakable_equip;
  2019. if (sd->bonus.unbreakable)
  2020. rate -= rate*sd->bonus.unbreakable/100;
  2021. if (where&EQP_WEAPON) {
  2022. switch (sd->status.weapon) {
  2023. case W_FIST: //Bare fists should not break :P
  2024. case W_1HAXE:
  2025. case W_2HAXE:
  2026. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2027. case W_2HMACE:
  2028. case W_STAFF:
  2029. case W_2HSTAFF:
  2030. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2031. case W_HUUMA:
  2032. where &= ~EQP_WEAPON;
  2033. }
  2034. }
  2035. }
  2036. if (flag&BCT_ENEMY) {
  2037. if (battle_config.equip_skill_break_rate != 100)
  2038. rate = rate*battle_config.equip_skill_break_rate/100;
  2039. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2040. if (battle_config.equip_self_break_rate != 100)
  2041. rate = rate*battle_config.equip_self_break_rate/100;
  2042. }
  2043. for (i = 0; i < 4; i++) {
  2044. if (where&where_list[i]) {
  2045. if (sc && sc->count && sc->data[scdef[i]])
  2046. where&=~where_list[i];
  2047. else if (rnd()%10000 >= rate)
  2048. where&=~where_list[i];
  2049. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2050. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2051. }
  2052. }
  2053. if (!where) //Nothing to break.
  2054. return 0;
  2055. if (sd) {
  2056. for (i = 0; i < EQI_MAX; i++) {
  2057. int j = sd->equip_index[i];
  2058. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2059. continue;
  2060. switch(i) {
  2061. case EQI_HEAD_TOP: //Upper Head
  2062. flag = (where&EQP_HELM);
  2063. break;
  2064. case EQI_ARMOR: //Body
  2065. flag = (where&EQP_ARMOR);
  2066. break;
  2067. case EQI_HAND_R: //Left/Right hands
  2068. case EQI_HAND_L:
  2069. flag = (
  2070. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2071. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2072. break;
  2073. case EQI_SHOES:
  2074. flag = (where&EQP_SHOES);
  2075. break;
  2076. case EQI_GARMENT:
  2077. flag = (where&EQP_GARMENT);
  2078. break;
  2079. default:
  2080. continue;
  2081. }
  2082. if (flag) {
  2083. sd->status.inventory[j].attribute = 1;
  2084. pc_unequipitem(sd, j, 3);
  2085. }
  2086. }
  2087. clif_equiplist(sd);
  2088. }
  2089. return where; //Return list of pieces broken.
  2090. }
  2091. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2092. {
  2093. struct status_change *sc;
  2094. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2095. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2096. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2097. int i;
  2098. if (rnd()%100 >= rate)
  2099. return 0;
  2100. sc = status_get_sc(bl);
  2101. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2102. return 0;
  2103. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2104. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2105. where&=~pos[i];
  2106. }
  2107. if (!where) return 0;
  2108. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2109. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2110. where&=~pos[i];
  2111. }
  2112. return where?1:0;
  2113. }
  2114. //Early declaration
  2115. static int skill_area_temp[8];
  2116. /*=========================================================================
  2117. Used to knock back players, monsters, traps, etc
  2118. - 'count' is the number of squares to knock back
  2119. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2120. - if 'flag&0x1', position update packets must not be sent.
  2121. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  2122. -------------------------------------------------------------------------*/
  2123. int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
  2124. int dx = 0, dy = 0;
  2125. struct skill_unit* su = NULL;
  2126. nullpo_ret(src);
  2127. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  2128. return 0; //No knocking back in WoE
  2129. if (count == 0)
  2130. return 0; //Actual knockback distance is 0.
  2131. switch (target->type) {
  2132. case BL_MOB: {
  2133. struct mob_data* md = BL_CAST(BL_MOB, target);
  2134. if( md->mob_id == MOBID_EMPERIUM )
  2135. return 0;
  2136. //Bosses or imune can't be knocked-back
  2137. if(src != target && status_get_mode(target)&(MD_KNOCKBACK_IMMUNE|MD_BOSS))
  2138. return 0;
  2139. }
  2140. break;
  2141. case BL_PC: {
  2142. struct map_session_data *sd = BL_CAST(BL_PC, target);
  2143. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  2144. return 0; // Basilica caster can't be knocked-back by normal monsters.
  2145. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  2146. return 0;
  2147. }
  2148. break;
  2149. case BL_SKILL:
  2150. su = (struct skill_unit *)target;
  2151. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  2152. return 0; // ankle snare cannot be knocked back
  2153. break;
  2154. }
  2155. if (dir == -1) // <optimized>: do the computation here instead of outside
  2156. dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  2157. if (dir >= 0 && dir < 8)
  2158. { // take the reversed 'direction' and reverse it
  2159. dx = -dirx[dir];
  2160. dy = -diry[dir];
  2161. }
  2162. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  2163. }
  2164. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2165. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2166. // In case of success returns type of reflection, otherwise 0
  2167. // 1 - Regular reflection (Maya)
  2168. // 2 - SL_KAITE reflection
  2169. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2170. {
  2171. struct status_change *sc = status_get_sc(bl);
  2172. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2173. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2174. return 0;
  2175. // item-based reflection
  2176. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2177. return 1;
  2178. if( is_boss(src) )
  2179. return 0;
  2180. // status-based reflection
  2181. if( !sc || sc->count == 0 )
  2182. return 0;
  2183. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2184. return 1;
  2185. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2186. {// Kaite only works against non-players if they are low-level.
  2187. clif_specialeffect(bl, 438, AREA);
  2188. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2189. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2190. return 2;
  2191. }
  2192. return 0;
  2193. }
  2194. /*
  2195. * Combo handler, start stop combo status
  2196. */
  2197. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2198. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2199. switch (skill_id) {
  2200. case MH_MIDNIGHT_FRENZY:
  2201. case MH_EQC:{
  2202. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2203. int idx = skill_id2 - HM_SKILLBASE;
  2204. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2205. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2206. sd = hd->master;
  2207. hd->homunculus.hskill[idx].flag= flag;
  2208. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2209. }
  2210. break;
  2211. case MO_COMBOFINISH:
  2212. case CH_TIGERFIST:
  2213. case CH_CHAINCRUSH:
  2214. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2215. break;
  2216. case TK_JUMPKICK:
  2217. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2218. break;
  2219. case MO_TRIPLEATTACK:
  2220. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2221. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2222. break;
  2223. case SR_FALLENEMPIRE:
  2224. if (sd){
  2225. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2226. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2227. }
  2228. break;
  2229. }
  2230. }
  2231. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2232. int duration = 0, delay=0; //Used to signal if this skill can be combo'ed later on.
  2233. struct status_change_entry *sce;
  2234. TBL_PC *sd = BL_CAST(BL_PC,src);
  2235. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2236. struct status_change *sc = status_get_sc(src);
  2237. if(sc == NULL) return;
  2238. //End previous combo state after skill is invoked
  2239. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2240. switch (skill_id) {
  2241. case TK_TURNKICK:
  2242. case TK_STORMKICK:
  2243. case TK_DOWNKICK:
  2244. case TK_COUNTER:
  2245. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2246. sce->val1 = skill_id; //Update combo-skill
  2247. sce->val3 = skill_id;
  2248. if( sce->timer != INVALID_TIMER )
  2249. delete_timer(sce->timer, status_change_timer);
  2250. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2251. break;
  2252. }
  2253. unit_cancel_combo(src); // Cancel combo wait
  2254. break;
  2255. default:
  2256. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2257. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2258. }
  2259. }
  2260. //start new combo
  2261. if(sd){ //player only
  2262. switch(skill_id) {
  2263. case MO_TRIPLEATTACK:
  2264. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2265. duration=1;
  2266. break;
  2267. case MO_CHAINCOMBO:
  2268. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2269. duration=1;
  2270. break;
  2271. case MO_COMBOFINISH:
  2272. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2273. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2274. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2275. duration=1;
  2276. case CH_TIGERFIST:
  2277. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2278. duration=1;
  2279. case CH_CHAINCRUSH:
  2280. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2281. duration=1;
  2282. break;
  2283. case AC_DOUBLE: {
  2284. unsigned char race = status_get_race(bl);
  2285. if( (race == RC_BRUTE || race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2286. duration = 2000;
  2287. break;
  2288. }
  2289. case SR_DRAGONCOMBO:
  2290. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2291. duration = 1;
  2292. break;
  2293. case SR_FALLENEMPIRE:
  2294. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2295. duration = 1;
  2296. break;
  2297. }
  2298. }
  2299. else { //other
  2300. switch(skill_id) {
  2301. case MH_TINDER_BREAKER:
  2302. case MH_CBC:
  2303. case MH_SONIC_CRAW:
  2304. case MH_SILVERVEIN_RUSH:
  2305. if(hd->homunculus.spiritball > 0) duration = 2000;
  2306. delay=1;
  2307. break;
  2308. case MH_EQC:
  2309. case MH_MIDNIGHT_FRENZY:
  2310. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2311. delay=1;
  2312. break;
  2313. }
  2314. }
  2315. if (duration) { //Possible to chain
  2316. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //auto calc duration
  2317. duration = max(1,duration);
  2318. sc_start4(src,src,SC_COMBO,100,skill_id,bl->id,delay,0,duration);
  2319. clif_combo_delay(src, duration);
  2320. }
  2321. }
  2322. /** Copy skill by Plagiarism or Reproduce
  2323. * @param src: The caster
  2324. * @param bl: The target
  2325. * @param skill_id: Skill that casted
  2326. * @param skill_lv: Skill level of the casted skill
  2327. */
  2328. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv){
  2329. TBL_PC *tsd = BL_CAST(BL_PC,bl);
  2330. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2331. return;
  2332. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2333. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2334. return;
  2335. else {
  2336. short idx;
  2337. unsigned char lv;
  2338. // Copy Referal: dummy skills should point to their source upon copying
  2339. switch (skill_id) {
  2340. case AB_DUPLELIGHT_MELEE:
  2341. case AB_DUPLELIGHT_MAGIC:
  2342. skill_id = AB_DUPLELIGHT;
  2343. break;
  2344. case WL_CHAINLIGHTNING_ATK:
  2345. skill_id = WL_CHAINLIGHTNING;
  2346. break;
  2347. case LG_OVERBRAND_BRANDISH:
  2348. case LG_OVERBRAND_PLUSATK:
  2349. skill_id = LG_OVERBRAND;
  2350. break;
  2351. case WM_REVERBERATION_MELEE:
  2352. case WM_REVERBERATION_MAGIC:
  2353. skill_id = WM_REVERBERATION;
  2354. break;
  2355. case WM_SEVERE_RAINSTORM_MELEE:
  2356. skill_id = WM_SEVERE_RAINSTORM;
  2357. break;
  2358. case GN_CRAZYWEED_ATK:
  2359. skill_id = GN_CRAZYWEED;
  2360. break;
  2361. case GN_HELLS_PLANT_ATK:
  2362. skill_id = GN_HELLS_PLANT;
  2363. break;
  2364. case GN_SLINGITEM_RANGEMELEEATK:
  2365. skill_id = GN_SLINGITEM;
  2366. break;
  2367. }
  2368. //Use skill index, avoiding out-of-bound array [Cydh]
  2369. if ((idx = skill_get_index(skill_id)) < 0)
  2370. return;
  2371. switch (skill_isCopyable(tsd,skill_id)) {
  2372. case 1: //Copied by Plagiarism
  2373. {
  2374. if (tsd->cloneskill_idx >= 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2375. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2376. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2377. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2378. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2379. }
  2380. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2381. tsd->cloneskill_idx = idx;
  2382. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2383. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2384. }
  2385. break;
  2386. case 2: //Copied by Reproduce
  2387. {
  2388. struct status_change *tsc = status_get_sc(bl);
  2389. //Already did SC check
  2390. //Skill level copied depends on Reproduce skill that used
  2391. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2392. if( tsd->reproduceskill_idx >= 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2393. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2394. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2395. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2396. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2397. }
  2398. //Level dependent and limitation.
  2399. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2400. lv = min(lv,skill_get_max(skill_id));
  2401. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2402. lv = min(lv,skill_lv);
  2403. tsd->reproduceskill_idx = idx;
  2404. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2405. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2406. }
  2407. break;
  2408. default: return;
  2409. }
  2410. tsd->status.skill[idx].id = skill_id;
  2411. tsd->status.skill[idx].lv = lv;
  2412. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2413. clif_addskill(tsd,skill_id);
  2414. }
  2415. }
  2416. /*
  2417. * =========================================================================
  2418. * Does a skill attack with the given properties.
  2419. * src is the master behind the attack (player/mob/pet)
  2420. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2421. * bl is the target to be attacked.
  2422. * flag can hold a bunch of information:
  2423. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2424. * (usually holds number of targets, or just 1 for simple splash attacks)
  2425. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  2426. * packet shouldn't display a skill animation)
  2427. * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
  2428. * client (causes player characters to not scream skill name)
  2429. *-------------------------------------------------------------------------*/
  2430. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2431. {
  2432. struct Damage dmg;
  2433. struct status_data *sstatus, *tstatus;
  2434. struct status_change *tsc;
  2435. struct map_session_data *sd, *tsd;
  2436. int64 damage;
  2437. int8 rmdamage=0;//magic reflected
  2438. int type;
  2439. bool shadow_flag = false;
  2440. bool additional_effects = true;
  2441. if(skill_id > 0 && !skill_lv) return 0;
  2442. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2443. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2444. nullpo_ret(bl); //Target to be attacked.
  2445. if (src != dsrc) {
  2446. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2447. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2448. return 0;
  2449. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2450. //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]
  2451. if (!status_check_skilluse(src, bl, skill_id, 2))
  2452. return 0;
  2453. }
  2454. sd = BL_CAST(BL_PC, src);
  2455. tsd = BL_CAST(BL_PC, bl);
  2456. sstatus = status_get_status_data(src);
  2457. tstatus = status_get_status_data(bl);
  2458. tsc= status_get_sc(bl);
  2459. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2460. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2461. if (tsc && tsc->data[SC_TRICKDEAD])
  2462. return 0;
  2463. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2464. //Skotlex: Adjusted to the new system
  2465. if( src->type == BL_PET ) { // [Valaris]
  2466. struct pet_data *pd = (TBL_PET*)src;
  2467. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2468. int element = skill_get_ele(skill_id, skill_lv);
  2469. /*if (skill_id == -1) Does it ever worked?
  2470. element = sstatus->rhw.ele;*/
  2471. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2472. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2473. else
  2474. dmg.damage= skill_lv;
  2475. dmg.damage2=0;
  2476. dmg.div_= pd->a_skill->div_;
  2477. }
  2478. }
  2479. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2480. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2481. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2482. { //Magic reflection, switch caster/target
  2483. struct block_list *tbl = bl;
  2484. rmdamage = 1;
  2485. bl = src;
  2486. src = tbl;
  2487. dsrc = tbl;
  2488. sd = BL_CAST(BL_PC, src);
  2489. tsd = BL_CAST(BL_PC, bl);
  2490. tsc = status_get_sc(bl);
  2491. if (tsc && !tsc->count)
  2492. tsc = NULL; //Don't need it.
  2493. /* bugreport:2564 flag&2 disables double casting trigger */
  2494. flag |= 2;
  2495. //Spirit of Wizard blocks Kaite's reflection
  2496. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2497. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2498. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2499. if (type >= 0) {
  2500. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2501. dmg.damage = dmg.damage2 = 0;
  2502. dmg.dmg_lv = ATK_MISS;
  2503. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2504. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2505. }
  2506. } else if( type != 2 ) /* Kaite bypasses */
  2507. additional_effects = false;
  2508. /**
  2509. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2510. **/
  2511. #if MAGIC_REFLECTION_TYPE
  2512. #ifdef RENEWAL
  2513. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2514. #else
  2515. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2516. // regardless of caster's equipment (Aegis 11.1)
  2517. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2518. #endif
  2519. short s_ele = skill_get_ele(skill_id, skill_lv);
  2520. if (s_ele == -1) // the skill takes the weapon's element
  2521. s_ele = sstatus->rhw.ele;
  2522. else if (s_ele == -2) //Use status element
  2523. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2524. else if( s_ele == -3 ) //Use random element
  2525. s_ele = rnd()%ELE_ALL;
  2526. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2527. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2528. struct status_data *status = status_get_status_data(bl);
  2529. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2530. per /=20; //Uses 20% SP intervals.
  2531. //SP Cost: 1% + 0.5% per every 20% SP
  2532. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2533. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2534. //Reduction: 6% + 6% every 20%
  2535. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2536. }
  2537. }
  2538. #endif
  2539. }
  2540. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2541. int sp = skill_get_sp(skill_id,skill_lv);
  2542. dmg.damage = dmg.damage2 = 0;
  2543. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2544. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2545. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2546. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2547. status_heal(bl, 0, sp, 2);
  2548. }
  2549. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rand()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2550. dmg.damage = dmg.damage2 = 0;
  2551. dmg.dmg_lv = ATK_MISS;
  2552. }
  2553. }
  2554. damage = dmg.damage + dmg.damage2;
  2555. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2556. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2557. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2558. damage = 1;
  2559. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2560. struct block_list *nbl;
  2561. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2562. if( nbl ){ // Only one target is chosen.
  2563. damage = damage / 2; // Deflect half of the damage to a target nearby
  2564. 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);
  2565. }
  2566. }
  2567. //Skill hit type
  2568. type=(skill_id==0)?5:skill_get_hit(skill_id);
  2569. switch(skill_id){
  2570. case SC_TRIANGLESHOT:
  2571. if(rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0;
  2572. break;
  2573. default:
  2574. if(damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2575. dmg.blewcount = 0; //only pushback when it hit for other
  2576. break;
  2577. }
  2578. switch(skill_id){
  2579. case CR_GRANDCROSS:
  2580. case NPC_GRANDDARKNESS:
  2581. if(battle_config.gx_disptype) dsrc = src;
  2582. if(src == bl) type = 4;
  2583. else flag|=SD_ANIMATION;
  2584. break;
  2585. case NJ_TATAMIGAESHI: //For correct knockback.
  2586. dsrc = src;
  2587. flag|=SD_ANIMATION;
  2588. break;
  2589. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2590. int level;
  2591. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2592. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2593. }
  2594. break;
  2595. case SL_STIN:
  2596. case SL_STUN:
  2597. if (skill_lv >= 7){
  2598. struct status_change *sc = status_get_sc(src);
  2599. if(sc && !sc->data[SC_SMA])
  2600. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2601. }
  2602. break;
  2603. case GS_FULLBUSTER:
  2604. if(sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2605. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2606. break;
  2607. }
  2608. //combo handling
  2609. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2610. //Display damage.
  2611. switch( skill_id ) {
  2612. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2613. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2614. break;
  2615. //Skills that need be passed as a normal attack for the client to display correctly.
  2616. case HVAN_EXPLOSION:
  2617. case NPC_SELFDESTRUCTION:
  2618. if(src->type==BL_PC)
  2619. dmg.blewcount = 10;
  2620. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2621. // fall through
  2622. case KN_AUTOCOUNTER:
  2623. case NPC_CRITICALSLASH:
  2624. case TF_DOUBLE:
  2625. case GS_CHAINACTION:
  2626. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2627. break;
  2628. case AS_SPLASHER:
  2629. if( flag&SD_ANIMATION ) // the surrounding targets
  2630. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2631. else // the central target doesn't display an animation
  2632. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2633. break;
  2634. case WL_HELLINFERNO:
  2635. case SR_EARTHSHAKER:
  2636. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2637. break;
  2638. case WL_SOULEXPANSION:
  2639. case WL_COMET:
  2640. case KO_MUCHANAGE:
  2641. case NJ_HUUMA:
  2642. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2643. break;
  2644. case WL_CHAINLIGHTNING_ATK:
  2645. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2646. break;
  2647. case LG_OVERBRAND:
  2648. case LG_OVERBRAND_BRANDISH:
  2649. dmg.amotion = status_get_amotion(src) * 2;
  2650. case LG_OVERBRAND_PLUSATK:
  2651. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2652. break;
  2653. case EL_FIRE_BOMB:
  2654. case EL_FIRE_BOMB_ATK:
  2655. case EL_FIRE_WAVE:
  2656. case EL_FIRE_WAVE_ATK:
  2657. case EL_FIRE_MANTLE:
  2658. case EL_CIRCLE_OF_FIRE:
  2659. case EL_FIRE_ARROW:
  2660. case EL_ICE_NEEDLE:
  2661. case EL_WATER_SCREW:
  2662. case EL_WATER_SCREW_ATK:
  2663. case EL_WIND_SLASH:
  2664. case EL_TIDAL_WEAPON:
  2665. case EL_ROCK_CRUSHER:
  2666. case EL_ROCK_CRUSHER_ATK:
  2667. case EL_HURRICANE:
  2668. case EL_HURRICANE_ATK:
  2669. case KO_BAKURETSU:
  2670. case GN_CRAZYWEED_ATK:
  2671. case NC_MAGMA_ERUPTION:
  2672. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2673. break;
  2674. case GN_SLINGITEM_RANGEMELEEATK:
  2675. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2676. break;
  2677. case EL_STONE_RAIN:
  2678. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2679. break;
  2680. case WM_SEVERE_RAINSTORM_MELEE:
  2681. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6);
  2682. break;
  2683. case WM_REVERBERATION_MELEE:
  2684. case WM_REVERBERATION_MAGIC:
  2685. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2686. break;
  2687. case HT_CLAYMORETRAP:
  2688. case HT_BLASTMINE:
  2689. case HT_FLASHER:
  2690. case HT_FREEZINGTRAP:
  2691. case RA_CLUSTERBOMB:
  2692. case RA_FIRINGTRAP:
  2693. case RA_ICEBOUNDTRAP:
  2694. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2695. if( dsrc != src ) // avoid damage display redundancy
  2696. break;
  2697. case HT_LANDMINE:
  2698. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2699. break;
  2700. case WZ_SIGHTBLASTER:
  2701. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2702. break;
  2703. case AB_DUPLELIGHT_MELEE:
  2704. case AB_DUPLELIGHT_MAGIC:
  2705. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2706. default:
  2707. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2708. type = 5;
  2709. if( bl->type == BL_SKILL ){
  2710. TBL_SKILL *su = (TBL_SKILL*)bl;
  2711. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2712. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2713. }
  2714. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2715. break;
  2716. }
  2717. map_freeblock_lock();
  2718. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) >= 0 && skill_db[skill_get_index(skill_id)].copyable.option && //Only copy skill that copyable [Cydh]
  2719. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2720. skill_do_copy(src,bl,skill_id,skill_lv);
  2721. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2722. { //Skills with can't walk delay also stop normal attacking for that
  2723. //duration when the attack connects. [Skotlex]
  2724. struct unit_data *ud = unit_bl2ud(src);
  2725. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2726. ud->attackabletime = tick + type;
  2727. }
  2728. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  2729. if( !dmg.amotion ) {
  2730. //Instant damage
  2731. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag )
  2732. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2733. if( !status_isdead(bl) && additional_effects )
  2734. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2735. if( damage > 0 ) //Counter status effects [Skotlex]
  2736. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2737. }
  2738. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2739. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2740. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2741. int8 dir = -1; // default
  2742. switch(skill_id) {//direction
  2743. case MG_FIREWALL:
  2744. case PR_SANCTUARY:
  2745. case SC_TRIANGLESHOT:
  2746. case SR_KNUCKLEARROW:
  2747. case GN_WALLOFTHORN:
  2748. case EL_FIRE_MANTLE:
  2749. dir = unit_getdir(bl);// backwards
  2750. break;
  2751. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2752. case WZ_STORMGUST:
  2753. dir = rand()%8;
  2754. break;
  2755. case WL_CRIMSONROCK:
  2756. dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2757. break;
  2758. case MC_CARTREVOLUTION:
  2759. if (battle_config.cart_revo_knockback)
  2760. dir = 6; // Official servers push target to the West
  2761. break;
  2762. }
  2763. //blown-specific handling
  2764. switch( skill_id ) {
  2765. case LG_OVERBRAND_BRANDISH:
  2766. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) < dmg.blewcount )
  2767. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2768. break;
  2769. case SR_KNUCKLEARROW:
  2770. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
  2771. short dir_x, dir_y;
  2772. dir_x = dirx[(dir+4)%8];
  2773. dir_y = diry[(dir+4)%8];
  2774. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2775. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2776. }
  2777. break;
  2778. case GN_WALLOFTHORN:
  2779. unit_stop_walking(bl,1);
  2780. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
  2781. clif_fixpos(bl);
  2782. break;
  2783. default:
  2784. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
  2785. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2786. TBL_SKILL *su = (TBL_SKILL*)bl;
  2787. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2788. skill_blown(src, bl, 3, -1, 0);
  2789. }
  2790. break;
  2791. }
  2792. }
  2793. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2794. if (dmg.amotion) {
  2795. if( shadow_flag ) {
  2796. if( !status_isdead(bl) && additional_effects )
  2797. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  2798. if( dmg.flag > ATK_BLOCK )
  2799. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  2800. } else
  2801. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2802. }
  2803. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
  2804. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2805. struct block_list *d_bl = map_id2bl(sce->val1);
  2806. if( d_bl && (
  2807. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2808. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2809. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2810. {
  2811. if(!rmdamage){
  2812. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2813. status_fix_damage(NULL,d_bl, damage, 0);
  2814. } else {//Reflected magics are done directly on the target not on paladin
  2815. //This check is only for magical skill.
  2816. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2817. clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
  2818. status_fix_damage(bl,bl, damage, 0);
  2819. }
  2820. }
  2821. else {
  2822. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2823. if( !dmg.amotion )
  2824. status_fix_damage(src,bl,damage,dmg.dmotion);
  2825. }
  2826. }
  2827. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2828. if( skill_id == RG_INTIMIDATE ) {
  2829. int rate = 50 + skill_lv * 5;
  2830. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2831. if(rnd()%100 < rate)
  2832. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2833. } else if( skill_id == SC_FATALMENACE )
  2834. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2835. }
  2836. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2837. dmg.flag |= BF_WEAPON;
  2838. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2839. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
  2840. {
  2841. if (battle_config.left_cardfix_to_right)
  2842. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  2843. else
  2844. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  2845. }
  2846. if( damage > 0 ) {
  2847. /**
  2848. * Post-damage effects
  2849. **/
  2850. switch( skill_id ) {
  2851. case RK_CRUSHSTRIKE:
  2852. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2853. break;
  2854. case GC_VENOMPRESSURE: {
  2855. struct status_change *ssc = status_get_sc(src);
  2856. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2857. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2858. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2860. }
  2861. }
  2862. break;
  2863. case WM_METALICSOUND:
  2864. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  2865. break;
  2866. }
  2867. if( sd )
  2868. skill_onskillusage(sd, bl, skill_id, tick);
  2869. }
  2870. if (!(flag&2) &&
  2871. (
  2872. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2873. ) &&
  2874. (tsc = status_get_sc(src)) &&
  2875. tsc->data[SC_DOUBLECAST] &&
  2876. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  2877. {
  2878. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2879. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2880. }
  2881. map_freeblock_unlock();
  2882. return damage;
  2883. }
  2884. /*==========================================
  2885. * sub fonction for recursive skill call.
  2886. * Checking bl battle flag and display dammage
  2887. * then call func with source,target,skill_id,skill_lv,tick,flag
  2888. *------------------------------------------*/
  2889. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2890. int skill_area_sub (struct block_list *bl, va_list ap) {
  2891. struct block_list *src;
  2892. uint16 skill_id,skill_lv;
  2893. int flag;
  2894. unsigned int tick;
  2895. SkillFunc func;
  2896. nullpo_ret(bl);
  2897. src=va_arg(ap,struct block_list *);
  2898. skill_id=va_arg(ap,int);
  2899. skill_lv=va_arg(ap,int);
  2900. tick=va_arg(ap,unsigned int);
  2901. flag=va_arg(ap,int);
  2902. func=va_arg(ap,SkillFunc);
  2903. if(battle_check_target(src,bl,flag) > 0)
  2904. {
  2905. // several splash skills need this initial dummy packet to display correctly
  2906. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2907. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2908. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2909. skill_area_temp[2]++;
  2910. return func(src,bl,skill_id,skill_lv,tick,flag);
  2911. }
  2912. return 0;
  2913. }
  2914. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2915. {
  2916. struct skill_unit *unit;
  2917. uint16 skill_id,g_skill_id;
  2918. unit = (struct skill_unit *)bl;
  2919. if(bl->prev == NULL || bl->type != BL_SKILL)
  2920. return 0;
  2921. if(!unit->alive)
  2922. return 0;
  2923. skill_id = va_arg(ap,int);
  2924. g_skill_id = unit->group->skill_id;
  2925. switch (skill_id) {
  2926. case MH_STEINWAND:
  2927. case MG_SAFETYWALL:
  2928. case AL_PNEUMA:
  2929. case SC_MAELSTROM:
  2930. case SO_ELEMENTAL_SHIELD:
  2931. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD)
  2932. return 0;
  2933. break;
  2934. case AL_WARP:
  2935. case HT_SKIDTRAP:
  2936. case MA_SKIDTRAP:
  2937. case HT_LANDMINE:
  2938. case MA_LANDMINE:
  2939. case HT_ANKLESNARE:
  2940. case HT_SHOCKWAVE:
  2941. case HT_SANDMAN:
  2942. case MA_SANDMAN:
  2943. case HT_FLASHER:
  2944. case HT_FREEZINGTRAP:
  2945. case MA_FREEZINGTRAP:
  2946. case HT_BLASTMINE:
  2947. case HT_CLAYMORETRAP:
  2948. case HT_TALKIEBOX:
  2949. case HP_BASILICA:
  2950. case RA_ELECTRICSHOCKER:
  2951. case RA_CLUSTERBOMB:
  2952. case RA_MAGENTATRAP:
  2953. case RA_COBALTTRAP:
  2954. case RA_MAIZETRAP:
  2955. case RA_VERDURETRAP:
  2956. case RA_FIRINGTRAP:
  2957. case RA_ICEBOUNDTRAP:
  2958. case SC_DIMENSIONDOOR:
  2959. case SC_BLOODYLUST:
  2960. case GN_THORNS_TRAP:
  2961. case GN_HELLS_PLANT:
  2962. case RL_B_TRAP:
  2963. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2964. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  2965. return 0;
  2966. break;
  2967. default: //Avoid stacking with same kind of trap. [Skotlex]
  2968. if (g_skill_id != skill_id)
  2969. return 0;
  2970. break;
  2971. }
  2972. return 1;
  2973. }
  2974. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2975. {
  2976. //Non players do not check for the skill's splash-trigger area.
  2977. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  2978. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2979. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2980. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2981. return 0;
  2982. }
  2983. range += layout_type;
  2984. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  2985. }
  2986. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2987. {
  2988. uint16 skill_id;
  2989. if(bl->prev == NULL)
  2990. return 0;
  2991. skill_id = va_arg(ap,int);
  2992. if( status_isdead(bl) && skill_id != AL_WARP )
  2993. return 0;
  2994. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  2995. return 0;
  2996. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  2997. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2998. return 1;
  2999. }
  3000. /** Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3001. * @param bl Object that casted skill
  3002. * @param x Position x of the target
  3003. * @param y Position y of the target
  3004. * @param skill_id The casted skill
  3005. * @param skill_lv The skill Lv
  3006. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3007. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3008. */
  3009. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3010. {
  3011. int range = 0, type;
  3012. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3013. if (isNearNPC)
  3014. range = skill_get_splash(skill_id,skill_lv);
  3015. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3016. if (!isNearNPC || !range) {
  3017. switch (skill_id) { // to be expanded later
  3018. case WZ_ICEWALL:
  3019. range = 2;
  3020. break;
  3021. default:
  3022. {
  3023. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3024. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3025. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3026. return 0;
  3027. }
  3028. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3029. }
  3030. break;
  3031. }
  3032. }
  3033. //Check the additional range [Cydh]
  3034. if (isNearNPC && skill_db[skill_get_index(skill_id)].unit_nonearnpc_range)
  3035. range += skill_db[skill_get_index(skill_id)].unit_nonearnpc_range;
  3036. if (!isNearNPC) { //Doesn't check the NPC range
  3037. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3038. if (bl->type == BL_PC)
  3039. type = BL_CHAR;
  3040. else
  3041. type = BL_PC;
  3042. }
  3043. else
  3044. type = BL_NPC;
  3045. return (!isNearNPC) ?
  3046. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3047. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3048. //isNearNPC is used to check range from NPC
  3049. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3050. }
  3051. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  3052. {
  3053. if(id == sd->bl.id && battle_config.guild_aura&16)
  3054. return 0; // Do not affect guild leader
  3055. if (sd->sc.data[SC_GUILDAURA]) {
  3056. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  3057. if( sce->val3 != strvit || sce->val4 != agidex ) {
  3058. sce->val3 = strvit;
  3059. sce->val4 = agidex;
  3060. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  3061. }
  3062. return 0;
  3063. }
  3064. sc_start4(&sd->bl,&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  3065. return 1;
  3066. }
  3067. /*==========================================
  3068. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3069. * Flag:
  3070. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3071. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3072. *------------------------------------------*/
  3073. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3074. {
  3075. struct status_data *status;
  3076. struct map_session_data *sd = NULL;
  3077. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3078. uint16 idx;
  3079. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3080. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  3081. return 0;
  3082. nullpo_ret(bl);
  3083. switch( bl->type )
  3084. {
  3085. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3086. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3087. }
  3088. status = status_get_status_data(bl);
  3089. if( (idx = skill_get_index(skill)) == 0 )
  3090. return 0;
  3091. // Requeriments
  3092. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3093. {
  3094. itemid[i] = skill_db[idx].require.itemid[i];
  3095. amount[i] = skill_db[idx].require.amount[i];
  3096. }
  3097. hp = skill_db[idx].require.hp[lv-1];
  3098. sp = skill_db[idx].require.sp[lv-1];
  3099. hp_rate = skill_db[idx].require.hp_rate[lv-1];
  3100. sp_rate = skill_db[idx].require.sp_rate[lv-1];
  3101. state = skill_db[idx].require.state;
  3102. if( (mhp = skill_db[idx].require.mhp[lv-1]) > 0 )
  3103. hp += (status->max_hp * mhp) / 100;
  3104. if( hp_rate > 0 )
  3105. hp += (status->hp * hp_rate) / 100;
  3106. else
  3107. hp += (status->max_hp * (-hp_rate)) / 100;
  3108. if( sp_rate > 0 )
  3109. sp += (status->sp * sp_rate) / 100;
  3110. else
  3111. sp += (status->max_sp * (-sp_rate)) / 100;
  3112. if( bl->type == BL_HOM )
  3113. { // Intimacy Requeriments
  3114. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3115. switch( skill )
  3116. {
  3117. case HFLI_SBR44:
  3118. if( hd->homunculus.intimacy <= 200 )
  3119. return 0;
  3120. break;
  3121. case HVAN_EXPLOSION:
  3122. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3123. return 0;
  3124. break;
  3125. }
  3126. }
  3127. if( !(type&2) )
  3128. {
  3129. if( hp > 0 && status->hp <= (unsigned int)hp )
  3130. {
  3131. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3132. return 0;
  3133. }
  3134. if( sp > 0 && status->sp <= (unsigned int)sp )
  3135. {
  3136. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3137. return 0;
  3138. }
  3139. }
  3140. if( !type )
  3141. switch( state )
  3142. {
  3143. case ST_MOVE_ENABLE:
  3144. if( !unit_can_move(bl) )
  3145. {
  3146. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3147. return 0;
  3148. }
  3149. break;
  3150. }
  3151. if( !(type&1) )
  3152. return 1;
  3153. // Check item existences
  3154. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3155. {
  3156. index[i] = -1;
  3157. if( itemid[i] < 1 ) continue; // No item
  3158. index[i] = pc_search_inventory(sd, itemid[i]);
  3159. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3160. {
  3161. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3162. return 0;
  3163. }
  3164. }
  3165. // Consume items
  3166. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3167. {
  3168. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3169. }
  3170. if( type&2 )
  3171. return 1;
  3172. if( sp || hp )
  3173. status_zap(bl, hp, sp);
  3174. return 1;
  3175. }
  3176. /*==========================================
  3177. *
  3178. *------------------------------------------*/
  3179. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3180. {
  3181. return 1;
  3182. }
  3183. /*==========================================
  3184. *
  3185. *------------------------------------------*/
  3186. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3187. {
  3188. struct block_list *src = map_id2bl(id),*target;
  3189. struct unit_data *ud = unit_bl2ud(src);
  3190. struct skill_timerskill *skl;
  3191. int range;
  3192. nullpo_ret(src);
  3193. nullpo_ret(ud);
  3194. skl = ud->skilltimerskill[data];
  3195. nullpo_ret(skl);
  3196. ud->skilltimerskill[data] = NULL;
  3197. do {
  3198. if(src->prev == NULL)
  3199. break; // Source not on Map
  3200. if(skl->target_id) {
  3201. target = map_id2bl(skl->target_id);
  3202. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3203. target = src; //Required since it has to warp.
  3204. if(target == NULL)
  3205. break; // Target offline?
  3206. if(target->prev == NULL)
  3207. break; // Target not on Map
  3208. if(src->m != target->m)
  3209. break; // Different Maps
  3210. if(status_isdead(src)) {
  3211. switch(skl->skill_id) {
  3212. case WL_CHAINLIGHTNING_ATK:
  3213. case WL_TETRAVORTEX_FIRE:
  3214. case WL_TETRAVORTEX_WATER:
  3215. case WL_TETRAVORTEX_WIND:
  3216. case WL_TETRAVORTEX_GROUND:
  3217. case SR_FLASHCOMBO_ATK_STEP1:
  3218. case SR_FLASHCOMBO_ATK_STEP2:
  3219. case SR_FLASHCOMBO_ATK_STEP3:
  3220. case SR_FLASHCOMBO_ATK_STEP4:
  3221. break; // Exceptions
  3222. default:
  3223. continue; // Caster is Dead
  3224. }
  3225. }
  3226. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3227. break;
  3228. switch(skl->skill_id) {
  3229. case RG_INTIMIDATE:
  3230. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3231. short x,y;
  3232. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3233. if (target != src && !status_isdead(target))
  3234. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3235. }
  3236. break;
  3237. case BA_FROSTJOKER:
  3238. case DC_SCREAM:
  3239. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3240. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3241. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3242. break;
  3243. case NPC_EARTHQUAKE:
  3244. if( skl->type > 1 )
  3245. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3246. 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);
  3247. skill_area_temp[1] = src->id;
  3248. skill_area_temp[2] = 0;
  3249. 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);
  3250. break;
  3251. case WZ_WATERBALL:
  3252. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3253. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3254. range = path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH);
  3255. if (!status_isdead(target) && range)
  3256. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3257. if (skl->type>1 && !status_isdead(target) && !status_isdead(src) && range) {
  3258. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3259. } else {
  3260. struct status_change *sc = status_get_sc(src);
  3261. if(sc) {
  3262. if(sc->data[SC_SPIRIT] &&
  3263. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3264. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3265. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3266. }
  3267. }
  3268. break;
  3269. /**
  3270. * Warlock
  3271. **/
  3272. case WL_CHAINLIGHTNING_ATK: {
  3273. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3274. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3275. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3276. { // Remaining Chains Hit
  3277. struct block_list *nbl = NULL; // Next Target of Chain
  3278. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3279. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3280. if( nbl == NULL )
  3281. skl->x++;
  3282. else
  3283. skl->x = 0;
  3284. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3285. }
  3286. }
  3287. break;
  3288. case WL_TETRAVORTEX_FIRE:
  3289. case WL_TETRAVORTEX_WATER:
  3290. case WL_TETRAVORTEX_WIND:
  3291. case WL_TETRAVORTEX_GROUND:
  3292. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3293. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3294. if( skl->type >= 3 )
  3295. { // Final Hit
  3296. if( !status_isdead(target) )
  3297. { // Final Status Effect
  3298. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3299. applyeffects[4] = { 0, 0, 0, 0 },
  3300. i, j = 0, k = 0;
  3301. for( i = 1; i <= 8; i = i + i )
  3302. {
  3303. if( skl->x&i )
  3304. {
  3305. applyeffects[j] = effects[k];
  3306. j++;
  3307. }
  3308. k++;
  3309. }
  3310. if( j )
  3311. {
  3312. i = applyeffects[rnd()%j];
  3313. status_change_start(src,target, i, 10000, skl->skill_lv,
  3314. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3315. (i == SC_BURNING ? src->id : 0),
  3316. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, 0);
  3317. }
  3318. }
  3319. }
  3320. break;
  3321. case WM_REVERBERATION_MELEE:
  3322. case WM_REVERBERATION_MAGIC:
  3323. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3324. break;
  3325. case SC_FATALMENACE:
  3326. if( src == target ) // Casters Part
  3327. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3328. else { // Target's Part
  3329. short x = skl->x, y = skl->y;
  3330. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3331. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3332. }
  3333. break;
  3334. case LG_MOONSLASHER:
  3335. case SR_WINDMILL:
  3336. if( target->type == BL_PC ) {
  3337. struct map_session_data *tsd = NULL;
  3338. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3339. skill_sit(tsd, 1);
  3340. pc_setsit(tsd);
  3341. clif_sitting(&tsd->bl);
  3342. }
  3343. }
  3344. break;
  3345. case SR_KNUCKLEARROW:
  3346. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3347. break;
  3348. case GN_SPORE_EXPLOSION:
  3349. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3350. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3351. break;
  3352. case CH_PALMSTRIKE:
  3353. {
  3354. struct status_change* tsc = status_get_sc(target);
  3355. struct status_change* sc = status_get_sc(src);
  3356. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3357. ( sc && sc->option&OPTION_HIDE ) ){
  3358. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  3359. break;
  3360. }
  3361. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3362. break;
  3363. }
  3364. case SR_FLASHCOMBO_ATK_STEP1:
  3365. case SR_FLASHCOMBO_ATK_STEP2:
  3366. case SR_FLASHCOMBO_ATK_STEP3:
  3367. case SR_FLASHCOMBO_ATK_STEP4:
  3368. if( src->type == BL_PC ) {
  3369. TBL_PC *sd = NULL;
  3370. const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
  3371. if( (sd = BL_CAST(BL_PC,src)) ) {
  3372. uint16 cid = combos[skl->skill_id - SR_FLASHCOMBO_ATK_STEP1];
  3373. skill_castend_damage_id(src, target, cid, pc_checkskill(sd, cid), tick, 0);
  3374. }
  3375. }
  3376. break;
  3377. case SC_ESCAPE:
  3378. if( skl->type < 4 + skl->skill_lv ) {
  3379. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3380. skill_blown(src, src, 1, unit_getdir(src), 0);
  3381. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3382. }
  3383. break;
  3384. default:
  3385. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3386. break;
  3387. }
  3388. }
  3389. else {
  3390. if(src->m != skl->map)
  3391. break;
  3392. switch( skl->skill_id )
  3393. {
  3394. case WZ_METEOR:
  3395. if( skl->type >= 0 )
  3396. {
  3397. int x = skl->type>>16, y = skl->type&0xFFFF;
  3398. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3399. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3400. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3401. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3402. }
  3403. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3404. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3405. break;
  3406. case GN_CRAZYWEED_ATK:
  3407. {
  3408. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3409. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3410. }
  3411. case WL_EARTHSTRAIN:
  3412. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3413. break;
  3414. case LG_OVERBRAND_BRANDISH: {
  3415. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3416. int x = src->x, y = src->y;
  3417. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3418. for( i = 0; i < layout->count; i++ )
  3419. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3420. }
  3421. break;
  3422. case RL_FIRE_RAIN: {
  3423. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3424. map_foreachinarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3425. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3426. }
  3427. break;
  3428. }
  3429. }
  3430. } while (0);
  3431. //Free skl now that it is no longer needed.
  3432. ers_free(skill_timer_ers, skl);
  3433. return 0;
  3434. }
  3435. /*==========================================
  3436. *
  3437. *------------------------------------------*/
  3438. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3439. {
  3440. int i;
  3441. struct unit_data *ud;
  3442. nullpo_retr(1, src);
  3443. if (src->prev == NULL)
  3444. return 0;
  3445. ud = unit_bl2ud(src);
  3446. nullpo_retr(1, ud);
  3447. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3448. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3449. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3450. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3451. ud->skilltimerskill[i]->src_id = src->id;
  3452. ud->skilltimerskill[i]->target_id = target;
  3453. ud->skilltimerskill[i]->skill_id = skill_id;
  3454. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3455. ud->skilltimerskill[i]->map = src->m;
  3456. ud->skilltimerskill[i]->x = x;
  3457. ud->skilltimerskill[i]->y = y;
  3458. ud->skilltimerskill[i]->type = type;
  3459. ud->skilltimerskill[i]->flag = flag;
  3460. return 0;
  3461. }
  3462. /*==========================================
  3463. *
  3464. *------------------------------------------*/
  3465. int skill_cleartimerskill (struct block_list *src)
  3466. {
  3467. int i;
  3468. struct unit_data *ud;
  3469. nullpo_ret(src);
  3470. ud = unit_bl2ud(src);
  3471. nullpo_ret(ud);
  3472. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3473. if(ud->skilltimerskill[i]) {
  3474. switch(ud->skilltimerskill[i]->skill_id) {
  3475. case WL_TETRAVORTEX_FIRE:
  3476. case WL_TETRAVORTEX_WATER:
  3477. case WL_TETRAVORTEX_WIND:
  3478. case WL_TETRAVORTEX_GROUND:
  3479. case SR_FLASHCOMBO_ATK_STEP1:
  3480. case SR_FLASHCOMBO_ATK_STEP2:
  3481. case SR_FLASHCOMBO_ATK_STEP3:
  3482. case SR_FLASHCOMBO_ATK_STEP4:
  3483. continue;
  3484. }
  3485. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3486. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3487. ud->skilltimerskill[i]=NULL;
  3488. }
  3489. }
  3490. return 1;
  3491. }
  3492. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3493. struct skill_unit *su = (TBL_SKILL*)bl;
  3494. struct skill_unit_group *sg;
  3495. if( bl->type != BL_SKILL )
  3496. return 0;
  3497. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3498. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3499. su->limit=DIFF_TICK(gettick(),sg->tick);
  3500. sg->unit_id = UNT_USED_TRAPS;
  3501. }
  3502. return 0;
  3503. }
  3504. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3505. {
  3506. TBL_SKILL *su = (TBL_SKILL*)bl;
  3507. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3508. { //Reveal trap.
  3509. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3510. //clif_changetraplook(bl, su->group->unit_id);
  3511. clif_skill_setunit(su);
  3512. return 1;
  3513. }
  3514. return 0;
  3515. }
  3516. /*==========================================
  3517. *
  3518. *
  3519. *------------------------------------------*/
  3520. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3521. {
  3522. struct map_session_data *sd = NULL;
  3523. struct status_data *tstatus;
  3524. struct status_change *sc, *tsc;
  3525. if (skill_id > 0 && !skill_lv) return 0;
  3526. nullpo_retr(1, src);
  3527. nullpo_retr(1, bl);
  3528. if (src->m != bl->m)
  3529. return 1;
  3530. if (bl->prev == NULL)
  3531. return 1;
  3532. sd = BL_CAST(BL_PC, src);
  3533. if (status_isdead(bl))
  3534. return 1;
  3535. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3536. { //GTB makes all targetted magic display miss with a single bolt.
  3537. sc_type sct = status_skill2sc(skill_id);
  3538. if(sct != SC_NONE)
  3539. status_change_end(bl, sct, INVALID_TIMER);
  3540. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  3541. return 1;
  3542. }
  3543. sc = status_get_sc(src);
  3544. tsc = status_get_sc(bl);
  3545. if (sc && !sc->count)
  3546. sc = NULL; //Unneeded
  3547. if (tsc && !tsc->count)
  3548. tsc = NULL;
  3549. tstatus = status_get_status_data(bl);
  3550. //Hits the target if marked with SC_C_MARKER only
  3551. switch (skill_id) {
  3552. case RL_QD_SHOT:
  3553. if (sd && bl->id == sd->ud.target)
  3554. return 1;
  3555. case RL_D_TAIL:
  3556. case RL_HAMMER_OF_GOD:
  3557. {
  3558. tsc = status_get_sc(bl);
  3559. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3560. return 1;
  3561. }
  3562. break;
  3563. case RL_FLICKER:
  3564. {
  3565. tsc = status_get_sc(bl);
  3566. if (!tsc)
  3567. return 1;
  3568. if ((!tsc->data[SC_H_MINE] || tsc->data[SC_H_MINE]->val2 != src->id) &&
  3569. (!tsc->data[SC_B_TRAP] || tsc->data[SC_B_TRAP]->val2 != src->id))
  3570. return 1;
  3571. }
  3572. break;
  3573. }
  3574. map_freeblock_lock();
  3575. switch(skill_id)
  3576. {
  3577. case MER_CRASH:
  3578. case SM_BASH:
  3579. case MS_BASH:
  3580. case MC_MAMMONITE:
  3581. case TF_DOUBLE:
  3582. case AC_DOUBLE:
  3583. case MA_DOUBLE:
  3584. case AS_SONICBLOW:
  3585. case KN_PIERCE:
  3586. case ML_PIERCE:
  3587. case KN_SPEARBOOMERANG:
  3588. case TF_POISON:
  3589. case TF_SPRINKLESAND:
  3590. case AC_CHARGEARROW:
  3591. case MA_CHARGEARROW:
  3592. case RG_INTIMIDATE:
  3593. case AM_ACIDTERROR:
  3594. case BA_MUSICALSTRIKE:
  3595. case DC_THROWARROW:
  3596. case BA_DISSONANCE:
  3597. case CR_HOLYCROSS:
  3598. case NPC_DARKCROSS:
  3599. case CR_SHIELDCHARGE:
  3600. case CR_SHIELDBOOMERANG:
  3601. case NPC_PIERCINGATT:
  3602. case NPC_MENTALBREAKER:
  3603. case NPC_RANGEATTACK:
  3604. case NPC_CRITICALSLASH:
  3605. case NPC_COMBOATTACK:
  3606. case NPC_GUIDEDATTACK:
  3607. case NPC_POISON:
  3608. case NPC_RANDOMATTACK:
  3609. case NPC_WATERATTACK:
  3610. case NPC_GROUNDATTACK:
  3611. case NPC_FIREATTACK:
  3612. case NPC_WINDATTACK:
  3613. case NPC_POISONATTACK:
  3614. case NPC_HOLYATTACK:
  3615. case NPC_DARKNESSATTACK:
  3616. case NPC_TELEKINESISATTACK:
  3617. case NPC_UNDEADATTACK:
  3618. case NPC_ARMORBRAKE:
  3619. case NPC_WEAPONBRAKER:
  3620. case NPC_HELMBRAKE:
  3621. case NPC_SHIELDBRAKE:
  3622. case NPC_BLINDATTACK:
  3623. case NPC_SILENCEATTACK:
  3624. case NPC_STUNATTACK:
  3625. case NPC_PETRIFYATTACK:
  3626. case NPC_CURSEATTACK:
  3627. case NPC_SLEEPATTACK:
  3628. case LK_AURABLADE:
  3629. case LK_SPIRALPIERCE:
  3630. case ML_SPIRALPIERCE:
  3631. case LK_HEADCRUSH:
  3632. case CG_ARROWVULCAN:
  3633. case HW_MAGICCRASHER:
  3634. case ITM_TOMAHAWK:
  3635. case CH_CHAINCRUSH:
  3636. case CH_TIGERFIST:
  3637. case PA_SHIELDCHAIN: // Shield Chain
  3638. case PA_SACRIFICE:
  3639. case WS_CARTTERMINATION: // Cart Termination
  3640. case AS_VENOMKNIFE:
  3641. case HT_PHANTASMIC:
  3642. case HT_POWER:
  3643. case TK_DOWNKICK:
  3644. case TK_COUNTER:
  3645. case GS_CHAINACTION:
  3646. case GS_TRIPLEACTION:
  3647. case GS_MAGICALBULLET:
  3648. case GS_TRACKING:
  3649. case GS_PIERCINGSHOT:
  3650. case GS_RAPIDSHOWER:
  3651. case GS_DUST:
  3652. case GS_DISARM: // Added disarm. [Reddozen]
  3653. case GS_FULLBUSTER:
  3654. case NJ_SYURIKEN:
  3655. case NJ_KUNAI:
  3656. #ifndef RENEWAL
  3657. case ASC_BREAKER:
  3658. #endif
  3659. case HFLI_MOON: //[orn]
  3660. case HFLI_SBR44: //[orn]
  3661. case NPC_BLEEDING:
  3662. case NPC_CRITICALWOUND:
  3663. case NPC_HELLPOWER:
  3664. case RK_SONICWAVE:
  3665. case AB_DUPLELIGHT_MELEE:
  3666. case RA_AIMEDBOLT:
  3667. case NC_AXEBOOMERANG:
  3668. case NC_POWERSWING:
  3669. case GC_CROSSIMPACT:
  3670. case GC_VENOMPRESSURE:
  3671. case SC_TRIANGLESHOT:
  3672. case SC_FEINTBOMB:
  3673. case LG_BANISHINGPOINT:
  3674. case LG_SHIELDPRESS:
  3675. case LG_RAGEBURST:
  3676. case LG_RAYOFGENESIS:
  3677. case LG_HESPERUSLIT:
  3678. case LG_OVERBRAND:
  3679. case LG_OVERBRAND_BRANDISH:
  3680. case SR_FALLENEMPIRE:
  3681. case SR_CRESCENTELBOW_AUTOSPELL:
  3682. case SR_GATEOFHELL:
  3683. case SR_GENTLETOUCH_QUIET:
  3684. case WM_SEVERE_RAINSTORM_MELEE:
  3685. case WM_GREAT_ECHO:
  3686. case GN_SLINGITEM_RANGEMELEEATK:
  3687. case KO_SETSUDAN:
  3688. case GC_DARKCROW:
  3689. case RL_MASS_SPIRAL:
  3690. case RL_SLUGSHOT:
  3691. case RL_AM_BLAST:
  3692. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3693. break;
  3694. /**
  3695. * Mechanic (MADO GEAR)
  3696. **/
  3697. case NC_BOOSTKNUCKLE:
  3698. case NC_PILEBUNKER:
  3699. case NC_COLDSLOWER:
  3700. case NC_ARMSCANNON:
  3701. if (sd) pc_overheat(sd, 1);
  3702. case MO_TRIPLEATTACK:
  3703. case RK_WINDCUTTER:
  3704. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3705. break;
  3706. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3707. switch( rnd()%6 ){
  3708. case 0: flag |= BREAK_ANKLE; break;
  3709. case 1: flag |= BREAK_WRIST; break;
  3710. case 2: flag |= BREAK_KNEE; break;
  3711. case 3: flag |= BREAK_SHOULDER; break;
  3712. case 4: flag |= BREAK_WAIST; break;
  3713. case 5: flag |= BREAK_NECK; break;
  3714. }
  3715. //TODO: is there really no cleaner way to do this?
  3716. sc = status_get_sc(bl);
  3717. if (sc) sc->jb_flag = flag;
  3718. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3719. break;
  3720. case MO_COMBOFINISH:
  3721. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3722. { //Becomes a splash attack when Soul Linked.
  3723. map_foreachinrange(skill_area_sub, bl,
  3724. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3725. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3726. skill_castend_damage_id);
  3727. } else
  3728. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3729. break;
  3730. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3731. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3732. skill_area_temp[1] = 0;
  3733. map_foreachinrange(skill_attack_area, src,
  3734. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3735. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3736. break;
  3737. case KN_CHARGEATK:
  3738. {
  3739. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3740. unsigned int dist = distance_bl(src, bl);
  3741. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3742. // teleport to target (if not on WoE grounds)
  3743. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3744. clif_slide(src, bl->x, bl->y);
  3745. // cause damage and knockback if the path to target was a straight one
  3746. if( path )
  3747. {
  3748. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3749. skill_blown(src, bl, dist, dir, 0);
  3750. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3751. // make the caster look in the direction of the target
  3752. unit_setdir(src, (dir+4)%8);
  3753. }
  3754. }
  3755. break;
  3756. case NC_FLAMELAUNCHER:
  3757. if (sd) pc_overheat(sd,1);
  3758. case SN_SHARPSHOOTING:
  3759. case MA_SHARPSHOOTING:
  3760. case NJ_KAMAITACHI:
  3761. case LG_CANNONSPEAR:
  3762. //It won't shoot through walls since on castend there has to be a direct
  3763. //line of sight between caster and target.
  3764. skill_area_temp[1] = bl->id;
  3765. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3766. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3767. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3768. break;
  3769. case NPC_ACIDBREATH:
  3770. case NPC_DARKNESSBREATH:
  3771. case NPC_FIREBREATH:
  3772. case NPC_ICEBREATH:
  3773. case NPC_THUNDERBREATH:
  3774. skill_area_temp[1] = bl->id;
  3775. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3776. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3777. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3778. break;
  3779. case MO_INVESTIGATE:
  3780. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3781. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3782. break;
  3783. case RG_BACKSTAP:
  3784. {
  3785. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3786. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3787. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3788. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3789. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3790. unit_setdir(bl,dir);
  3791. }
  3792. else if (sd)
  3793. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3794. }
  3795. break;
  3796. case MO_FINGEROFFENSIVE:
  3797. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3798. if (battle_config.finger_offensive_type && sd) {
  3799. int i;
  3800. for (i = 1; i < sd->spiritball_old; i++)
  3801. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3802. }
  3803. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3804. break;
  3805. case MO_CHAINCOMBO:
  3806. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3807. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3808. break;
  3809. #ifndef RENEWAL
  3810. case NJ_ISSEN:
  3811. status_change_end(src, SC_NEN, INVALID_TIMER);
  3812. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3813. #endif
  3814. // fall through
  3815. case MO_EXTREMITYFIST:
  3816. {
  3817. short x, y, i = 2; // Move 2 cells for Issen(from target)
  3818. struct block_list *mbl = bl;
  3819. short dir = 0;
  3820. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3821. if( skill_id == MO_EXTREMITYFIST )
  3822. {
  3823. mbl = src;
  3824. i = 3; // for Asura(from caster)
  3825. status_set_sp(src, 0, 0);
  3826. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3827. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3828. #ifdef RENEWAL
  3829. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3830. #endif
  3831. }else
  3832. status_set_hp(src,
  3833. #ifdef RENEWAL
  3834. max(status_get_max_hp(src)/100, 1)
  3835. #else
  3836. 1
  3837. #endif
  3838. , 0);
  3839. dir = map_calc_dir(src,bl->x,bl->y);
  3840. if( dir > 0 && dir < 4) x = -i;
  3841. else if( dir > 4 ) x = i;
  3842. else x = 0;
  3843. if( dir > 2 && dir < 6 ) y = -i;
  3844. else if( dir == 7 || dir < 2 ) y = i;
  3845. else y = 0;
  3846. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  3847. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  3848. clif_slide(src, src->x, src->y);
  3849. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  3850. //clif_fixpos(src);
  3851. }
  3852. }
  3853. break;
  3854. //Splash attack skills.
  3855. case AS_GRIMTOOTH:
  3856. case MC_CARTREVOLUTION:
  3857. case NPC_SPLASHATTACK:
  3858. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3859. case AS_SPLASHER:
  3860. case SM_MAGNUM:
  3861. case MS_MAGNUM:
  3862. case HT_BLITZBEAT:
  3863. case AC_SHOWER:
  3864. case MA_SHOWER:
  3865. case MG_NAPALMBEAT:
  3866. case MG_FIREBALL:
  3867. case RG_RAID:
  3868. case HW_NAPALMVULCAN:
  3869. case NJ_HUUMA:
  3870. case NJ_BAKUENRYU:
  3871. case ASC_METEORASSAULT:
  3872. case GS_DESPERADO:
  3873. case GS_SPREADATTACK:
  3874. case NPC_EARTHQUAKE:
  3875. case NPC_PULSESTRIKE:
  3876. case NPC_HELLJUDGEMENT:
  3877. case NPC_VAMPIRE_GIFT:
  3878. case RK_IGNITIONBREAK:
  3879. case AB_JUDEX:
  3880. case WL_SOULEXPANSION:
  3881. case WL_CRIMSONROCK:
  3882. case WL_JACKFROST:
  3883. case RA_ARROWSTORM:
  3884. case RA_WUGDASH:
  3885. case NC_VULCANARM:
  3886. case NC_SELFDESTRUCTION:
  3887. case NC_AXETORNADO:
  3888. case GC_ROLLINGCUTTER:
  3889. case GC_COUNTERSLASH:
  3890. case LG_MOONSLASHER:
  3891. case LG_EARTHDRIVE:
  3892. case SR_RAMPAGEBLASTER:
  3893. case SR_SKYNETBLOW:
  3894. case SR_WINDMILL:
  3895. case SR_RIDEINLIGHTNING:
  3896. case WM_SOUND_OF_DESTRUCTION:
  3897. case WM_REVERBERATION_MELEE:
  3898. case WM_REVERBERATION_MAGIC:
  3899. case SO_VARETYR_SPEAR:
  3900. case GN_CART_TORNADO:
  3901. case GN_CARTCANNON:
  3902. case KO_HAPPOKUNAI:
  3903. case KO_HUUMARANKA:
  3904. case KO_MUCHANAGE:
  3905. case KO_BAKURETSU:
  3906. case GN_ILLUSIONDOPING:
  3907. case RL_FIREDANCE:
  3908. case RL_BANISHING_BUSTER:
  3909. case RL_S_STORM:
  3910. case RL_D_TAIL:
  3911. case RL_R_TRIP:
  3912. case RL_FLICKER:
  3913. case RL_HAMMER_OF_GOD:
  3914. case RL_QD_SHOT:
  3915. if( flag&1 ) {//Recursive invocation
  3916. // skill_area_temp[0] holds number of targets in area
  3917. // skill_area_temp[1] holds the id of the original target
  3918. // skill_area_temp[2] counts how many targets have already been processed
  3919. int sflag = skill_area_temp[0] & 0xFFF;
  3920. if( flag&SD_LEVEL )
  3921. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3922. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  3923. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3924. if (skill_id == RL_FLICKER) { //Skills that triggered by RL_FLICKER
  3925. tsc = status_get_sc(bl);
  3926. if (sd)
  3927. sd->flicker = true;
  3928. if (!tsc)
  3929. break;
  3930. if (tsc->data[SC_B_TRAP])
  3931. skill_attack(skill_get_type(RL_B_TRAP), src, src, bl, RL_B_TRAP, pc_checkskill(sd,RL_B_TRAP), tick, sflag);
  3932. if (tsc->data[SC_H_MINE])
  3933. skill_castend_damage_id(src,bl,RL_H_MINE,pc_checkskill(sd,RL_H_MINE),tick,sflag);
  3934. if (sd)
  3935. sd->flicker = false;
  3936. }
  3937. else {
  3938. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  3939. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3940. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3941. status_heal(src,heal,0,0);
  3942. }
  3943. }
  3944. } else {
  3945. switch ( skill_id ) {
  3946. case NJ_BAKUENRYU:
  3947. case LG_EARTHDRIVE:
  3948. case GN_CARTCANNON:
  3949. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3950. break;
  3951. case LG_MOONSLASHER:
  3952. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3953. break;
  3954. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3955. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3956. break;
  3957. default:
  3958. break;
  3959. }
  3960. skill_area_temp[0] = 0;
  3961. skill_area_temp[1] = bl->id;
  3962. skill_area_temp[2] = 0;
  3963. if( skill_id == WL_CRIMSONROCK ) {
  3964. skill_area_temp[4] = bl->x;
  3965. skill_area_temp[5] = bl->y;
  3966. }
  3967. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  3968. skill_area_temp[1] = 0;
  3969. if( skill_id == NC_VULCANARM )
  3970. if (sd) pc_overheat(sd,1);
  3971. // if skill damage should be split among targets, count them
  3972. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3973. //special case: Venom Splasher uses a different range for searching than for splashing
  3974. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  3975. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3976. // recursive invocation of skill_castend_damage_id() with flag|1
  3977. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3978. if( skill_id == AS_SPLASHER ) {
  3979. map_freeblock_unlock(); // Don't consume a second gemstone.
  3980. return 0;
  3981. }
  3982. }
  3983. break;
  3984. case WL_COMET:
  3985. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  3986. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3987. break;
  3988. case KN_BRANDISHSPEAR:
  3989. case ML_BRANDISH:
  3990. //Coded apart for it needs the flag passed to the damage calculation.
  3991. if (skill_area_temp[1] != bl->id)
  3992. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  3993. else
  3994. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3995. break;
  3996. case KN_BOWLINGBASH:
  3997. case MS_BOWLINGBASH:
  3998. {
  3999. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4000. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4001. c = (skill_lv-(flag&0xFFF)+1)/2;
  4002. // Determine the Bowling Bash area depending on configuration
  4003. if (battle_config.bowling_bash_area == 0) {
  4004. // Gutter line system
  4005. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4006. if(min_x < 0) min_x = 0;
  4007. max_x = min_x + 39;
  4008. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4009. if(min_y < 0) min_y = 0;
  4010. max_y = min_y + 39;
  4011. } else if (battle_config.bowling_bash_area == 1) {
  4012. // Gutter line system without demi gutter bug
  4013. min_x = src->x - (src->x)%40;
  4014. max_x = min_x + 39;
  4015. min_y = src->y - (src->y)%40;
  4016. max_y = min_y + 39;
  4017. } else {
  4018. // Area around caster
  4019. min_x = src->x - battle_config.bowling_bash_area;
  4020. max_x = src->x + battle_config.bowling_bash_area;
  4021. min_y = src->y - battle_config.bowling_bash_area;
  4022. max_y = src->y + battle_config.bowling_bash_area;
  4023. }
  4024. // Initialization, break checks, direction
  4025. if((flag&0xFFF) > 0) {
  4026. // Ignore monsters outside area
  4027. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4028. break;
  4029. // Ignore monsters already in list
  4030. if(idb_exists(bowling_db, bl->id))
  4031. break;
  4032. // Random direction
  4033. dir = rand()%8;
  4034. } else {
  4035. // Create an empty list of already hit targets
  4036. db_clear(bowling_db);
  4037. // Direction is walkpath
  4038. dir = (unit_getdir(src)+4)%8;
  4039. }
  4040. // Add current target to the list of already hit targets
  4041. idb_put(bowling_db, bl->id, bl);
  4042. // Keep moving target in direction square by square
  4043. tx = bl->x;
  4044. ty = bl->y;
  4045. for(i=0;i<c;i++) {
  4046. // Target coordinates (get changed even if knockback fails)
  4047. tx -= dirx[dir];
  4048. ty -= diry[dir];
  4049. // If target cell is a wall then break
  4050. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4051. break;
  4052. skill_blown(src,bl,1,dir,0);
  4053. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4054. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4055. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4056. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4057. // Recursive call
  4058. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4059. // Self-collision
  4060. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4061. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4062. break;
  4063. }
  4064. }
  4065. // Original hit or chain hit depending on flag
  4066. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4067. }
  4068. break;
  4069. case KN_SPEARSTAB:
  4070. if(flag&1) {
  4071. if (bl->id==skill_area_temp[1])
  4072. break;
  4073. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4074. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4075. } else {
  4076. int x=bl->x,y=bl->y,i,dir;
  4077. dir = map_calc_dir(bl,src->x,src->y);
  4078. skill_area_temp[1] = bl->id;
  4079. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4080. // all the enemies between the caster and the target are hit, as well as the target
  4081. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4082. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4083. for (i=0;i<4;i++) {
  4084. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4085. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4086. x += dirx[dir];
  4087. y += diry[dir];
  4088. }
  4089. }
  4090. break;
  4091. case TK_TURNKICK:
  4092. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4093. {
  4094. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4095. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4096. map_foreachinrange(skill_area_sub,bl,
  4097. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4098. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4099. skill_castend_nodamage_id);
  4100. }
  4101. break;
  4102. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4103. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4104. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  4105. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4106. break;
  4107. case PR_TURNUNDEAD:
  4108. case ALL_RESURRECTION:
  4109. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4110. break;
  4111. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4112. break;
  4113. case MG_SOULSTRIKE:
  4114. case NPC_DARKSTRIKE:
  4115. case MG_COLDBOLT:
  4116. case MG_FIREBOLT:
  4117. case MG_LIGHTNINGBOLT:
  4118. case WZ_EARTHSPIKE:
  4119. case AL_HEAL:
  4120. case AL_HOLYLIGHT:
  4121. case WZ_JUPITEL:
  4122. case NPC_DARKTHUNDER:
  4123. case PR_ASPERSIO:
  4124. case MG_FROSTDIVER:
  4125. case WZ_SIGHTBLASTER:
  4126. case WZ_SIGHTRASHER:
  4127. case NJ_KOUENKA:
  4128. case NJ_HYOUSENSOU:
  4129. case NJ_HUUJIN:
  4130. case AB_ADORAMUS:
  4131. case AB_RENOVATIO:
  4132. case AB_HIGHNESSHEAL:
  4133. case AB_DUPLELIGHT_MAGIC:
  4134. case WM_METALICSOUND:
  4135. case KO_KAIHOU:
  4136. case MH_ERASER_CUTTER:
  4137. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4138. break;
  4139. case NPC_MAGICALATTACK:
  4140. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4141. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4142. break;
  4143. case HVAN_CAPRICE: //[blackhole89]
  4144. {
  4145. int ran=rnd()%4;
  4146. int sid = 0;
  4147. switch(ran)
  4148. {
  4149. case 0: sid=MG_COLDBOLT; break;
  4150. case 1: sid=MG_FIREBOLT; break;
  4151. case 2: sid=MG_LIGHTNINGBOLT; break;
  4152. case 3: sid=WZ_EARTHSPIKE; break;
  4153. }
  4154. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4155. }
  4156. break;
  4157. case WZ_WATERBALL:
  4158. {
  4159. int range = skill_lv / 2;
  4160. int maxlv = skill_get_max(skill_id); // learnable level
  4161. int count = 0;
  4162. int x, y;
  4163. struct skill_unit* unit;
  4164. if( skill_lv > maxlv )
  4165. {
  4166. if( src->type == BL_MOB && skill_lv == 10 )
  4167. range = 4;
  4168. else
  4169. range = maxlv / 2;
  4170. }
  4171. for( y = src->y - range; y <= src->y + range; ++y )
  4172. for( x = src->x - range; x <= src->x + range; ++x )
  4173. {
  4174. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4175. {
  4176. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4177. count++; // natural water cell
  4178. 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 )
  4179. {
  4180. count++; // skill-induced water cell
  4181. skill_delunit(unit); // consume cell
  4182. }
  4183. }
  4184. }
  4185. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4186. skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4187. }
  4188. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4189. break;
  4190. case PR_BENEDICTIO:
  4191. //Should attack undead and demons. [Skotlex]
  4192. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4193. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4194. break;
  4195. case SL_SMA:
  4196. status_change_end(src, SC_SMA, INVALID_TIMER);
  4197. case SL_STIN:
  4198. case SL_STUN:
  4199. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4200. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  4201. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4202. break;
  4203. }
  4204. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4205. break;
  4206. case NPC_DARKBREATH:
  4207. clif_emotion(src,E_AG);
  4208. case SN_FALCONASSAULT:
  4209. case PA_PRESSURE:
  4210. case CR_ACIDDEMONSTRATION:
  4211. case TF_THROWSTONE:
  4212. #ifdef RENEWAL
  4213. case ASC_BREAKER:
  4214. #endif
  4215. case NPC_SMOKING:
  4216. case GS_FLING:
  4217. case NJ_ZENYNAGE:
  4218. case GN_THORNS_TRAP:
  4219. case GN_HELLS_PLANT_ATK:
  4220. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4221. break;
  4222. #ifdef RENEWAL
  4223. case NJ_ISSEN: // teleport for Issen
  4224. {
  4225. short x, y, i = 2; // Move 2 cells for Issen(from target)
  4226. struct block_list *mbl = bl;
  4227. short dir = 0;
  4228. status_change_end(src, SC_NEN, INVALID_TIMER);
  4229. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4230. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4231. status_set_hp(src,max(status_get_max_hp(src)/100, 1),0);
  4232. dir = map_calc_dir(src,bl->x,bl->y);
  4233. if( dir > 0 && dir < 4) x = -i;
  4234. else if( dir > 4 ) x = i;
  4235. else x = 0;
  4236. if( dir > 2 && dir < 6 ) y = -i;
  4237. else if( dir == 7 || dir < 2 ) y = i;
  4238. else y = 0;
  4239. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  4240. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  4241. clif_slide(src, src->x, src->y);
  4242. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  4243. //clif_fixpos(src);
  4244. }
  4245. }
  4246. break;
  4247. #endif
  4248. /**
  4249. * Rune Knight
  4250. **/
  4251. case RK_DRAGONBREATH_WATER:
  4252. case RK_DRAGONBREATH: {
  4253. struct status_change *tsc = NULL;
  4254. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  4255. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4256. } else
  4257. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4258. }
  4259. break;
  4260. case NPC_SELFDESTRUCTION: {
  4261. struct status_change *tsc = NULL;
  4262. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  4263. break;
  4264. }
  4265. case HVAN_EXPLOSION:
  4266. if (src != bl)
  4267. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4268. break;
  4269. // Celest
  4270. case PF_SOULBURN:
  4271. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4272. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4273. if (skill_lv == 5)
  4274. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4275. status_percent_damage(src, bl, 0, 100, false);
  4276. } else {
  4277. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4278. if (skill_lv == 5)
  4279. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4280. status_percent_damage(src, src, 0, 100, false);
  4281. }
  4282. break;
  4283. case NPC_BLOODDRAIN:
  4284. case NPC_ENERGYDRAIN:
  4285. {
  4286. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4287. src, src, bl, skill_id, skill_lv, tick, flag);
  4288. if (heal > 0){
  4289. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4290. status_heal(src, heal, 0, 0);
  4291. }
  4292. }
  4293. break;
  4294. case GS_BULLSEYE:
  4295. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4296. break;
  4297. case NJ_KASUMIKIRI:
  4298. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4299. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4300. break;
  4301. case NJ_KIRIKAGE:
  4302. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4303. { //You don't move on GVG grounds.
  4304. short x, y;
  4305. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4306. if (unit_movepos(src, x, y, 0, 0))
  4307. clif_slide(src,src->x,src->y);
  4308. }
  4309. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4310. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4311. break;
  4312. case RK_HUNDREDSPEAR:
  4313. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4314. if(rnd()%100 < (10 + 3*skill_lv)) {
  4315. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4316. if( !skill_req )
  4317. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4318. skill_blown(src,bl,6,-1,0);
  4319. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4320. }
  4321. break;
  4322. case RK_PHANTOMTHRUST:
  4323. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4324. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4325. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4326. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4327. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4328. break;
  4329. case RK_CRUSHSTRIKE:
  4330. if( sd ) {
  4331. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
  4332. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4333. else
  4334. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4335. } else //non-sd support
  4336. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4337. break;
  4338. case RK_STORMBLAST:
  4339. if( flag&1 )
  4340. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4341. else {
  4342. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4343. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  4344. }
  4345. break;
  4346. case GC_DARKILLUSION:
  4347. {
  4348. short x, y;
  4349. short dir = map_calc_dir(src,bl->x,bl->y);
  4350. if( dir > 0 && dir < 4) x = 2;
  4351. else if( dir > 4 ) x = -2;
  4352. else x = 0;
  4353. if( dir > 2 && dir < 6 ) y = 2;
  4354. else if( dir == 7 || dir < 2 ) y = -2;
  4355. else y = 0;
  4356. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  4357. {
  4358. clif_slide(src,bl->x+x,bl->y+y);
  4359. clif_fixpos(src); // the official server send these two packts.
  4360. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4361. if( rnd()%100 < 4 * skill_lv )
  4362. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4363. }
  4364. }
  4365. break;
  4366. case GC_WEAPONCRUSH:
  4367. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4368. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4369. else if( sd )
  4370. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4371. break;
  4372. case GC_CROSSRIPPERSLASHER:
  4373. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4374. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4375. else
  4376. {
  4377. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4378. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4379. }
  4380. break;
  4381. case GC_PHANTOMMENACE:
  4382. if( flag&1 )
  4383. { // Only Hits Invisible Targets
  4384. struct status_change *tsc = status_get_sc(bl);
  4385. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  4386. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4387. }
  4388. break;
  4389. case WL_CHAINLIGHTNING:
  4390. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4391. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4392. break;
  4393. case WL_DRAINLIFE:
  4394. {
  4395. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4396. int rate = 70 + 5 * skill_lv;
  4397. heal = heal * (5 + 5 * skill_lv) / 100;
  4398. if( bl->type == BL_SKILL )
  4399. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4400. if( heal && rnd()%100 < rate )
  4401. {
  4402. status_heal(src, heal, 0, 0);
  4403. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4404. }
  4405. }
  4406. break;
  4407. case WL_TETRAVORTEX:
  4408. if( sd && sc ) { // No SC? No spheres
  4409. int spheres[5] = { 0, 0, 0, 0, 0 },
  4410. positions[5] = {-1,-1,-1,-1,-1 },
  4411. i, j = 0, k, subskill = 0;
  4412. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4413. if( sc->data[i] ) {
  4414. spheres[j] = i;
  4415. positions[j] = sc->data[i]->val2;
  4416. j++;
  4417. }
  4418. // Sphere Sort, this time from new to old
  4419. for( i = 0; i <= j - 2; i++ )
  4420. for( k = i + 1; k <= j - 1; k++ )
  4421. if( positions[i] < positions[k] ) {
  4422. swap(positions[i],positions[k]);
  4423. swap(spheres[i],spheres[k]);
  4424. }
  4425. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4426. status_change_end(src, spheres[4], INVALID_TIMER);
  4427. j = 4;
  4428. }
  4429. k = 0;
  4430. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4431. switch( sc->data[spheres[i]]->val1 ) {
  4432. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4433. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4434. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4435. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4436. }
  4437. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4438. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4439. status_change_end(src, spheres[i], INVALID_TIMER);
  4440. }
  4441. }
  4442. break;
  4443. case WL_RELEASE:
  4444. if( sd )
  4445. {
  4446. int i;
  4447. // Priority is to release SpellBook
  4448. if( sc && sc->data[SC_READING_SB] )
  4449. { // SpellBook
  4450. uint16 skill_id, skill_lv, point, s = 0;
  4451. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4452. int cooldown;
  4453. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4454. if( sc->data[i] ) spell[s++] = i;
  4455. if ( s == 0 )
  4456. break;
  4457. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4458. if(sc->data[i] ){// Now extract the data from the preserved spell
  4459. skill_id = sc->data[i]->val1;
  4460. skill_lv = sc->data[i]->val2;
  4461. point = sc->data[i]->val3;
  4462. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4463. }else //something went wrong :(
  4464. break;
  4465. if( sc->data[SC_READING_SB]->val2 > point )
  4466. sc->data[SC_READING_SB]->val2 -= point;
  4467. else // Last spell to be released
  4468. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4469. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4470. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4471. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  4472. break;
  4473. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4474. skill_toggle_magicpower(src, skill_id);
  4475. switch( skill_get_casttype(skill_id) )
  4476. {
  4477. case CAST_GROUND:
  4478. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  4479. break;
  4480. case CAST_NODAMAGE:
  4481. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  4482. break;
  4483. case CAST_DAMAGE:
  4484. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  4485. break;
  4486. }
  4487. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  4488. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  4489. cooldown = pc_get_skillcooldown(sd,skill_id, skill_lv);
  4490. if( cooldown )
  4491. skill_blockpc_start(sd, skill_id, cooldown);
  4492. }
  4493. else
  4494. { // Summon Balls
  4495. int j = 0, k;
  4496. int spheres[5] = { 0, 0, 0, 0, 0 },
  4497. positions[5] = {-1,-1,-1,-1,-1 };
  4498. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4499. if( sc && sc->data[i] )
  4500. {
  4501. spheres[j] = i;
  4502. positions[j] = sc->data[i]->val2;
  4503. sc->data[i]->val2--; // Prepares for next position
  4504. j++;
  4505. }
  4506. if( j == 0 )
  4507. { // No Spheres
  4508. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4509. break;
  4510. }
  4511. // Sphere Sort
  4512. for( i = 0; i <= j - 2; i++ )
  4513. for( k = i + 1; k <= j - 1; k++ )
  4514. if( positions[i] > positions[k] )
  4515. {
  4516. swap(positions[i],positions[k]);
  4517. swap(spheres[i],spheres[k]);
  4518. }
  4519. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4520. for( i = 0; i < j; i++ )
  4521. {
  4522. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4523. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4524. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4525. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4526. }
  4527. clif_skill_nodamage(src,bl,skill_id,0,1);
  4528. }
  4529. }
  4530. break;
  4531. case WL_FROSTMISTY:
  4532. // Causes Freezing status through walls.
  4533. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4534. // Doesn't deal damage through non-shootable walls.
  4535. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  4536. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4537. break;
  4538. case WL_HELLINFERNO:
  4539. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4540. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4541. break;
  4542. case RA_WUGSTRIKE:
  4543. if( sd && pc_isridingwug(sd) ){
  4544. short x[8]={0,-1,-1,-1,0,1,1,1};
  4545. short y[8]={1,1,0,-1,-1,-1,0,1};
  4546. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4547. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  4548. {
  4549. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  4550. clif_fixpos(src);
  4551. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4552. }
  4553. break;
  4554. }
  4555. case RA_WUGBITE:
  4556. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4557. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4558. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4559. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4560. break;
  4561. case RA_SENSITIVEKEEN:
  4562. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4563. struct status_change * tsc = status_get_sc(bl);
  4564. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4565. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4566. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4567. }
  4568. }
  4569. else
  4570. {
  4571. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  4572. struct skill_unit_group* sg;
  4573. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  4574. {
  4575. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4576. {
  4577. struct item item_tmp;
  4578. memset(&item_tmp,0,sizeof(item_tmp));
  4579. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4580. item_tmp.identify = 1;
  4581. if( item_tmp.nameid )
  4582. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4583. }
  4584. skill_delunit(su);
  4585. }
  4586. }
  4587. break;
  4588. case NC_INFRAREDSCAN:
  4589. if( flag&1 )
  4590. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4591. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4592. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4593. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4594. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4595. }
  4596. else
  4597. {
  4598. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4599. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4600. if( sd ) pc_overheat(sd,1);
  4601. }
  4602. break;
  4603. case NC_MAGNETICFIELD:
  4604. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4605. break;
  4606. case SC_FATALMENACE:
  4607. if( flag&1 )
  4608. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4609. else
  4610. {
  4611. short x, y;
  4612. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4613. // Destination area
  4614. skill_area_temp[4] = x;
  4615. skill_area_temp[5] = y;
  4616. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4617. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4618. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4619. }
  4620. break;
  4621. case LG_PINPOINTATTACK:
  4622. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4623. clif_slide(src,bl->x,bl->y);
  4624. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4625. break;
  4626. case LG_SHIELDSPELL:
  4627. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4628. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4629. break;
  4630. case SR_DRAGONCOMBO:
  4631. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4632. break;
  4633. case SR_KNUCKLEARROW:
  4634. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4635. clif_slide(src,bl->x,bl->y);
  4636. clif_fixpos(src); // Aegis send this packet too.
  4637. }
  4638. if( flag&1 )
  4639. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4640. else
  4641. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4642. break;
  4643. case SR_HOWLINGOFLION:
  4644. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4645. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4646. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4647. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4648. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4649. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4650. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4651. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4652. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4653. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4654. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4655. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4656. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4657. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4658. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4659. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4660. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4661. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4662. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4663. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4664. break;
  4665. case SR_EARTHSHAKER:
  4666. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4667. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4668. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4669. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4670. } else {
  4671. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4672. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4673. }
  4674. break;
  4675. case SR_TIGERCANNON:
  4676. if ( flag&1 ) {
  4677. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4678. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4679. } else if ( sd ) {
  4680. int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
  4681. if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
  4682. if (sd)
  4683. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4684. break;
  4685. }
  4686. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4687. }
  4688. break;
  4689. case SO_POISON_BUSTER: {
  4690. struct status_change *tsc = status_get_sc(bl);
  4691. if( tsc && tsc->data[SC_POISON] ) {
  4692. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4693. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4694. }
  4695. else if( sd )
  4696. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4697. }
  4698. break;
  4699. case GN_SPORE_EXPLOSION:
  4700. if( flag&1 )
  4701. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4702. else {
  4703. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4704. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4705. }
  4706. break;
  4707. case KO_JYUMONJIKIRI: {
  4708. short x, y;
  4709. short dir = map_calc_dir(src,bl->x,bl->y);
  4710. if (dir > 0 && dir < 4)
  4711. x = 2;
  4712. else if (dir > 4)
  4713. x = -2;
  4714. else
  4715. x = 0;
  4716. if (dir > 2 && dir < 6)
  4717. y = 2;
  4718. else if (dir == 7 || dir < 2)
  4719. y = -2;
  4720. else
  4721. y = 0;
  4722. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  4723. clif_slide(src,bl->x + x,bl->y + y);
  4724. clif_fixpos(src); //The official server send these two packts.
  4725. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4726. }
  4727. }
  4728. break;
  4729. case EL_FIRE_BOMB:
  4730. case EL_FIRE_WAVE:
  4731. case EL_WATER_SCREW:
  4732. case EL_HURRICANE:
  4733. case EL_TYPOON_MIS:
  4734. if( flag&1 )
  4735. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4736. else {
  4737. int i = skill_get_splash(skill_id,skill_lv);
  4738. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4739. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4740. if( rnd()%100 < 30 )
  4741. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4742. else
  4743. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4744. }
  4745. break;
  4746. case EL_ROCK_CRUSHER:
  4747. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4748. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4749. if( rnd()%100 < 50 )
  4750. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4751. else
  4752. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4753. break;
  4754. case EL_STONE_RAIN:
  4755. if( flag&1 )
  4756. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4757. else {
  4758. int i = skill_get_splash(skill_id,skill_lv);
  4759. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4760. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4761. if( rnd()%100 < 30 )
  4762. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4763. else
  4764. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4765. }
  4766. break;
  4767. case EL_FIRE_ARROW:
  4768. case EL_ICE_NEEDLE:
  4769. case EL_WIND_SLASH:
  4770. case EL_STONE_HAMMER:
  4771. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4772. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4773. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4774. break;
  4775. case EL_TIDAL_WEAPON:
  4776. if( src->type == BL_ELEM ) {
  4777. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4778. struct status_change *sc = status_get_sc(&ele->bl);
  4779. struct status_change *tsc = status_get_sc(bl);
  4780. sc_type type = status_skill2sc(skill_id), type2;
  4781. type2 = type-1;
  4782. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4783. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4784. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4785. elemental_clean_single_effect(ele, skill_id);
  4786. }
  4787. if( rnd()%100 < 50 )
  4788. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4789. else {
  4790. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4791. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4792. }
  4793. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4794. }
  4795. break;
  4796. //recursive homon skill
  4797. case MH_MAGMA_FLOW:
  4798. case MH_HEILIGE_STANGE:
  4799. if(flag & 1){
  4800. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) ) break;//chance to not trigger atk for magma
  4801. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4802. }
  4803. else
  4804. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4805. break;
  4806. case MH_STAHL_HORN:
  4807. case MH_NEEDLE_OF_PARALYZE:
  4808. case MH_SONIC_CRAW:
  4809. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4810. break;
  4811. case MH_MIDNIGHT_FRENZY:
  4812. case MH_SILVERVEIN_RUSH:
  4813. {
  4814. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4815. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4816. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4817. }
  4818. break;
  4819. case MH_TINDER_BREAKER:
  4820. case MH_CBC:
  4821. case MH_EQC:
  4822. {
  4823. int duration=0;
  4824. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4825. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4826. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4827. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4828. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4829. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4830. if (skill_id==MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4831. #if PACKETVER >= 20111005
  4832. clif_snap(src, bl->x, bl->y);
  4833. #else
  4834. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4835. #endif
  4836. }
  4837. }
  4838. break;
  4839. case RL_H_MINE:
  4840. if (sd) {
  4841. //Splash damage around the main target(s)
  4842. if (!(flag&1) && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4843. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),
  4844. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4845. }
  4846. else {
  4847. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id)
  4848. {
  4849. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4850. tsc->data[SC_H_MINE]->val3 = 1; //Mark the SC end because not expired
  4851. status_change_end(bl,SC_H_MINE,INVALID_TIMER);
  4852. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4853. }
  4854. else if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) && !sd->flicker && !status_isdead(bl))
  4855. sc_start(src,bl,SC_H_MINE,100,skill_id,skill_get_time(skill_id,skill_lv));
  4856. }
  4857. }
  4858. else if (!sd && skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4859. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4860. break;
  4861. case 0:/* no skill - basic/normal attack */
  4862. if(sd) {
  4863. if (flag & 3){
  4864. if (bl->id != skill_area_temp[1])
  4865. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4866. } else {
  4867. skill_area_temp[1] = bl->id;
  4868. map_foreachinrange(skill_area_sub, bl,
  4869. sd->bonus.splash_range, BL_CHAR,
  4870. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4871. skill_castend_damage_id);
  4872. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4873. }
  4874. }
  4875. break;
  4876. default:
  4877. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4878. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4879. 0, abs(skill_get_num(skill_id, skill_lv)),
  4880. skill_id, skill_lv, skill_get_hit(skill_id));
  4881. map_freeblock_unlock();
  4882. return 1;
  4883. }
  4884. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4885. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4886. map_freeblock_unlock();
  4887. if( sd && !(flag&1) )
  4888. {// ensure that the skill last-cast tick is recorded
  4889. sd->canskill_tick = gettick();
  4890. if( sd->state.arrow_atk )
  4891. {// consume arrow on last invocation to this skill.
  4892. battle_consume_ammo(sd, skill_id, skill_lv);
  4893. }
  4894. // perform skill requirement consumption
  4895. skill_consume_requirement(sd,skill_id,skill_lv,2);
  4896. }
  4897. return 0;
  4898. }
  4899. /*==========================================
  4900. *
  4901. *------------------------------------------*/
  4902. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4903. {
  4904. struct map_session_data *sd, *dstsd;
  4905. struct mob_data *md, *dstmd;
  4906. struct homun_data *hd;
  4907. struct mercenary_data *mer;
  4908. struct status_data *sstatus, *tstatus;
  4909. struct status_change *tsc;
  4910. struct status_change_entry *tsce;
  4911. int chorusbonus = 0;
  4912. int i = 0;
  4913. enum sc_type type;
  4914. if(skill_id > 0 && !skill_lv) return 0; // celest
  4915. nullpo_retr(1, src);
  4916. nullpo_retr(1, bl);
  4917. if (src->m != bl->m)
  4918. return 1;
  4919. sd = BL_CAST(BL_PC, src);
  4920. hd = BL_CAST(BL_HOM, src);
  4921. md = BL_CAST(BL_MOB, src);
  4922. mer = BL_CAST(BL_MER, src);
  4923. dstsd = BL_CAST(BL_PC, bl);
  4924. dstmd = BL_CAST(BL_MOB, bl);
  4925. if(bl->prev == NULL)
  4926. return 1;
  4927. if(status_isdead(src))
  4928. return 1;
  4929. if( src != bl && status_isdead(bl) ) {
  4930. /**
  4931. * Skills that may be cast on dead targets
  4932. **/
  4933. switch( skill_id ) {
  4934. case NPC_WIDESOULDRAIN:
  4935. case PR_REDEMPTIO:
  4936. case ALL_RESURRECTION:
  4937. case WM_DEADHILLHERE:
  4938. break;
  4939. default:
  4940. return 1;
  4941. }
  4942. }
  4943. tstatus = status_get_status_data(bl);
  4944. sstatus = status_get_status_data(src);
  4945. // Minstrel/Wanderer number check for chorus skills.
  4946. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  4947. if( sd && sd->status.party_id ) {
  4948. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  4949. if( chorusbonus > 7 )
  4950. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  4951. else if( chorusbonus > 2 )
  4952. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  4953. }
  4954. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4955. switch (skill_id) {
  4956. case HLIF_HEAL: //[orn]
  4957. if (bl->type != BL_HOM) {
  4958. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  4959. break ;
  4960. }
  4961. case AL_HEAL:
  4962. case ALL_RESURRECTION:
  4963. case PR_ASPERSIO:
  4964. /**
  4965. * Arch Bishop
  4966. **/
  4967. case AB_RENOVATIO:
  4968. case AB_HIGHNESSHEAL:
  4969. //Apparently only player casted skills can be offensive like this.
  4970. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4971. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4972. //Offensive heal does not works on non-enemies. [Skotlex]
  4973. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4974. return 0;
  4975. }
  4976. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4977. }
  4978. break;
  4979. case SO_ELEMENTAL_SHIELD: {
  4980. struct party_data *p;
  4981. short ret = 0;
  4982. int x0, y0, x1, y1, range;
  4983. if(sd == NULL || !sd->ed)
  4984. break;
  4985. if((p = party_search(sd->status.party_id)) == NULL)
  4986. break;
  4987. range = skill_get_splash(skill_id,skill_lv);
  4988. x0 = sd->bl.x - range;
  4989. y0 = sd->bl.y - range;
  4990. x1 = sd->bl.x + range;
  4991. y1 = sd->bl.y + range;
  4992. elemental_delete(sd->ed,0);
  4993. if(!skill_check_unit_range(src,src->x,src->y,skill_id,skill_lv))
  4994. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag);
  4995. for(i = 0; i < MAX_PARTY; i++) {
  4996. struct map_session_data *psd = p->data[i].sd;
  4997. if(!psd)
  4998. continue;
  4999. if(psd->bl.m != sd->bl.m || !psd->bl.prev)
  5000. continue;
  5001. if(range && (psd->bl.x < x0 || psd->bl.y < y0 ||
  5002. psd->bl.x > x1 || psd->bl.y > y1))
  5003. continue;
  5004. if(!skill_check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv))
  5005. ret |= skill_castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag);
  5006. }
  5007. return ret;
  5008. }
  5009. break;
  5010. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5011. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5012. case MH_STEINWAND: {
  5013. struct block_list *s_src = battle_get_master(src);
  5014. short ret = 0;
  5015. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5016. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5017. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5018. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5019. if (hd)
  5020. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5021. return ret;
  5022. }
  5023. break;
  5024. default:
  5025. //Skill is actually ground placed.
  5026. if (src == bl && skill_get_unit_id(skill_id,0))
  5027. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5028. }
  5029. type = status_skill2sc(skill_id);
  5030. tsc = status_get_sc(bl);
  5031. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5032. if (src!=bl && type > -1 &&
  5033. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5034. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5035. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5036. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5037. map_freeblock_lock();
  5038. switch(skill_id)
  5039. {
  5040. case HLIF_HEAL: //[orn]
  5041. case AL_HEAL:
  5042. /**
  5043. * Arch Bishop
  5044. **/
  5045. case AB_HIGHNESSHEAL:
  5046. {
  5047. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5048. int heal_get_jobexp;
  5049. if( status_isimmune(bl) ||
  5050. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5051. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5052. heal=0;
  5053. if( tsc && tsc->count ) {
  5054. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5055. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5056. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5057. if (src == bl)
  5058. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5059. else {
  5060. bl = src;
  5061. dstsd = sd;
  5062. }
  5063. }
  5064. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5065. heal = 0; //Needed so that it actually displays 0 when healing.
  5066. }
  5067. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5068. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5069. heal = ~heal + 1;
  5070. heal_get_jobexp = status_heal(bl,heal,0,0);
  5071. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5072. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5073. if (heal_get_jobexp <= 0)
  5074. heal_get_jobexp = 1;
  5075. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5076. }
  5077. }
  5078. break;
  5079. case PR_REDEMPTIO:
  5080. if (sd && !(flag&1)) {
  5081. if (sd->status.party_id == 0) {
  5082. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5083. break;
  5084. }
  5085. skill_area_temp[0] = 0;
  5086. party_foreachsamemap(skill_area_sub,
  5087. sd,skill_get_splash(skill_id, skill_lv),
  5088. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5089. skill_castend_nodamage_id);
  5090. if (skill_area_temp[0] == 0) {
  5091. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5092. break;
  5093. }
  5094. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5095. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5096. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5097. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5098. clif_updatestatus(sd,SP_BASEEXP);
  5099. clif_updatestatus(sd,SP_JOBEXP);
  5100. }
  5101. status_set_hp(src, 1, 0);
  5102. status_set_sp(src, 0, 0);
  5103. break;
  5104. } else if (status_isdead(bl) && flag&1) { //Revive
  5105. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5106. skill_lv = 3; //Resurrection level 3 is used
  5107. } else //Invalid target, skip resurrection.
  5108. break;
  5109. case ALL_RESURRECTION:
  5110. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5111. { //No reviving in WoE grounds!
  5112. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5113. break;
  5114. }
  5115. if (!status_isdead(bl))
  5116. break;
  5117. {
  5118. int per = 0, sper = 0;
  5119. if (tsc && tsc->data[SC_HELLPOWER])
  5120. break;
  5121. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5122. break;
  5123. switch(skill_lv){
  5124. case 1: per=10; break;
  5125. case 2: per=30; break;
  5126. case 3: per=50; break;
  5127. case 4: per=80; break;
  5128. }
  5129. if(dstsd && dstsd->special_state.restart_full_recover)
  5130. per = sper = 100;
  5131. if (status_revive(bl, per, sper))
  5132. {
  5133. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5134. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5135. {
  5136. int exp = 0,jexp = 0;
  5137. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5138. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5139. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5140. if (exp < 1) exp = 1;
  5141. }
  5142. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5143. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5144. if (jexp < 1) jexp = 1;
  5145. }
  5146. if(exp > 0 || jexp > 0)
  5147. pc_gainexp (sd, bl, exp, jexp, false);
  5148. }
  5149. }
  5150. }
  5151. break;
  5152. case AL_DECAGI:
  5153. case MER_DECAGI:
  5154. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5155. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5156. break;
  5157. case AL_CRUCIS:
  5158. if (flag&1)
  5159. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5160. else {
  5161. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5162. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5163. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5164. }
  5165. break;
  5166. case PR_LEXDIVINA:
  5167. case MER_LEXDIVINA:
  5168. if( tsce )
  5169. status_change_end(bl,type, INVALID_TIMER);
  5170. else
  5171. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5172. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5173. break;
  5174. case SA_ABRACADABRA:
  5175. {
  5176. int abra_skill_id = 0, abra_skill_lv;
  5177. do {
  5178. i = rnd() % MAX_SKILL_ABRA_DB;
  5179. abra_skill_id = skill_abra_db[i].skill_id;
  5180. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5181. } while (abra_skill_id == 0 ||
  5182. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]
  5183. );
  5184. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5185. if( sd )
  5186. {// player-casted
  5187. sd->state.abra_flag = 1;
  5188. sd->skillitem = abra_skill_id;
  5189. sd->skillitemlv = abra_skill_lv;
  5190. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5191. }
  5192. else
  5193. {// mob-casted
  5194. struct unit_data *ud = unit_bl2ud(src);
  5195. int inf = skill_get_inf(abra_skill_id);
  5196. if (!ud) break;
  5197. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5198. if (src->type == BL_PET)
  5199. bl = (struct block_list*)((TBL_PET*)src)->master;
  5200. if (!bl) bl = src;
  5201. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5202. } else { //Assume offensive skills
  5203. int target_id = 0;
  5204. if (ud->target)
  5205. target_id = ud->target;
  5206. else switch (src->type) {
  5207. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5208. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5209. }
  5210. if (!target_id)
  5211. break;
  5212. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5213. bl = map_id2bl(target_id);
  5214. if (!bl) bl = src;
  5215. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5216. } else
  5217. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5218. }
  5219. }
  5220. }
  5221. break;
  5222. case SA_COMA:
  5223. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5224. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5225. break;
  5226. case SA_FULLRECOVERY:
  5227. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5228. if (status_isimmune(bl))
  5229. break;
  5230. status_percent_heal(bl, 100, 100);
  5231. break;
  5232. case NPC_ALLHEAL:
  5233. {
  5234. int heal;
  5235. if( status_isimmune(bl) )
  5236. break;
  5237. heal = status_percent_heal(bl, 100, 0);
  5238. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5239. if( dstmd )
  5240. { // Reset Damage Logs
  5241. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5242. dstmd->tdmg = 0;
  5243. }
  5244. }
  5245. break;
  5246. case SA_SUMMONMONSTER:
  5247. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5248. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5249. break;
  5250. case SA_LEVELUP:
  5251. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5252. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5253. break;
  5254. case SA_INSTANTDEATH:
  5255. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5256. status_kill(src);
  5257. break;
  5258. case SA_QUESTION:
  5259. clif_emotion(src,E_WHAT);
  5260. case SA_GRAVITY:
  5261. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5262. break;
  5263. case SA_CLASSCHANGE:
  5264. case SA_MONOCELL:
  5265. if (dstmd)
  5266. {
  5267. int class_;
  5268. if ( sd && dstmd->status.mode&MD_BOSS )
  5269. {
  5270. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5271. break;
  5272. }
  5273. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  5274. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5275. mob_class_change(dstmd,class_);
  5276. if( tsc && dstmd->status.mode&MD_BOSS )
  5277. {
  5278. 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 };
  5279. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5280. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5281. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5282. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5283. }
  5284. }
  5285. break;
  5286. case SA_DEATH:
  5287. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5288. {
  5289. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5290. break;
  5291. }
  5292. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5293. status_kill(bl);
  5294. break;
  5295. case SA_REVERSEORCISH:
  5296. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5297. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5298. break;
  5299. case SA_FORTUNE:
  5300. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5301. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5302. break;
  5303. case SA_TAMINGMONSTER:
  5304. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5305. if (sd && dstmd) {
  5306. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5307. if( i < MAX_PET_DB )
  5308. pet_catch_process1(sd, dstmd->mob_id);
  5309. }
  5310. break;
  5311. case CR_PROVIDENCE:
  5312. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5313. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5314. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5315. map_freeblock_unlock();
  5316. return 1;
  5317. }
  5318. }
  5319. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5320. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5321. break;
  5322. case CG_MARIONETTE:
  5323. {
  5324. struct status_change* sc = status_get_sc(src);
  5325. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5326. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5327. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5328. map_freeblock_unlock();
  5329. return 1;
  5330. }
  5331. if( sc && tsc )
  5332. {
  5333. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5334. {
  5335. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5336. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5337. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5338. }
  5339. else
  5340. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5341. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5342. {
  5343. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5344. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5345. }
  5346. else
  5347. {
  5348. if( sd )
  5349. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5350. map_freeblock_unlock();
  5351. return 1;
  5352. }
  5353. }
  5354. }
  5355. break;
  5356. case RG_CLOSECONFINE:
  5357. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5358. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5359. break;
  5360. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5361. case SA_FROSTWEAPON:
  5362. case SA_LIGHTNINGLOADER:
  5363. case SA_SEISMICWEAPON:
  5364. if (dstsd) {
  5365. if(dstsd->status.weapon == W_FIST ||
  5366. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5367. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5368. dstsd->sc.data[SC_FIREWEAPON] ||
  5369. dstsd->sc.data[SC_WATERWEAPON] ||
  5370. dstsd->sc.data[SC_WINDWEAPON] ||
  5371. dstsd->sc.data[SC_EARTHWEAPON] ||
  5372. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5373. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5374. dstsd->sc.data[SC_ENCPOISON]
  5375. ))
  5376. ) {
  5377. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5378. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5379. break;
  5380. }
  5381. }
  5382. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5383. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  5384. if (sd)
  5385. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5386. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5387. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5388. }
  5389. break;
  5390. case PR_ASPERSIO:
  5391. if (sd && dstmd) {
  5392. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5393. break;
  5394. }
  5395. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5396. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5397. break;
  5398. case ITEM_ENCHANTARMS:
  5399. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5400. sc_start2(src,bl,type,100,skill_lv,
  5401. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5402. break;
  5403. case TK_SEVENWIND:
  5404. switch(skill_get_ele(skill_id,skill_lv)) {
  5405. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5406. case ELE_WIND : type = SC_WINDWEAPON; break;
  5407. case ELE_WATER : type = SC_WATERWEAPON; break;
  5408. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5409. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5410. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5411. case ELE_HOLY : type = SC_ASPERSIO; break;
  5412. }
  5413. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5414. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5415. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5416. break;
  5417. case PR_KYRIE:
  5418. case MER_KYRIE:
  5419. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5420. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5421. break;
  5422. //Passive Magnum, should had been casted on yourself.
  5423. case SM_MAGNUM:
  5424. case MS_MAGNUM:
  5425. skill_area_temp[1] = 0;
  5426. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5427. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5428. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5429. // Initiate 10% of your damage becomes fire element.
  5430. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5431. if( sd )
  5432. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5433. else if( bl->type == BL_MER )
  5434. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5435. break;
  5436. case TK_JUMPKICK:
  5437. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5438. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  5439. {
  5440. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  5441. {
  5442. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5443. clif_slide(src,bl->x,bl->y);
  5444. }
  5445. }
  5446. else
  5447. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5448. break;
  5449. case AL_INCAGI:
  5450. case AL_BLESSING:
  5451. case MER_INCAGI:
  5452. case MER_BLESSING:
  5453. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5454. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5455. break;
  5456. }
  5457. case PR_SLOWPOISON:
  5458. case PR_IMPOSITIO:
  5459. case PR_LEXAETERNA:
  5460. case PR_SUFFRAGIUM:
  5461. case PR_BENEDICTIO:
  5462. case LK_BERSERK:
  5463. case MS_BERSERK:
  5464. case KN_AUTOCOUNTER:
  5465. case KN_TWOHANDQUICKEN:
  5466. case KN_ONEHAND:
  5467. case MER_QUICKEN:
  5468. case CR_SPEARQUICKEN:
  5469. case CR_REFLECTSHIELD:
  5470. case MS_REFLECTSHIELD:
  5471. case AS_POISONREACT:
  5472. case MC_LOUD:
  5473. case MG_ENERGYCOAT:
  5474. case MO_EXPLOSIONSPIRITS:
  5475. case MO_STEELBODY:
  5476. case MO_BLADESTOP:
  5477. case LK_AURABLADE:
  5478. case LK_PARRYING:
  5479. case MS_PARRYING:
  5480. case LK_CONCENTRATION:
  5481. case WS_CARTBOOST:
  5482. case SN_SIGHT:
  5483. case WS_MELTDOWN:
  5484. case WS_OVERTHRUSTMAX:
  5485. case ST_REJECTSWORD:
  5486. case HW_MAGICPOWER:
  5487. case PF_MEMORIZE:
  5488. case PA_SACRIFICE:
  5489. case ASC_EDP:
  5490. case PF_DOUBLECASTING:
  5491. case SG_SUN_COMFORT:
  5492. case SG_MOON_COMFORT:
  5493. case SG_STAR_COMFORT:
  5494. case NPC_HALLUCINATION:
  5495. case GS_MADNESSCANCEL:
  5496. case GS_ADJUSTMENT:
  5497. case GS_INCREASING:
  5498. case NJ_KASUMIKIRI:
  5499. case NJ_UTSUSEMI:
  5500. case NJ_NEN:
  5501. case NPC_DEFENDER:
  5502. case NPC_MAGICMIRROR:
  5503. case ST_PRESERVE:
  5504. case NPC_INVINCIBLE:
  5505. case NPC_INVINCIBLEOFF:
  5506. case RK_DEATHBOUND:
  5507. case AB_RENOVATIO:
  5508. case AB_EXPIATIO:
  5509. case AB_DUPLELIGHT:
  5510. case AB_SECRAMENT:
  5511. case NC_ACCELERATION:
  5512. case NC_HOVERING:
  5513. case NC_SHAPESHIFT:
  5514. case WL_RECOGNIZEDSPELL:
  5515. case GC_VENOMIMPRESS:
  5516. case SC_DEADLYINFECT:
  5517. case LG_EXEEDBREAK:
  5518. case LG_PRESTIGE:
  5519. case SR_CRESCENTELBOW:
  5520. case SR_LIGHTNINGWALK:
  5521. case GN_CARTBOOST:
  5522. case KO_MEIKYOUSISUI:
  5523. case ALL_ODINS_POWER:
  5524. case ALL_FULL_THROTTLE:
  5525. case RA_UNLIMIT:
  5526. case WL_TELEKINESIS_INTENSE:
  5527. case RL_HEAT_BARREL:
  5528. case RL_P_ALTER:
  5529. case RL_E_CHAIN:
  5530. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5531. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5532. break;
  5533. case SO_STRIKING:
  5534. if (sd) {
  5535. int bonus = 8 + 2 * skill_lv;
  5536. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5537. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5538. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5539. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5540. 0
  5541. );
  5542. }
  5543. break;
  5544. case NPC_STOP:
  5545. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5546. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5547. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5548. break;
  5549. case HP_ASSUMPTIO:
  5550. if( sd && dstmd )
  5551. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5552. else
  5553. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5554. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5555. break;
  5556. case MG_SIGHT:
  5557. case MER_SIGHT:
  5558. case AL_RUWACH:
  5559. case WZ_SIGHTBLASTER:
  5560. case NPC_WIDESIGHT:
  5561. case NPC_STONESKIN:
  5562. case NPC_ANTIMAGIC:
  5563. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5564. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5565. break;
  5566. case HLIF_AVOID:
  5567. case HAMI_DEFENCE:
  5568. i = skill_get_time(skill_id,skill_lv);
  5569. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5570. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5571. break;
  5572. case NJ_BUNSINJYUTSU:
  5573. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5574. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5575. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5576. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5577. break;
  5578. /* Was modified to only affect targetted char. [Skotlex]
  5579. case HP_ASSUMPTIO:
  5580. if (flag&1)
  5581. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5582. else
  5583. {
  5584. map_foreachinrange(skill_area_sub, bl,
  5585. skill_get_splash(skill_id, skill_lv), BL_PC,
  5586. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5587. skill_castend_nodamage_id);
  5588. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5589. }
  5590. break;
  5591. */
  5592. case SM_ENDURE:
  5593. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5594. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5595. break;
  5596. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5597. if (sd && dstsd && dstsd->sc.count) {
  5598. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5599. dstsd->sc.data[SC_WATERWEAPON] ||
  5600. dstsd->sc.data[SC_WINDWEAPON] ||
  5601. dstsd->sc.data[SC_EARTHWEAPON] ||
  5602. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5603. dstsd->sc.data[SC_GHOSTWEAPON]
  5604. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5605. ) {
  5606. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5607. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5608. break;
  5609. }
  5610. }
  5611. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5612. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5613. break;
  5614. case LK_TENSIONRELAX:
  5615. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5616. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5617. skill_get_time(skill_id,skill_lv)));
  5618. break;
  5619. case MC_CHANGECART:
  5620. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5621. break;
  5622. case TK_MISSION:
  5623. if (sd) {
  5624. int id;
  5625. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5626. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5627. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5628. break;
  5629. }
  5630. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5631. if (!id) {
  5632. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5633. break;
  5634. }
  5635. sd->mission_mobid = id;
  5636. sd->mission_count = 0;
  5637. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5638. clif_mission_info(sd, id, 0);
  5639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5640. }
  5641. break;
  5642. case AC_CONCENTRATION:
  5643. {
  5644. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5645. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5646. map_foreachinrange( status_change_timer_sub, src,
  5647. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5648. src,NULL,type,tick);
  5649. }
  5650. break;
  5651. case SM_PROVOKE:
  5652. case SM_SELFPROVOKE:
  5653. case MER_PROVOKE:
  5654. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5655. {
  5656. map_freeblock_unlock();
  5657. return 1;
  5658. }
  5659. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5660. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5661. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5662. if( !i )
  5663. {
  5664. if( sd )
  5665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5666. map_freeblock_unlock();
  5667. return 0;
  5668. }
  5669. unit_skillcastcancel(bl, 2);
  5670. if( tsc && tsc->count )
  5671. {
  5672. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5673. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5674. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5675. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5676. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5677. }
  5678. if( dstmd )
  5679. {
  5680. dstmd->state.provoke_flag = src->id;
  5681. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5682. }
  5683. break;
  5684. case ML_DEVOTION:
  5685. case CR_DEVOTION:
  5686. {
  5687. int count, lv;
  5688. if( !dstsd || (!sd && !mer) )
  5689. { // Only players can be devoted
  5690. if( sd )
  5691. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5692. break;
  5693. }
  5694. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5695. lv = -lv;
  5696. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5697. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5698. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5699. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5700. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5701. {
  5702. if( sd )
  5703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5704. map_freeblock_unlock();
  5705. return 1;
  5706. }
  5707. i = 0;
  5708. count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
  5709. if( sd )
  5710. { // Player Devoting Player
  5711. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5712. if( i == count )
  5713. {
  5714. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5715. if( i == count )
  5716. { // No free slots, skill Fail
  5717. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5718. map_freeblock_unlock();
  5719. return 1;
  5720. }
  5721. }
  5722. sd->devotion[i] = bl->id;
  5723. }
  5724. else
  5725. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5726. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5727. sc_start4(src, bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
  5728. clif_devotion(src, NULL);
  5729. }
  5730. break;
  5731. case MO_CALLSPIRITS:
  5732. if(sd) {
  5733. int limit = skill_lv;
  5734. if( sd->sc.data[SC_RAISINGDRAGON] )
  5735. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5736. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5737. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5738. }
  5739. break;
  5740. case CH_SOULCOLLECT:
  5741. if(sd) {
  5742. int limit = 5;
  5743. if( sd->sc.data[SC_RAISINGDRAGON] )
  5744. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5745. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5746. for (i = 0; i < limit; i++)
  5747. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5748. }
  5749. break;
  5750. case MO_KITRANSLATION:
  5751. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) {
  5752. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5753. }
  5754. break;
  5755. case TK_TURNKICK:
  5756. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5757. if (skill_area_temp[1] != bl->id) {
  5758. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5759. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5760. }
  5761. break;
  5762. case MO_ABSORBSPIRITS:
  5763. i = 0;
  5764. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5765. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5766. i = dstsd->spiritball * 7;
  5767. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5768. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5769. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5770. i = 2 * dstmd->level;
  5771. mob_target(dstmd,src,0);
  5772. }
  5773. if (i) status_heal(src, 0, i, 3);
  5774. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5775. break;
  5776. case AC_MAKINGARROW:
  5777. if(sd) {
  5778. clif_arrow_create_list(sd);
  5779. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5780. }
  5781. break;
  5782. case AM_PHARMACY:
  5783. if(sd) {
  5784. clif_skill_produce_mix_list(sd,skill_id,22);
  5785. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5786. }
  5787. break;
  5788. case SA_CREATECON:
  5789. if(sd) {
  5790. clif_elementalconverter_list(sd);
  5791. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5792. }
  5793. break;
  5794. case BS_HAMMERFALL:
  5795. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5796. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5797. break;
  5798. case RG_RAID:
  5799. skill_area_temp[1] = 0;
  5800. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5801. map_foreachinrange(skill_area_sub, bl,
  5802. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5803. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5804. skill_castend_damage_id);
  5805. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5806. break;
  5807. //List of self skills that give damage around caster
  5808. case RL_FLICKER:
  5809. if (sd) {
  5810. sd->skill_id_old = RL_FLICKER;
  5811. sd->flicker = true;
  5812. }
  5813. case ASC_METEORASSAULT:
  5814. case GS_SPREADATTACK:
  5815. case RK_STORMBLAST:
  5816. case NC_AXETORNADO:
  5817. case GC_COUNTERSLASH:
  5818. case SR_SKYNETBLOW:
  5819. case SR_RAMPAGEBLASTER:
  5820. case SR_HOWLINGOFLION:
  5821. case KO_HAPPOKUNAI:
  5822. case RL_FIREDANCE:
  5823. case RL_R_TRIP:
  5824. skill_area_temp[1] = 0;
  5825. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5826. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5827. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5828. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5829. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5830. if (sd && skill_id == RL_FLICKER)
  5831. sd->flicker = false;
  5832. break;
  5833. case NC_EMERGENCYCOOL:
  5834. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5835. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5836. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5837. break;
  5838. case SR_WINDMILL:
  5839. case GN_CART_TORNADO:
  5840. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5841. case SR_EARTHSHAKER:
  5842. case NC_INFRAREDSCAN:
  5843. case NPC_EARTHQUAKE:
  5844. case NPC_VAMPIRE_GIFT:
  5845. case NPC_HELLJUDGEMENT:
  5846. case NPC_PULSESTRIKE:
  5847. case LG_MOONSLASHER:
  5848. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5849. break;
  5850. case KN_BRANDISHSPEAR:
  5851. case ML_BRANDISH:
  5852. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5853. break;
  5854. case WZ_SIGHTRASHER:
  5855. //Passive side of the attack.
  5856. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5857. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5858. map_foreachinrange(skill_area_sub,src,
  5859. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5860. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5861. skill_castend_damage_id);
  5862. break;
  5863. case NJ_HYOUSYOURAKU:
  5864. case NJ_RAIGEKISAI:
  5865. case WZ_FROSTNOVA:
  5866. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5867. skill_area_temp[1] = 0;
  5868. map_foreachinrange(skill_attack_area, src,
  5869. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5870. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5871. break;
  5872. case HVAN_EXPLOSION: //[orn]
  5873. case NPC_SELFDESTRUCTION:
  5874. //Self Destruction hits everyone in range (allies+enemies)
  5875. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5876. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  5877. BCT_ENEMY:BCT_ALL;
  5878. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5879. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5880. map_foreachinrange(skill_area_sub, bl,
  5881. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5882. src, skill_id, skill_lv, tick, flag|i,
  5883. skill_castend_damage_id);
  5884. if(map_addblock(src))
  5885. return 1;
  5886. status_damage(src, src, sstatus->max_hp,0,0,1);
  5887. break;
  5888. case AL_ANGELUS:
  5889. case PR_MAGNIFICAT:
  5890. case PR_GLORIA:
  5891. case SN_WINDWALK:
  5892. case CASH_BLESSING:
  5893. case CASH_INCAGI:
  5894. case CASH_ASSUMPTIO:
  5895. case WM_FRIGG_SONG:
  5896. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5897. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5898. else if( sd )
  5899. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5900. break;
  5901. case MER_MAGNIFICAT:
  5902. if( mer != NULL )
  5903. {
  5904. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5905. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5906. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5907. else if( mer->master && !(flag&1) )
  5908. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5909. }
  5910. break;
  5911. case BS_ADRENALINE:
  5912. case BS_ADRENALINE2:
  5913. case BS_WEAPONPERFECT:
  5914. case BS_OVERTHRUST:
  5915. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5916. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5917. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  5918. } else if (sd) {
  5919. party_foreachsamemap(skill_area_sub,
  5920. sd,skill_get_splash(skill_id, skill_lv),
  5921. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5922. skill_castend_nodamage_id);
  5923. }
  5924. break;
  5925. case BS_MAXIMIZE:
  5926. case NV_TRICKDEAD:
  5927. case CR_DEFENDER:
  5928. case ML_DEFENDER:
  5929. case CR_AUTOGUARD:
  5930. case ML_AUTOGUARD:
  5931. case TK_READYSTORM:
  5932. case TK_READYDOWN:
  5933. case TK_READYTURN:
  5934. case TK_READYCOUNTER:
  5935. case TK_DODGE:
  5936. case CR_SHRINK:
  5937. case SG_FUSION:
  5938. case GS_GATLINGFEVER:
  5939. if( tsce )
  5940. {
  5941. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5942. map_freeblock_unlock();
  5943. return 0;
  5944. }
  5945. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5946. break;
  5947. case SL_KAITE:
  5948. case SL_KAAHI:
  5949. case SL_KAIZEL:
  5950. case SL_KAUPE:
  5951. if (sd) {
  5952. if (!dstsd || !(
  5953. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5954. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5955. dstsd->status.char_id == sd->status.char_id ||
  5956. dstsd->status.char_id == sd->status.partner_id ||
  5957. dstsd->status.char_id == sd->status.child
  5958. )) {
  5959. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8);
  5960. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5961. break;
  5962. }
  5963. }
  5964. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5965. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5966. break;
  5967. case SM_AUTOBERSERK:
  5968. case MER_AUTOBERSERK:
  5969. if( tsce )
  5970. i = status_change_end(bl, type, INVALID_TIMER);
  5971. else
  5972. i = sc_start(src,bl,type,100,skill_lv,60000);
  5973. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5974. break;
  5975. case TF_HIDING:
  5976. case ST_CHASEWALK:
  5977. case KO_YAMIKUMO:
  5978. if (tsce)
  5979. {
  5980. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5981. map_freeblock_unlock();
  5982. return 0;
  5983. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5984. //Mado Gear cannot hide
  5985. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5986. map_freeblock_unlock();
  5987. return 0;
  5988. }
  5989. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5990. break;
  5991. case TK_RUN:
  5992. if (tsce)
  5993. {
  5994. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5995. map_freeblock_unlock();
  5996. return 0;
  5997. }
  5998. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  5999. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6000. clif_walkok(sd); // So aegis has to resend the walk ok.
  6001. break;
  6002. case AS_CLOAKING:
  6003. case GC_CLOAKINGEXCEED:
  6004. case LG_FORCEOFVANGUARD:
  6005. case SC_REPRODUCE:
  6006. case SC_INVISIBILITY:
  6007. case RA_CAMOUFLAGE:
  6008. if (tsce) {
  6009. i = status_change_end(bl, type, INVALID_TIMER);
  6010. if( i )
  6011. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6012. else if( sd )
  6013. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6014. map_freeblock_unlock();
  6015. return 0;
  6016. }
  6017. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6018. if( i )
  6019. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6020. else if( sd )
  6021. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6022. break;
  6023. case BD_ADAPTATION:
  6024. if(tsc && tsc->data[SC_DANCING]){
  6025. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6026. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6027. }
  6028. break;
  6029. case BA_FROSTJOKER:
  6030. case DC_SCREAM:
  6031. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6032. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6033. if (md) {
  6034. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6035. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6036. char temp[70];
  6037. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)].desc);
  6038. clif_disp_overhead(&md->bl,temp);
  6039. }
  6040. break;
  6041. case BA_PANGVOICE:
  6042. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6043. break;
  6044. case DC_WINKCHARM:
  6045. if( dstsd )
  6046. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6047. else
  6048. if( dstmd )
  6049. {
  6050. if( status_get_lv(src) > status_get_lv(bl)
  6051. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6052. && !(tstatus->mode&MD_BOSS) )
  6053. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6054. else
  6055. {
  6056. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6057. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6058. }
  6059. }
  6060. break;
  6061. case TF_STEAL:
  6062. if(sd) {
  6063. if(pc_steal_item(sd,bl,skill_lv))
  6064. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6065. else
  6066. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6067. }
  6068. break;
  6069. case RG_STEALCOIN:
  6070. if(sd) {
  6071. if(pc_steal_coin(sd,bl))
  6072. {
  6073. dstmd->state.provoke_flag = src->id;
  6074. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6075. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6076. }
  6077. else
  6078. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6079. }
  6080. break;
  6081. case MG_STONECURSE:
  6082. {
  6083. int brate = 0;
  6084. if (tstatus->mode&MD_BOSS) {
  6085. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6086. break;
  6087. }
  6088. if(status_isimmune(bl) || !tsc)
  6089. break;
  6090. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  6091. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6092. if (tsc->data[SC_STONE]) {
  6093. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6094. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6095. break;
  6096. }
  6097. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6098. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  6099. skill_get_time2(skill_id,skill_lv)))
  6100. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6101. else if(sd) {
  6102. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6103. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6104. if (skill_lv > 5)
  6105. { // not to consume items
  6106. map_freeblock_unlock();
  6107. return 0;
  6108. }
  6109. }
  6110. }
  6111. break;
  6112. case NV_FIRSTAID:
  6113. clif_skill_nodamage(src,bl,skill_id,5,1);
  6114. status_heal(bl,5,0,0);
  6115. break;
  6116. case AL_CURE:
  6117. if(status_isimmune(bl)) {
  6118. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6119. break;
  6120. }
  6121. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6122. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6123. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6124. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6125. break;
  6126. case TF_DETOXIFY:
  6127. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6128. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6129. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6130. break;
  6131. case PR_STRECOVERY:
  6132. if(status_isimmune(bl)) {
  6133. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6134. break;
  6135. }
  6136. if (tsc && tsc->opt1) {
  6137. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6138. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6139. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6140. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6141. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6142. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6143. }
  6144. //Is this equation really right? It looks so... special.
  6145. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6146. {
  6147. status_change_start(src,bl, SC_BLIND,
  6148. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6149. 1,0,0,0,
  6150. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  6151. }
  6152. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6153. if(dstmd)
  6154. mob_unlocktarget(dstmd,tick);
  6155. break;
  6156. // Mercenary Supportive Skills
  6157. case MER_BENEDICTION:
  6158. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6159. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6160. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6161. break;
  6162. case MER_COMPRESS:
  6163. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6164. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6165. break;
  6166. case MER_MENTALCURE:
  6167. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6168. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6169. break;
  6170. case MER_RECUPERATE:
  6171. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6172. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6173. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6174. break;
  6175. case MER_REGAIN:
  6176. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6177. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6178. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6179. break;
  6180. case MER_TENDER:
  6181. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6182. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6183. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6184. break;
  6185. case MER_SCAPEGOAT:
  6186. if( mer && mer->master )
  6187. {
  6188. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6189. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6190. }
  6191. break;
  6192. case MER_ESTIMATION:
  6193. if( !mer )
  6194. break;
  6195. sd = mer->master;
  6196. case WZ_ESTIMATION:
  6197. if( sd == NULL )
  6198. break;
  6199. if( dstsd )
  6200. { // Fail on Players
  6201. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6202. break;
  6203. }
  6204. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6205. break; // Cannot be Used on Emperium
  6206. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6207. clif_skill_estimation(sd, bl);
  6208. if( skill_id == MER_ESTIMATION )
  6209. sd = NULL;
  6210. break;
  6211. case BS_REPAIRWEAPON:
  6212. if(sd && dstsd)
  6213. clif_item_repair_list(sd,dstsd,skill_lv);
  6214. break;
  6215. case MC_IDENTIFY:
  6216. if(sd) {
  6217. clif_item_identify_list(sd);
  6218. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6219. map_freeblock_unlock();
  6220. return 1;
  6221. }
  6222. else { // consume sp only if succeeded
  6223. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6224. status_zap(src,0,req.sp);
  6225. }
  6226. }
  6227. break;
  6228. // Weapon Refining [Celest]
  6229. case WS_WEAPONREFINE:
  6230. if(sd)
  6231. clif_item_refine_list(sd);
  6232. break;
  6233. case MC_VENDING:
  6234. if(sd)
  6235. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6236. if ( !pc_can_give_items(sd) )
  6237. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6238. else {
  6239. sd->state.prevend = 1;
  6240. clif_openvendingreq(sd,2+skill_lv);
  6241. }
  6242. }
  6243. break;
  6244. case AL_TELEPORT:
  6245. case ALL_ODINS_RECALL:
  6246. if(sd)
  6247. {
  6248. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6249. clif_skill_teleportmessage(sd,0);
  6250. break;
  6251. }
  6252. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6253. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6254. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6255. break;
  6256. }
  6257. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6258. {
  6259. if( skill_lv == 1 )
  6260. pc_randomwarp(sd,CLR_TELEPORT);
  6261. else
  6262. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6263. break;
  6264. }
  6265. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6266. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6267. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6268. else
  6269. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6270. } else
  6271. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6272. break;
  6273. case NPC_EXPULSION:
  6274. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6275. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6276. break;
  6277. case AL_HOLYWATER:
  6278. if(sd) {
  6279. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  6280. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6281. else
  6282. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6283. }
  6284. break;
  6285. case TF_PICKSTONE:
  6286. if(sd) {
  6287. int eflag;
  6288. struct item item_tmp;
  6289. struct block_list tbl;
  6290. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6291. memset(&item_tmp,0,sizeof(item_tmp));
  6292. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6293. item_tmp.nameid = ITEMID_STONE;
  6294. item_tmp.identify = 1;
  6295. tbl.id = 0;
  6296. clif_takeitem(&sd->bl,&tbl);
  6297. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6298. if(eflag) {
  6299. clif_additem(sd,0,0,eflag);
  6300. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6301. }
  6302. }
  6303. break;
  6304. case ASC_CDP:
  6305. if(sd) {
  6306. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6307. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6308. }
  6309. break;
  6310. case RG_STRIPWEAPON:
  6311. case RG_STRIPSHIELD:
  6312. case RG_STRIPARMOR:
  6313. case RG_STRIPHELM:
  6314. case ST_FULLSTRIP:
  6315. case GC_WEAPONCRUSH:
  6316. case SC_STRIPACCESSARY: {
  6317. unsigned short location = 0;
  6318. int d = 0;
  6319. //Rate in percent
  6320. if ( skill_id == ST_FULLSTRIP ) {
  6321. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6322. } else if( skill_id == SC_STRIPACCESSARY ) {
  6323. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6324. } else {
  6325. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6326. }
  6327. if (i < 5) i = 5; //Minimum rate 5%
  6328. //Duration in ms
  6329. if( skill_id == GC_WEAPONCRUSH){
  6330. d = skill_get_time(skill_id,skill_lv);
  6331. if(bl->type == BL_PC)
  6332. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6333. else
  6334. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6335. }else
  6336. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6337. if (d < 0) d = 0; //Minimum duration 0ms
  6338. switch (skill_id) {
  6339. case RG_STRIPWEAPON:
  6340. case GC_WEAPONCRUSH:
  6341. location = EQP_WEAPON;
  6342. break;
  6343. case RG_STRIPSHIELD:
  6344. location = EQP_SHIELD;
  6345. break;
  6346. case RG_STRIPARMOR:
  6347. location = EQP_ARMOR;
  6348. break;
  6349. case RG_STRIPHELM:
  6350. location = EQP_HELM;
  6351. break;
  6352. case ST_FULLSTRIP:
  6353. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6354. break;
  6355. case SC_STRIPACCESSARY:
  6356. location = EQP_ACC;
  6357. break;
  6358. }
  6359. //Special message when trying to use strip on FCP [Jobbie]
  6360. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  6361. {
  6362. clif_gospel_info(sd, 0x28);
  6363. break;
  6364. }
  6365. //Attempts to strip at rate i and duration d
  6366. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6367. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6368. //Nothing stripped.
  6369. if( sd && !i )
  6370. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6371. break;
  6372. }
  6373. case AM_BERSERKPITCHER:
  6374. case AM_POTIONPITCHER: {
  6375. int i,hp = 0,sp = 0;
  6376. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6377. map_freeblock_unlock();
  6378. return 1;
  6379. }
  6380. if( sd ) {
  6381. int x,bonus=100;
  6382. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6383. x = skill_lv%11 - 1;
  6384. i = pc_search_inventory(sd, require.itemid[x]);
  6385. if (i < 0 || require.itemid[x] <= 0) {
  6386. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6387. map_freeblock_unlock();
  6388. return 1;
  6389. }
  6390. if (sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < require.amount[x]) {
  6391. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6392. map_freeblock_unlock();
  6393. return 1;
  6394. }
  6395. if( skill_id == AM_BERSERKPITCHER ) {
  6396. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  6397. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6398. map_freeblock_unlock();
  6399. return 1;
  6400. }
  6401. }
  6402. potion_flag = 1;
  6403. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6404. potion_target = bl->id;
  6405. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  6406. potion_flag = potion_target = 0;
  6407. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6408. bonus += sd->status.base_level;
  6409. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6410. hp = tstatus->max_hp * potion_per_hp / 100;
  6411. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6412. if( dstsd ) {
  6413. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6414. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6415. }
  6416. } else {
  6417. if( potion_hp > 0 ) {
  6418. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6419. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6420. if( dstsd )
  6421. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6422. }
  6423. if( potion_sp > 0 ) {
  6424. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6425. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6426. if( dstsd )
  6427. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6428. }
  6429. }
  6430. if (sd->itemgrouphealrate[IG_POTION]>0) {
  6431. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  6432. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  6433. }
  6434. if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
  6435. hp += hp * i / 100;
  6436. sp += sp * i / 100;
  6437. }
  6438. } else {
  6439. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6440. switch (skill_lv) {
  6441. case 1: hp = 45; break;
  6442. case 2: hp = 105; break;
  6443. case 3: hp = 175; break;
  6444. default: hp = 325; break;
  6445. }
  6446. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6447. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6448. if( dstsd )
  6449. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6450. }
  6451. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6452. hp += hp * i / 100;
  6453. sp += sp * i / 100;
  6454. }
  6455. if( tsc && tsc->count ) {
  6456. if( tsc->data[SC_CRITICALWOUND] ) {
  6457. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6458. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6459. }
  6460. if( tsc->data[SC_DEATHHURT] ) {
  6461. hp -= hp * 20 / 100;
  6462. sp -= sp * 20 / 100;
  6463. }
  6464. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6465. hp += hp / 10;
  6466. sp += sp / 10;
  6467. }
  6468. }
  6469. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6470. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6471. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6472. if( sp > 0 )
  6473. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6474. #ifdef RENEWAL
  6475. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6476. sp = 0;
  6477. #endif
  6478. status_heal(bl,hp,sp,0);
  6479. }
  6480. break;
  6481. case AM_CP_WEAPON:
  6482. case AM_CP_SHIELD:
  6483. case AM_CP_ARMOR:
  6484. case AM_CP_HELM:
  6485. {
  6486. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6487. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6488. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6489. map_freeblock_unlock(); // Don't consume item requirements
  6490. return 0;
  6491. }
  6492. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6493. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6494. }
  6495. break;
  6496. case AM_TWILIGHT1:
  6497. if (sd) {
  6498. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6499. //Prepare 200 White Potions.
  6500. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6502. }
  6503. break;
  6504. case AM_TWILIGHT2:
  6505. if (sd) {
  6506. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6507. //Prepare 200 Slim White Potions.
  6508. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6509. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6510. }
  6511. break;
  6512. case AM_TWILIGHT3:
  6513. if (sd) {
  6514. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6515. if( ebottle >= 0 )
  6516. ebottle = sd->status.inventory[ebottle].amount;
  6517. //check if you can produce all three, if not, then fail:
  6518. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6519. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6520. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6521. || ebottle < 200 //200 empty bottle are required at total.
  6522. ) {
  6523. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6524. break;
  6525. }
  6526. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6527. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6528. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6529. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6530. }
  6531. break;
  6532. case SA_DISPELL:
  6533. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6534. {
  6535. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6536. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6537. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6538. || rnd()%100 >= 50+10*skill_lv
  6539. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6540. {
  6541. if (sd)
  6542. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6543. break;
  6544. }
  6545. if(status_isimmune(bl))
  6546. break;
  6547. //Remove bonus_script when dispelled
  6548. if (dstsd)
  6549. pc_bonus_script_clear(dstsd,BONUS_FLAG_REM_ON_DISPELL);
  6550. if(!tsc || !tsc->count)
  6551. break;
  6552. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6553. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6554. break;
  6555. }
  6556. for(i=0;i<SC_MAX;i++) {
  6557. if (!tsc->data[i])
  6558. continue;
  6559. switch (i) {
  6560. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6561. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6562. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6563. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6564. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6565. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6566. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6567. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6568. case SC_EDP: case SC_AUTOBERSERK:
  6569. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6570. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6571. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6572. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6573. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6574. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6575. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6576. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6577. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6578. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6579. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6580. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6581. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6582. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6583. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6584. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6585. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6586. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6587. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6588. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6589. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6590. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6591. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6592. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6593. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6594. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6595. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  6596. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6597. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6598. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6599. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6600. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6601. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6602. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6603. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  6604. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  6605. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  6606. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  6607. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  6608. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  6609. #ifdef RENEWAL
  6610. case SC_EXTREMITYFIST2:
  6611. #endif
  6612. continue;
  6613. /**
  6614. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6615. **/
  6616. case SC_WHISTLE:
  6617. case SC_ASSNCROS:
  6618. case SC_POEMBRAGI:
  6619. case SC_APPLEIDUN:
  6620. case SC_HUMMING:
  6621. case SC_DONTFORGETME:
  6622. case SC_FORTUNE:
  6623. case SC_SERVICE4U:
  6624. if(tsc->data[i]->val4==0)
  6625. continue; //if in song-area don't end it
  6626. break;
  6627. case SC_ASSUMPTIO:
  6628. if( bl->type == BL_MOB )
  6629. continue;
  6630. break;
  6631. }
  6632. 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.
  6633. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6634. }
  6635. break;
  6636. }
  6637. //Affect all targets on splash area.
  6638. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6639. src, skill_id, skill_lv, tick, flag|1,
  6640. skill_castend_damage_id);
  6641. break;
  6642. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6643. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6644. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6645. break;
  6646. case TK_HIGHJUMP:
  6647. {
  6648. int x,y, dir = unit_getdir(src);
  6649. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6650. if( map[src->m].flag.noteleport &&
  6651. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6652. ) {
  6653. x = src->x;
  6654. y = src->y;
  6655. } else {
  6656. x = src->x + dirx[dir]*skill_lv*2;
  6657. y = src->y + diry[dir]*skill_lv*2;
  6658. }
  6659. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6660. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  6661. clif_slide(src,x,y);
  6662. unit_movepos(src, x, y, 1, 0);
  6663. }
  6664. }
  6665. break;
  6666. case SA_CASTCANCEL:
  6667. case SO_SPELLFIST:
  6668. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6669. unit_skillcastcancel(src,1);
  6670. if(sd) {
  6671. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6672. if( skill_id == SO_SPELLFIST ){
  6673. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  6674. sd->skill_id_old = sd->skill_lv_old = 0;
  6675. break;
  6676. }
  6677. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6678. if(sp < 0) sp = 0;
  6679. status_zap(src, 0, sp);
  6680. }
  6681. break;
  6682. case SA_SPELLBREAKER:
  6683. {
  6684. int sp;
  6685. if(tsc && tsc->data[SC_MAGICROD]) {
  6686. sp = skill_get_sp(skill_id,skill_lv);
  6687. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6688. if(sp < 1) sp = 1;
  6689. status_heal(bl,0,sp,2);
  6690. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6691. } else {
  6692. struct unit_data *ud = unit_bl2ud(bl);
  6693. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6694. if (!ud || ud->skilltimer == INVALID_TIMER)
  6695. break; //Nothing to cancel.
  6696. bl_skill_id = ud->skill_id;
  6697. bl_skill_lv = ud->skill_lv;
  6698. if (tstatus->mode & MD_BOSS)
  6699. { //Only 10% success chance against bosses. [Skotlex]
  6700. if (rnd()%100 < 90)
  6701. {
  6702. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6703. break;
  6704. }
  6705. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6706. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6707. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6708. unit_skillcastcancel(bl,0);
  6709. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6710. status_zap(bl, hp, sp);
  6711. if (hp && skill_lv >= 5)
  6712. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6713. else
  6714. hp = 0;
  6715. if (sp) //Recover some of the SP used
  6716. sp = sp*(25*(skill_lv-1))/100;
  6717. if(hp || sp)
  6718. status_heal(src, hp, sp, 2);
  6719. }
  6720. }
  6721. break;
  6722. case SA_MAGICROD:
  6723. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6724. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6725. break;
  6726. case SA_AUTOSPELL:
  6727. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6728. if(sd)
  6729. clif_autospell(sd,skill_lv);
  6730. else {
  6731. int maxlv=1,spellid=0;
  6732. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6733. if(skill_lv >= 10) {
  6734. spellid = MG_FROSTDIVER;
  6735. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6736. // maxlv = 10;
  6737. // else
  6738. maxlv = skill_lv - 9;
  6739. }
  6740. else if(skill_lv >=8) {
  6741. spellid = MG_FIREBALL;
  6742. maxlv = skill_lv - 7;
  6743. }
  6744. else if(skill_lv >=5) {
  6745. spellid = MG_SOULSTRIKE;
  6746. maxlv = skill_lv - 4;
  6747. }
  6748. else if(skill_lv >=2) {
  6749. int i = rnd()%3;
  6750. spellid = spellarray[i];
  6751. maxlv = skill_lv - 1;
  6752. }
  6753. else if(skill_lv > 0) {
  6754. spellid = MG_NAPALMBEAT;
  6755. maxlv = 3;
  6756. }
  6757. if(spellid > 0)
  6758. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6759. skill_get_time(SA_AUTOSPELL,skill_lv));
  6760. }
  6761. break;
  6762. case BS_GREED:
  6763. if(sd){
  6764. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6765. map_foreachinrange(skill_greed,bl,
  6766. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6767. }
  6768. break;
  6769. case SA_ELEMENTWATER:
  6770. case SA_ELEMENTFIRE:
  6771. case SA_ELEMENTGROUND:
  6772. case SA_ELEMENTWIND:
  6773. if(sd && !dstmd) //Only works on monsters.
  6774. break;
  6775. if(tstatus->mode&MD_BOSS)
  6776. break;
  6777. case NPC_ATTRICHANGE:
  6778. case NPC_CHANGEWATER:
  6779. case NPC_CHANGEGROUND:
  6780. case NPC_CHANGEFIRE:
  6781. case NPC_CHANGEWIND:
  6782. case NPC_CHANGEPOISON:
  6783. case NPC_CHANGEHOLY:
  6784. case NPC_CHANGEDARKNESS:
  6785. case NPC_CHANGETELEKINESIS:
  6786. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6787. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6788. skill_get_time(skill_id, skill_lv)));
  6789. break;
  6790. case NPC_CHANGEUNDEAD:
  6791. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6792. //TO-DO This is ugly, fix it
  6793. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6794. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6795. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6796. skill_get_time(skill_id, skill_lv)));
  6797. break;
  6798. case NPC_PROVOCATION:
  6799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6800. if (md) mob_unlocktarget(md, tick);
  6801. break;
  6802. case NPC_KEEPING:
  6803. case NPC_BARRIER:
  6804. {
  6805. int skill_time = skill_get_time(skill_id,skill_lv);
  6806. struct unit_data *ud = unit_bl2ud(bl);
  6807. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6808. sc_start(src,bl,type,100,skill_lv,skill_time))
  6809. && ud) { //Disable attacking/acting/moving for skill's duration.
  6810. ud->attackabletime =
  6811. ud->canact_tick =
  6812. ud->canmove_tick = tick + skill_time;
  6813. }
  6814. }
  6815. break;
  6816. case NPC_REBIRTH:
  6817. if( md && md->state.rebirth )
  6818. break; // only works once
  6819. sc_start(src,bl,type,100,skill_lv,-1);
  6820. break;
  6821. case NPC_DARKBLESSING:
  6822. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6823. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6824. break;
  6825. case NPC_LICK:
  6826. status_zap(bl, 0, 100);
  6827. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6828. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6829. break;
  6830. case NPC_SUICIDE:
  6831. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6832. status_kill(src); //When suiciding, neither exp nor drops is given.
  6833. break;
  6834. case NPC_SUMMONSLAVE:
  6835. case NPC_SUMMONMONSTER:
  6836. if(md && md->skill_idx >= 0)
  6837. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6838. break;
  6839. case NPC_CALLSLAVE:
  6840. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6841. break;
  6842. case NPC_RANDOMMOVE:
  6843. if (md) {
  6844. md->next_walktime = tick - 1;
  6845. mob_randomwalk(md,tick);
  6846. }
  6847. break;
  6848. case NPC_SPEEDUP:
  6849. {
  6850. // or does it increase casting rate? just a guess xD
  6851. int i = SC_ASPDPOTION0 + skill_lv - 1;
  6852. if (i > SC_ASPDPOTION3)
  6853. i = SC_ASPDPOTION3;
  6854. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6855. sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
  6856. }
  6857. break;
  6858. case NPC_REVENGE:
  6859. // not really needed... but adding here anyway ^^
  6860. if (md && md->master_id > 0) {
  6861. struct block_list *mbl, *tbl;
  6862. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6863. (tbl = battle_gettargeted(mbl)) == NULL)
  6864. break;
  6865. md->state.provoke_flag = tbl->id;
  6866. mob_target(md, tbl, sstatus->rhw.range);
  6867. }
  6868. break;
  6869. case NPC_RUN:
  6870. if (md && unit_escape(src, bl, rnd()%10 + 1))
  6871. mob_unlocktarget(md, tick);
  6872. break;
  6873. case NPC_TRANSFORMATION:
  6874. case NPC_METAMORPHOSIS:
  6875. if(md && md->skill_idx >= 0) {
  6876. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6877. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6878. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6879. if (class_) mob_class_change(md, class_);
  6880. }
  6881. break;
  6882. case NPC_EMOTION_ON:
  6883. case NPC_EMOTION:
  6884. //val[0] is the emotion to use.
  6885. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6886. //val[1] 'sets' the mode
  6887. //val[2] adds to the current mode
  6888. //val[3] removes from the current mode
  6889. //val[4] if set, asks to delete the previous mode change.
  6890. if(md && md->skill_idx >= 0 && tsc)
  6891. {
  6892. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  6893. if(md->db->skill[md->skill_idx].val[4] && tsce)
  6894. status_change_end(bl, type, INVALID_TIMER);
  6895. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  6896. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  6897. mob_unlocktarget(md,tick);
  6898. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  6899. sc_start4(src,src, type, 100, skill_lv,
  6900. md->db->skill[md->skill_idx].val[1],
  6901. md->db->skill[md->skill_idx].val[2],
  6902. md->db->skill[md->skill_idx].val[3],
  6903. skill_get_time(skill_id, skill_lv));
  6904. }
  6905. break;
  6906. case NPC_POWERUP:
  6907. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  6908. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6909. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6910. break;
  6911. case NPC_AGIUP:
  6912. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6913. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6914. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6915. break;
  6916. case NPC_INVISIBLE:
  6917. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6918. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6919. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  6920. break;
  6921. case NPC_SIEGEMODE:
  6922. // not sure what it does
  6923. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6924. break;
  6925. case WE_MALE:
  6926. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  6927. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  6928. 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]
  6929. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  6930. }
  6931. break;
  6932. case WE_FEMALE:
  6933. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  6934. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  6935. 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]
  6936. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  6937. }
  6938. break;
  6939. // parent-baby skills
  6940. case WE_BABY:
  6941. if(sd){
  6942. struct map_session_data *f_sd = pc_get_father(sd);
  6943. struct map_session_data *m_sd = pc_get_mother(sd);
  6944. if( (!f_sd && !m_sd) // if neither was found
  6945. || (sd->status.party_id != 0 && //not in same party
  6946. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  6947. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  6948. ))
  6949. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  6950. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  6951. ) {
  6952. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6953. map_freeblock_unlock();
  6954. return 0;
  6955. }
  6956. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
  6957. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6958. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6959. }
  6960. break;
  6961. case PF_HPCONVERSION:
  6962. {
  6963. int hp, sp;
  6964. hp = sstatus->max_hp/10;
  6965. sp = hp * 10 * skill_lv / 100;
  6966. if (!status_charge(src,hp,0)) {
  6967. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6968. break;
  6969. }
  6970. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6971. status_heal(bl,0,sp,2);
  6972. }
  6973. break;
  6974. case MA_REMOVETRAP:
  6975. case HT_REMOVETRAP:
  6976. {
  6977. struct skill_unit* su;
  6978. struct skill_unit_group* sg;
  6979. su = BL_CAST(BL_SKILL, bl);
  6980. // Mercenaries can remove any trap
  6981. // Players can only remove their own traps or traps on Vs maps.
  6982. 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) )
  6983. {
  6984. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6985. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6986. { // prevent picking up expired traps
  6987. if( battle_config.skill_removetrap_type )
  6988. { // get back all items used to deploy the trap
  6989. for( i = 0; i < 10; i++ )
  6990. {
  6991. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  6992. {
  6993. int flag;
  6994. struct item item_tmp;
  6995. memset(&item_tmp,0,sizeof(item_tmp));
  6996. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  6997. item_tmp.identify = 1;
  6998. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  6999. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) )
  7000. {
  7001. clif_additem(sd,0,0,flag);
  7002. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7003. }
  7004. }
  7005. }
  7006. }
  7007. else
  7008. { // get back 1 trap
  7009. struct item item_tmp;
  7010. memset(&item_tmp,0,sizeof(item_tmp));
  7011. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7012. item_tmp.identify = 1;
  7013. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7014. {
  7015. clif_additem(sd,0,0,flag);
  7016. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7017. }
  7018. }
  7019. }
  7020. skill_delunit(su);
  7021. }else if(sd)
  7022. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7023. }
  7024. break;
  7025. case HT_SPRINGTRAP:
  7026. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7027. {
  7028. struct skill_unit *su=NULL;
  7029. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7030. switch(su->group->unit_id){
  7031. case UNT_ANKLESNARE: // ankle snare
  7032. if (su->group->val2 != 0)
  7033. // if it is already trapping something don't spring it,
  7034. // remove trap should be used instead
  7035. break;
  7036. // otherwise fallthrough to below
  7037. case UNT_BLASTMINE:
  7038. case UNT_SKIDTRAP:
  7039. case UNT_LANDMINE:
  7040. case UNT_SHOCKWAVE:
  7041. case UNT_SANDMAN:
  7042. case UNT_FLASHER:
  7043. case UNT_FREEZINGTRAP:
  7044. case UNT_CLAYMORETRAP:
  7045. case UNT_TALKIEBOX:
  7046. su->group->unit_id = UNT_USED_TRAPS;
  7047. clif_changetraplook(bl, UNT_USED_TRAPS);
  7048. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7049. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7050. }
  7051. }
  7052. }
  7053. break;
  7054. case BD_ENCORE:
  7055. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7056. if(sd)
  7057. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7058. break;
  7059. case AS_SPLASHER:
  7060. if(tstatus->mode&MD_BOSS
  7061. /**
  7062. * Renewal dropped the 3/4 hp requirement
  7063. **/
  7064. #ifndef RENEWAL
  7065. || tstatus-> hp > tstatus->max_hp*3/4
  7066. #endif
  7067. ) {
  7068. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7069. map_freeblock_unlock();
  7070. return 1;
  7071. }
  7072. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7073. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7074. #ifndef RENEWAL
  7075. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7076. #endif
  7077. break;
  7078. case PF_MINDBREAKER:
  7079. {
  7080. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7081. {
  7082. map_freeblock_unlock();
  7083. return 1;
  7084. }
  7085. if (tsce)
  7086. { //HelloKitty2 (?) explained that this silently fails when target is
  7087. //already inflicted. [Skotlex]
  7088. map_freeblock_unlock();
  7089. return 1;
  7090. }
  7091. //Has a 55% + skill_lv*5% success chance.
  7092. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7093. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7094. {
  7095. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7096. map_freeblock_unlock();
  7097. return 0;
  7098. }
  7099. unit_skillcastcancel(bl,0);
  7100. if(tsc && tsc->count){
  7101. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7102. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7103. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7104. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7105. }
  7106. if(dstmd)
  7107. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7108. }
  7109. break;
  7110. case PF_SOULCHANGE:
  7111. {
  7112. unsigned int sp1 = 0, sp2 = 0;
  7113. if (dstmd) {
  7114. if (dstmd->state.soul_change_flag) {
  7115. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7116. break;
  7117. }
  7118. dstmd->state.soul_change_flag = 1;
  7119. sp2 = sstatus->max_sp * 3 /100;
  7120. status_heal(src, 0, sp2, 2);
  7121. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7122. break;
  7123. }
  7124. sp1 = sstatus->sp;
  7125. sp2 = tstatus->sp;
  7126. #ifdef RENEWAL
  7127. sp1 = sp1 / 2;
  7128. sp2 = sp2 / 2;
  7129. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  7130. sp1 = tstatus->sp;
  7131. #endif
  7132. status_set_sp(src, sp2, 3);
  7133. status_set_sp(bl, sp1, 3);
  7134. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7135. }
  7136. break;
  7137. // Slim Pitcher
  7138. case CR_SLIMPITCHER:
  7139. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7140. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARIDAN_STONE2)) )
  7141. break;
  7142. if (potion_hp || potion_sp) {
  7143. int hp = potion_hp, sp = potion_sp;
  7144. hp = hp * (100 + (tstatus->vit<<1))/100;
  7145. sp = sp * (100 + (tstatus->int_<<1))/100;
  7146. if (dstsd) {
  7147. if (hp)
  7148. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7149. if (sp)
  7150. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7151. }
  7152. if( tsc && tsc->count ) {
  7153. if (tsc->data[SC_CRITICALWOUND]) {
  7154. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7155. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7156. }
  7157. if (tsc->data[SC_DEATHHURT]) {
  7158. hp -= hp * 20 / 100;
  7159. sp -= sp * 20 / 100;
  7160. }
  7161. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7162. hp += hp / 10;
  7163. sp += sp / 10;
  7164. }
  7165. }
  7166. if(hp > 0)
  7167. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7168. if(sp > 0)
  7169. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7170. status_heal(bl,hp,sp,0);
  7171. }
  7172. break;
  7173. // Full Chemical Protection
  7174. case CR_FULLPROTECTION:
  7175. {
  7176. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7177. int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7178. for (i = 0; i < 4; i++) {
  7179. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  7180. continue;
  7181. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
  7182. s++;
  7183. }
  7184. if( sd && !s ){
  7185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7186. map_freeblock_unlock(); // Don't consume item requirements
  7187. return 0;
  7188. }
  7189. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7190. }
  7191. break;
  7192. case RG_CLEANER: //AppleGirl
  7193. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7194. break;
  7195. case CG_LONGINGFREEDOM:
  7196. {
  7197. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7198. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7199. {
  7200. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7201. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7202. }
  7203. }
  7204. break;
  7205. case CG_TAROTCARD:
  7206. {
  7207. int count = -1;
  7208. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7209. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7210. if( sd )
  7211. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7212. map_freeblock_unlock();
  7213. return 0;
  7214. }
  7215. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7216. do {
  7217. int eff = rnd() % 14;
  7218. clif_specialeffect(bl, 523 + eff, AREA);
  7219. switch (eff)
  7220. {
  7221. case 0: // heals SP to 0
  7222. status_percent_damage(src, bl, 0, 100, false);
  7223. break;
  7224. case 1: // matk halved
  7225. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7226. break;
  7227. case 2: // all buffs removed
  7228. status_change_clear_buffs(bl,1);
  7229. break;
  7230. case 3: // 1000 damage, random armor destroyed
  7231. {
  7232. status_fix_damage(src, bl, 1000, 0);
  7233. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  7234. if( !status_isdead(bl) ) {
  7235. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7236. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7237. }
  7238. }
  7239. break;
  7240. case 4: // atk halved
  7241. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7242. break;
  7243. case 5: // 2000HP heal, random teleported
  7244. status_heal(src, 2000, 0, 0);
  7245. if( !map_flag_vs(bl->m) )
  7246. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7247. break;
  7248. case 6: // random 2 other effects
  7249. if (count == -1)
  7250. count = 3;
  7251. else
  7252. count++; //Should not retrigger this one.
  7253. break;
  7254. case 7: // stop freeze or stoned
  7255. {
  7256. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7257. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7258. }
  7259. break;
  7260. case 8: // curse coma and poison
  7261. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7262. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7263. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7264. break;
  7265. case 9: // confusion
  7266. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7267. break;
  7268. case 10: // 6666 damage, atk matk halved, cursed
  7269. status_fix_damage(src, bl, 6666, 0);
  7270. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  7271. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7272. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7273. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7274. break;
  7275. case 11: // 4444 damage
  7276. status_fix_damage(src, bl, 4444, 0);
  7277. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  7278. break;
  7279. case 12: // stun
  7280. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7281. break;
  7282. case 13: // atk,matk,hit,flee,def reduced
  7283. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7284. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7285. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7286. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7287. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7288. break;
  7289. default:
  7290. break;
  7291. }
  7292. } while ((--count) > 0);
  7293. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7294. }
  7295. break;
  7296. case SL_ALCHEMIST:
  7297. case SL_ASSASIN:
  7298. case SL_BARDDANCER:
  7299. case SL_BLACKSMITH:
  7300. case SL_CRUSADER:
  7301. case SL_HUNTER:
  7302. case SL_KNIGHT:
  7303. case SL_MONK:
  7304. case SL_PRIEST:
  7305. case SL_ROGUE:
  7306. case SL_SAGE:
  7307. case SL_SOULLINKER:
  7308. case SL_STAR:
  7309. case SL_SUPERNOVICE:
  7310. case SL_WIZARD:
  7311. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7312. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  7313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7314. break;
  7315. }
  7316. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7317. { //Erase death count 1% of the casts
  7318. dstsd->die_counter = 0;
  7319. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7320. clif_specialeffect(bl, 0x152, AREA);
  7321. //SC_SPIRIT invokes status_calc_pc for us.
  7322. }
  7323. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7324. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7325. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7326. break;
  7327. case SL_HIGH:
  7328. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7329. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7330. break;
  7331. }
  7332. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7333. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7334. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7335. break;
  7336. case SL_SWOO:
  7337. if (tsce) {
  7338. if(sd)
  7339. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7340. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7341. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7342. break;
  7343. }
  7344. case SL_SKA: // [marquis007]
  7345. case SL_SKE:
  7346. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7347. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7348. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  7349. break;
  7350. }
  7351. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7352. if (skill_id == SL_SKE)
  7353. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7354. break;
  7355. // New guild skills [Celest]
  7356. case GD_BATTLEORDER:
  7357. if(flag&1) {
  7358. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7359. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7360. } else if (status_get_guild_id(src)) {
  7361. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7362. map_foreachinrange(skill_area_sub, src,
  7363. skill_get_splash(skill_id, skill_lv), BL_PC,
  7364. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7365. skill_castend_nodamage_id);
  7366. if (sd)
  7367. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7368. }
  7369. break;
  7370. case GD_REGENERATION:
  7371. if(flag&1) {
  7372. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7373. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7374. } else if (status_get_guild_id(src)) {
  7375. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7376. map_foreachinrange(skill_area_sub, src,
  7377. skill_get_splash(skill_id, skill_lv), BL_PC,
  7378. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7379. skill_castend_nodamage_id);
  7380. if (sd)
  7381. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7382. }
  7383. break;
  7384. case GD_RESTORE:
  7385. if(flag&1) {
  7386. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7387. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7388. } else if (status_get_guild_id(src)) {
  7389. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7390. map_foreachinrange(skill_area_sub, src,
  7391. skill_get_splash(skill_id, skill_lv), BL_PC,
  7392. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7393. skill_castend_nodamage_id);
  7394. if (sd)
  7395. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7396. }
  7397. break;
  7398. case GD_EMERGENCYCALL:
  7399. case GD_ITEMEMERGENCYCALL:
  7400. {
  7401. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7402. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7403. uint8 j = 0, calls = 0, called = 0;
  7404. struct guild *g;
  7405. // i don't know if it actually summons in a circle, but oh well. ;P
  7406. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  7407. if (!g)
  7408. break;
  7409. if (skill_id == GD_ITEMEMERGENCYCALL)
  7410. switch (skill_lv) {
  7411. case 1: calls = 7; break;
  7412. case 2: calls = 12; break;
  7413. case 3: calls = 20; break;
  7414. default: calls = 0; break;
  7415. }
  7416. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7417. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7418. if (j > 8)
  7419. j = 0;
  7420. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7421. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7422. continue;
  7423. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7424. dx[j] = dy[j] = 0;
  7425. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  7426. called++;
  7427. }
  7428. }
  7429. if (sd)
  7430. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7431. }
  7432. break;
  7433. case SG_FEEL:
  7434. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7435. if (sd) {
  7436. if(!sd->feel_map[skill_lv-1].index)
  7437. clif_feel_req(sd->fd,sd, skill_lv);
  7438. else
  7439. clif_feel_info(sd, skill_lv-1, 1);
  7440. }
  7441. break;
  7442. case SG_HATE:
  7443. if (sd) {
  7444. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7445. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7446. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7447. }
  7448. break;
  7449. case GS_GLITTERING:
  7450. if(sd) {
  7451. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7452. if(rnd()%100 < (20+10*skill_lv))
  7453. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7454. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7455. pc_delspiritball(sd,1,0);
  7456. }
  7457. break;
  7458. case GS_CRACKER:
  7459. /* per official standards, this skill works on players and mobs. */
  7460. if (sd && (dstsd || dstmd))
  7461. {
  7462. i =65 -5*distance_bl(src,bl); //Base rate
  7463. if (i < 30) i = 30;
  7464. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7465. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7466. }
  7467. break;
  7468. case AM_CALLHOMUN: //[orn]
  7469. if (sd && !hom_call(sd))
  7470. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7471. break;
  7472. case AM_REST:
  7473. if (sd) {
  7474. if (hom_vaporize(sd,HOM_ST_REST))
  7475. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7476. else
  7477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7478. }
  7479. break;
  7480. case HAMI_CASTLE: //[orn]
  7481. if(rnd()%100 < 20*skill_lv && src != bl)
  7482. {
  7483. int x,y;
  7484. x = src->x;
  7485. y = src->y;
  7486. if (hd)
  7487. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7488. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7489. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7490. clif_slide(src,bl->x,bl->y) ;
  7491. if (unit_movepos(bl,x,y,0,0))
  7492. {
  7493. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7494. clif_slide(bl,x,y) ;
  7495. }
  7496. //TODO: Shouldn't also players and the like switch targets?
  7497. map_foreachinrange(skill_chastle_mob_changetarget,src,
  7498. AREA_SIZE, BL_MOB, bl, src);
  7499. }
  7500. }
  7501. // Failed
  7502. else if (hd && hd->master)
  7503. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7504. else if (sd)
  7505. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7506. break;
  7507. case HVAN_CHAOTIC: //[orn]
  7508. {
  7509. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7510. int r = rnd()%100;
  7511. i = (skill_lv-1)%5;
  7512. if(r<per[i][0]) //Self
  7513. bl = src;
  7514. else if(r<per[i][1]) //Master
  7515. bl = battle_get_master(src);
  7516. else //Enemy
  7517. bl = map_id2bl(battle_gettarget(src));
  7518. if (!bl) bl = src;
  7519. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7520. //Eh? why double skill packet?
  7521. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7522. clif_skill_nodamage(src,bl,skill_id,i,1);
  7523. status_heal(bl, i, 0, 0);
  7524. }
  7525. break;
  7526. //Homun single-target support skills [orn]
  7527. case HAMI_BLOODLUST:
  7528. case HFLI_FLEET:
  7529. case HFLI_SPEED:
  7530. case HLIF_CHANGE:
  7531. case MH_ANGRIFFS_MODUS:
  7532. case MH_GOLDENE_FERSE:
  7533. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7534. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7535. if (hd)
  7536. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7537. break;
  7538. case NPC_DRAGONFEAR:
  7539. if (flag&1) {
  7540. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7541. int j;
  7542. j = i = rnd()%ARRAYLENGTH(sc);
  7543. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7544. i++;
  7545. if ( i == ARRAYLENGTH(sc) )
  7546. i = 0;
  7547. if (i == j)
  7548. break;
  7549. }
  7550. break;
  7551. }
  7552. case NPC_WIDEBLEEDING:
  7553. case NPC_WIDECONFUSE:
  7554. case NPC_WIDECURSE:
  7555. case NPC_WIDEFREEZE:
  7556. case NPC_WIDESLEEP:
  7557. case NPC_WIDESILENCE:
  7558. case NPC_WIDESTONE:
  7559. case NPC_WIDESTUN:
  7560. case NPC_SLOWCAST:
  7561. case NPC_WIDEHELLDIGNITY:
  7562. case NPC_WIDEHEALTHFEAR:
  7563. case NPC_WIDEBODYBURNNING:
  7564. case NPC_WIDEFROSTMISTY:
  7565. case NPC_WIDECOLD:
  7566. case NPC_WIDE_DEEP_SLEEP:
  7567. case NPC_WIDESIREN:
  7568. if (flag&1){
  7569. switch ( type ) {
  7570. case SC_BURNING:
  7571. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7572. break;
  7573. case SC_VOICEOFSIREN:
  7574. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7575. break;
  7576. default:
  7577. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7578. }
  7579. }
  7580. else {
  7581. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7582. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7583. map_foreachinrange(skill_area_sub, bl,
  7584. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7585. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7586. skill_castend_nodamage_id);
  7587. }
  7588. break;
  7589. case NPC_WIDESOULDRAIN:
  7590. if (flag&1)
  7591. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7592. else {
  7593. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7594. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7595. map_foreachinrange(skill_area_sub, bl,
  7596. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7597. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7598. skill_castend_nodamage_id);
  7599. }
  7600. break;
  7601. case ALL_PARTYFLEE:
  7602. if( sd && !(flag&1) )
  7603. {
  7604. if( !sd->status.party_id )
  7605. {
  7606. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7607. break;
  7608. }
  7609. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7610. }
  7611. else
  7612. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7613. break;
  7614. case NPC_TALK:
  7615. case ALL_WEWISH:
  7616. case ALL_CATCRY:
  7617. case ALL_DREAM_SUMMERNIGHT:
  7618. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7619. break;
  7620. case ALL_BUYING_STORE:
  7621. if( sd )
  7622. {// players only, skill allows 5 buying slots
  7623. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  7624. }
  7625. break;
  7626. case RK_ENCHANTBLADE:
  7627. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7628. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7629. break;
  7630. case RK_DRAGONHOWLING:
  7631. if( flag&1)
  7632. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7633. else
  7634. {
  7635. skill_area_temp[2] = 0;
  7636. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7637. map_foreachinrange(skill_area_sub, src,
  7638. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7639. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7640. skill_castend_nodamage_id);
  7641. }
  7642. break;
  7643. case RK_IGNITIONBREAK:
  7644. case LG_EARTHDRIVE:
  7645. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7646. i = skill_get_splash(skill_id,skill_lv);
  7647. if( skill_id == LG_EARTHDRIVE ) {
  7648. int dummy = 1;
  7649. 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);
  7650. }
  7651. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7652. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7653. break;
  7654. case RK_STONEHARDSKIN:
  7655. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7656. {
  7657. int heal = sstatus->hp / 5; // 20% HP
  7658. if( status_charge(bl,heal,0) )
  7659. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7660. else
  7661. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7662. }
  7663. break;
  7664. case RK_REFRESH:
  7665. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7666. {
  7667. int heal = status_get_max_hp(bl) * 25 / 100;
  7668. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7669. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7670. status_heal(bl,heal,0,1);
  7671. status_change_clear_buffs(bl,4);
  7672. }
  7673. break;
  7674. case RK_MILLENNIUMSHIELD:
  7675. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7676. {
  7677. int8 rate = rnd()%100;
  7678. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7679. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7680. clif_millenniumshield(sd,shields);
  7681. clif_skill_nodamage(src,bl,skill_id,1,1);
  7682. }
  7683. break;
  7684. case RK_GIANTGROWTH:
  7685. case RK_VITALITYACTIVATION:
  7686. case RK_ABUNDANCE:
  7687. case RK_CRUSHSTRIKE:
  7688. if( sd )
  7689. {
  7690. int lv = 1; // RK_GIANTGROWTH
  7691. if( skill_id == RK_VITALITYACTIVATION )
  7692. lv = 2;
  7693. else if( skill_id == RK_ABUNDANCE )
  7694. lv = 6;
  7695. else if( skill_id == RK_CRUSHSTRIKE )
  7696. lv = 7;
  7697. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7698. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7699. }
  7700. break;
  7701. case RK_FIGHTINGSPIRIT: {
  7702. int atkbonus = 7 * party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7703. if( flag&1 ) {
  7704. if( src == bl )
  7705. sc_start2(src,bl,type,100,atkbonus,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7706. else
  7707. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7708. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7709. if( sd->status.party_id )
  7710. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7711. else
  7712. sc_start2(src,bl,type,100,7,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7713. clif_skill_nodamage(src,bl,skill_id,1,1);
  7714. }
  7715. }
  7716. break;
  7717. case RK_LUXANIMA:
  7718. if( !sd->status.party_id || flag&1 ) {
  7719. if( src == bl ) break;
  7720. while( skill_area_temp[5] >= 0x10 ) {
  7721. type = SC_NONE;
  7722. i = 0;
  7723. if( skill_area_temp[5]&0x10 ) {
  7724. if( dstsd ) {
  7725. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7726. clif_millenniumshield(dstsd,i);
  7727. skill_area_temp[5] &= ~0x10;
  7728. type = SC_MILLENNIUMSHIELD;
  7729. }
  7730. } else if( skill_area_temp[5]&0x20 ) {
  7731. i = status_get_max_hp(bl) * 25 / 100;
  7732. status_change_clear_buffs(bl,4);
  7733. skill_area_temp[5] &= ~0x20;
  7734. status_heal(bl,i,0,1);
  7735. type = SC_REFRESH;
  7736. } else if( skill_area_temp[5]&0x40 ) {
  7737. skill_area_temp[5] &= ~0x40;
  7738. type = SC_GIANTGROWTH;
  7739. } else if( skill_area_temp[5]&0x80 ) {
  7740. if( dstsd ) {
  7741. i = sstatus->hp / 5;
  7742. if( status_charge(bl,i,0) )
  7743. type = SC_STONEHARDSKIN;
  7744. skill_area_temp[5] &= ~0x80;
  7745. }
  7746. } else if( skill_area_temp[5]&0x100 ) {
  7747. skill_area_temp[5] &= ~0x100;
  7748. type = SC_VITALITYACTIVATION;
  7749. } else if( skill_area_temp[5]&0x200 ) {
  7750. skill_area_temp[5] &= ~0x200;
  7751. type = SC_ABUNDANCE;
  7752. }
  7753. if( type > SC_NONE )
  7754. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7755. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7756. } //end while
  7757. } else if( sd ) {
  7758. if( tsc && tsc->count ) {
  7759. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7760. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7761. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7762. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7763. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7764. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7765. }
  7766. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7767. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7768. }
  7769. break;
  7770. /**
  7771. * Guilotine Cross
  7772. **/
  7773. case GC_ROLLINGCUTTER:
  7774. {
  7775. short count = 1;
  7776. skill_area_temp[2] = 0;
  7777. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  7778. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7779. { // Every time the skill is casted the status change is reseted adding a counter.
  7780. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7781. if( count > 10 )
  7782. count = 10; // Max coounter
  7783. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7784. }
  7785. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7786. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7787. }
  7788. break;
  7789. case GC_WEAPONBLOCKING:
  7790. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7791. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7792. else
  7793. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7794. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7795. break;
  7796. case GC_CREATENEWPOISON:
  7797. if( sd )
  7798. {
  7799. clif_skill_produce_mix_list(sd,skill_id,25);
  7800. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7801. }
  7802. break;
  7803. case GC_POISONINGWEAPON:
  7804. if( sd ) {
  7805. clif_poison_list(sd,skill_lv);
  7806. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7807. }
  7808. break;
  7809. case GC_ANTIDOTE:
  7810. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7811. if( tsc )
  7812. {
  7813. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7814. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7815. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7816. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7817. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7818. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7819. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7820. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7821. }
  7822. break;
  7823. case GC_PHANTOMMENACE:
  7824. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7825. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7826. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7827. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7828. break;
  7829. case GC_HALLUCINATIONWALK:
  7830. {
  7831. int heal = status_get_max_hp(bl) / 10;
  7832. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7833. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7834. break;
  7835. }
  7836. if( !status_charge(bl,heal,0) )
  7837. {
  7838. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7839. break;
  7840. }
  7841. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7842. }
  7843. break;
  7844. /**
  7845. * Arch Bishop
  7846. **/
  7847. case AB_ANCILLA:
  7848. if( sd ) {
  7849. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7850. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7851. }
  7852. break;
  7853. case AB_CLEMENTIA:
  7854. case AB_CANTO:
  7855. {
  7856. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  7857. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  7858. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7859. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7860. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7861. else if( sd )
  7862. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7863. }
  7864. break;
  7865. case AB_PRAEFATIO:
  7866. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7867. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src,bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
  7868. else if( sd )
  7869. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7870. break;
  7871. case AB_CHEAL:
  7872. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7873. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7874. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7875. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7876. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7877. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7878. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7879. i = ~i + 1;
  7880. status_heal(bl, i, 0, 0);
  7881. }
  7882. }
  7883. else if( sd )
  7884. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7885. break;
  7886. case AB_ORATIO:
  7887. if( flag&1 )
  7888. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7889. else
  7890. {
  7891. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7892. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7893. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7894. }
  7895. break;
  7896. case AB_LAUDAAGNUS:
  7897. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  7898. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7899. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7900. // Success Chance: (40 + 10 * Skill Level) %
  7901. if( rnd()%100 > 40+10*skill_lv ) break;
  7902. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7903. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7904. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7905. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7906. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7907. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7908. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7909. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7910. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7911. } else if( sd )
  7912. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7913. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7914. break;
  7915. case AB_LAUDARAMUS:
  7916. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  7917. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  7918. // Success Chance: (40 + 10 * Skill Level) %
  7919. if( rnd()%100 > 40+10*skill_lv ) break;
  7920. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7921. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7922. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7923. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7924. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7925. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7926. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7927. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7928. } else if( sd )
  7929. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7930. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7931. break;
  7932. case AB_CLEARANCE:
  7933. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  7934. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7935. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  7936. break;
  7937. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7938. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  7939. if (sd)
  7940. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7941. break;
  7942. }
  7943. if(status_isimmune(bl))
  7944. break;
  7945. //Remove bonus_script when cleared
  7946. if (dstsd)
  7947. pc_bonus_script_clear(dstsd,BONUS_FLAG_REM_ON_CLEARANCE);
  7948. if(!tsc || !tsc->count)
  7949. break;
  7950. for( i = 0; i < SC_MAX; i++ ) {
  7951. if (!tsc->data[i])
  7952. continue;
  7953. switch (i) {
  7954. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7955. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7956. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7957. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7958. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7959. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7960. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7961. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7962. case SC_SPIRIT: case SC_AUTOBERSERK:
  7963. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7964. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7965. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7966. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7967. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7968. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7969. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7970. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7971. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7972. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7973. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7974. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7975. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7976. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7977. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7978. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7979. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7980. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7981. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7982. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7983. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7984. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7985. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7986. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7987. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7988. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7989. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7990. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7991. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7992. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7993. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7994. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  7995. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  7996. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  7997. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  7998. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  7999. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8000. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  8001. #ifdef RENEWAL
  8002. case SC_EXTREMITYFIST2:
  8003. #endif
  8004. continue;
  8005. case SC_ASSUMPTIO:
  8006. if( bl->type == BL_MOB )
  8007. continue;
  8008. break;
  8009. }
  8010. 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.
  8011. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8012. }
  8013. break;
  8014. }
  8015. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8016. break;
  8017. case AB_SILENTIUM:
  8018. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8019. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8020. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8021. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8022. break;
  8023. /**
  8024. * Warlock
  8025. **/
  8026. case WL_STASIS:
  8027. if( flag&1 )
  8028. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8029. else
  8030. {
  8031. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8032. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8033. }
  8034. break;
  8035. case AB_OFFERTORIUM:{
  8036. struct status_change *sc = status_get_sc(src);
  8037. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8038. if( sc ) {
  8039. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8040. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8041. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8042. }
  8043. }
  8044. }
  8045. break;
  8046. case LG_KINGS_GRACE:
  8047. if( flag&1 ) {
  8048. int sc_toend[] = { SC_POISON, SC_BLIND, SC_FREEZE, SC_STONE, SC_STUN, SC_SLEEP, SC_BLEEDING, SC_CURSE,
  8049. SC_CONFUSION, SC_HALLUCINATION, SC_SILENCE, SC_BURNING, SC_CRYSTALIZE, SC_FREEZING,
  8050. SC_DEEPSLEEP, SC_FEAR, SC_MANDRAGORA};
  8051. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8052. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8053. }
  8054. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8055. } else {
  8056. skill_area_temp[2] = 0;
  8057. if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
  8058. flag |= BCT_GUILD;
  8059. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1, skill_castend_nodamage_id);
  8060. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8061. }
  8062. break;
  8063. case WL_WHITEIMPRISON:
  8064. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8065. {
  8066. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8067. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8068. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8069. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8070. if( sd )
  8071. skill_blockpc_start(sd,skill_id,4000);
  8072. if( !(tsc && tsc->data[type]) ){
  8073. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  8074. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8075. if( !i )
  8076. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8077. }
  8078. }else
  8079. if( sd )
  8080. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8081. break;
  8082. case WL_FROSTMISTY:
  8083. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8084. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8085. break;
  8086. case WL_JACKFROST:
  8087. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8088. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8089. break;
  8090. case WL_MARSHOFABYSS:
  8091. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8092. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8093. skill_get_time(skill_id, skill_lv)));
  8094. break;
  8095. case WL_SIENNAEXECRATE:
  8096. if( status_isimmune(bl) || !tsc )
  8097. break;
  8098. if( flag&1 ) {
  8099. if( bl->id == skill_area_temp[1] )
  8100. break; // Already work on this target
  8101. if( tsc && tsc->data[SC_STONE] )
  8102. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8103. else
  8104. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  8105. } else {
  8106. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8107. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8108. if( rnd()%100 < rate ) { // Success on First Target
  8109. if( !tsc->data[SC_STONE] )
  8110. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  8111. else {
  8112. rate = 1;
  8113. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8114. }
  8115. if( rate ) {
  8116. skill_area_temp[1] = bl->id;
  8117. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8118. }
  8119. // Doesn't send failure packet if it fails on defense.
  8120. }
  8121. else if( sd ) // Failure on Rate
  8122. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8123. }
  8124. break;
  8125. case WL_SUMMONFB:
  8126. case WL_SUMMONBL:
  8127. case WL_SUMMONWB:
  8128. case WL_SUMMONSTONE:
  8129. {
  8130. short element = 0, sctype = 0, pos = -1;
  8131. struct status_change *sc = status_get_sc(src);
  8132. if( !sc ) break;
  8133. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  8134. {
  8135. if( !sctype && !sc->data[i] )
  8136. sctype = i; // Take the free SC
  8137. if( sc->data[i] )
  8138. pos = max(sc->data[i]->val2,pos);
  8139. }
  8140. if( !sctype )
  8141. {
  8142. if( sd ) // No free slots to put SC
  8143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8144. break;
  8145. }
  8146. pos++; // Used in val2 for SC. Indicates the order of this ball
  8147. switch( skill_id )
  8148. { // Set val1. The SC element for this ball
  8149. case WL_SUMMONFB: element = WLS_FIRE; break;
  8150. case WL_SUMMONBL: element = WLS_WIND; break;
  8151. case WL_SUMMONWB: element = WLS_WATER; break;
  8152. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8153. }
  8154. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8155. clif_skill_nodamage(src,bl,skill_id,0,0);
  8156. }
  8157. break;
  8158. case WL_READING_SB:
  8159. if( sd ) {
  8160. struct status_change *sc = status_get_sc(bl);
  8161. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8162. if( sc && !sc->data[i] )
  8163. break;
  8164. if( i == SC_MAXSPELLBOOK ) {
  8165. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8166. break;
  8167. }
  8168. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8169. clif_spellbook_list(sd);
  8170. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8171. }
  8172. break;
  8173. /**
  8174. * Ranger
  8175. **/
  8176. case RA_FEARBREEZE:
  8177. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8178. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8179. break;
  8180. case RA_WUGMASTERY:
  8181. if( sd ) {
  8182. if( !pc_iswug(sd) )
  8183. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8184. else
  8185. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8186. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8187. }
  8188. break;
  8189. case RA_WUGRIDER:
  8190. if( sd ) {
  8191. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8192. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8193. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8194. } else if( pc_isridingwug(sd) ) {
  8195. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8196. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8197. }
  8198. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8199. }
  8200. break;
  8201. case RA_WUGDASH:
  8202. if( tsce ) {
  8203. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8204. map_freeblock_unlock();
  8205. return 0;
  8206. }
  8207. if( sd && pc_isridingwug(sd) ) {
  8208. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
  8209. clif_walkok(sd);
  8210. }
  8211. break;
  8212. case RA_SENSITIVEKEEN:
  8213. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8214. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8215. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8216. break;
  8217. /**
  8218. * Mechanic
  8219. **/
  8220. case NC_F_SIDESLIDE:
  8221. case NC_B_SIDESLIDE:
  8222. {
  8223. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8224. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
  8225. clif_slide(src,src->x,src->y);
  8226. clif_fixpos(src); //Aegis sent this packet
  8227. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8228. }
  8229. break;
  8230. case NC_SELFDESTRUCTION:
  8231. if( sd ) {
  8232. if( pc_ismadogear(sd) )
  8233. pc_setmadogear(sd, 0);
  8234. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8235. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  8236. status_set_sp(src, 0, 0);
  8237. }
  8238. break;
  8239. case NC_ANALYZE:
  8240. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8241. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8242. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8243. if( sd ) pc_overheat(sd,1);
  8244. break;
  8245. case NC_MAGNETICFIELD:
  8246. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  8247. {
  8248. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  8249. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8250. if (sd) pc_overheat(sd,1);
  8251. }
  8252. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  8253. break;
  8254. case NC_REPAIR:
  8255. if( sd ) {
  8256. int heal, hp = 0;
  8257. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8258. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8259. break;
  8260. }
  8261. switch(skill_lv) {
  8262. case 1: hp = 4; break;
  8263. case 2: hp = 7; break;
  8264. case 3: hp = 13; break;
  8265. case 4: hp = 17; break;
  8266. case 5: default: hp = 23; break;
  8267. }
  8268. heal = dstsd->status.max_hp * hp / 100;
  8269. status_heal(bl,heal,0,2);
  8270. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8271. }
  8272. break;
  8273. case NC_DISJOINT:
  8274. {
  8275. if( bl->type != BL_MOB ) break;
  8276. md = map_id2md(bl->id);
  8277. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8278. status_kill(bl);
  8279. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8280. }
  8281. break;
  8282. case SC_AUTOSHADOWSPELL:
  8283. if( sd ) {
  8284. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8285. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8286. {
  8287. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8288. clif_autoshadowspell_list(sd);
  8289. clif_skill_nodamage(src,bl,skill_id,1,1);
  8290. }
  8291. else
  8292. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8293. }
  8294. break;
  8295. case SC_SHADOWFORM:
  8296. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8297. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8298. dstsd->shadowform_id = src->id;
  8299. }
  8300. else if( sd )
  8301. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8302. break;
  8303. case SC_BODYPAINT:
  8304. if( flag&1 ) {
  8305. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  8306. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8307. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8308. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8309. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8310. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8311. }
  8312. } else {
  8313. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8314. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8315. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8316. }
  8317. break;
  8318. case SC_ENERVATION:
  8319. case SC_GROOMY:
  8320. case SC_LAZINESS:
  8321. case SC_UNLUCKY:
  8322. case SC_WEAKNESS:
  8323. if( !(tsc && tsc->data[type]) ) {
  8324. int rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8325. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8326. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8327. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8328. } else if( sd )
  8329. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8330. break;
  8331. case SC_IGNORANCE:
  8332. if( !(tsc && tsc->data[type]) ) {
  8333. int rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8334. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8335. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8336. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8337. int sp = 100 * skill_lv;
  8338. if( dstmd ) sp = dstmd->level * 2;
  8339. if( !dstmd && status_zap(bl,0,sp) )
  8340. status_heal(src,0,sp/2,3);
  8341. }
  8342. else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8343. } else if( sd )
  8344. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8345. break;
  8346. case LG_TRAMPLE:
  8347. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8348. if (rnd()%100 < (25 + 25 * skill_lv))
  8349. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8350. break;
  8351. case LG_REFLECTDAMAGE:
  8352. if( tsc && tsc->data[type] )
  8353. status_change_end(bl,type,INVALID_TIMER);
  8354. else
  8355. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8356. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8357. break;
  8358. case LG_SHIELDSPELL:
  8359. if( flag&1 )
  8360. sc_start(src,bl,SC_SILENCE,100,skill_lv,(sd)?sd->bonus.shieldmdef * 2000 : 10000);
  8361. else if( sd ) {
  8362. int opt = rnd()%3 + 1;
  8363. int val = 0, splash = 0;
  8364. int index = sd->equip_index[EQI_HAND_L];
  8365. struct item_data *shield_data = NULL;
  8366. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  8367. shield_data = sd->inventory_data[index];
  8368. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  8369. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8370. break;
  8371. }
  8372. switch( skill_lv ) {
  8373. case 1: // DEF based
  8374. val = shield_data->def;
  8375. if( !val ) {
  8376. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8377. break;
  8378. }
  8379. switch( opt ) {
  8380. case 1: // Deals Neutral property damage around Self. Knocks them back 2 cells.
  8381. if( val < 41 )
  8382. splash = 1;
  8383. else if( val < 81 )
  8384. splash = 2;
  8385. else
  8386. splash = 3;
  8387. if( sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER) )
  8388. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8389. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8390. map_foreachinrange(skill_area_sub,src,splash,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8391. break;
  8392. case 2: // Reflects melee attacks. (Does not work against Bosses).
  8393. val = shield_data->def / 10;
  8394. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000);
  8395. break;
  8396. case 3: // Increases ATK for the spell duration.
  8397. val = shield_data->def;
  8398. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000);
  8399. break;
  8400. }
  8401. break;
  8402. case 2: // MDEF based
  8403. val = sd->bonus.shieldmdef;
  8404. if( !val ) {
  8405. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8406. break;
  8407. }
  8408. if( val < 4 )
  8409. splash = 1;
  8410. else if( val < 6 )
  8411. splash = 2;
  8412. else
  8413. splash = 3;
  8414. switch( opt ) {
  8415. case 1: // Deals Holy property magic damage around Self.
  8416. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8417. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8418. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8419. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_damage_id);
  8420. break;
  8421. case 2: // Casts Lex Divina around Self.
  8422. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8423. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8424. map_foreachinrange(skill_area_sub,src,splash,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8425. break;
  8426. case 3: // Casts Magnificat.
  8427. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8428. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8429. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  8430. break;
  8431. }
  8432. break;
  8433. case 3: // refine based
  8434. {
  8435. struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  8436. if( !shield || !shield->refine ) {
  8437. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8438. break;
  8439. }
  8440. switch( opt ) {
  8441. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8442. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,min(shield->refine * 1500,30000)); // 30 sec duration on +20 shield.
  8443. break;
  8444. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8445. val = (10 * shield->refine) + (status_get_lv(src) / 100);
  8446. splash = (2 * shield->refine) + (status_get_luk(src) / 10);
  8447. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,val,splash,0,shield->refine * 20000);
  8448. break;
  8449. case 3: // Recovers HP depending on Shield refine rate.
  8450. if( sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER) )
  8451. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8452. val = sstatus->max_hp * (status_get_lv(src) / 10 + shield->refine) / 100;
  8453. status_heal(bl,val,0,2);
  8454. break;
  8455. }
  8456. }
  8457. break;
  8458. }
  8459. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8460. }
  8461. break;
  8462. case LG_PIETY:
  8463. if( flag&1 )
  8464. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8465. else {
  8466. skill_area_temp[2] = 0;
  8467. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  8468. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8469. }
  8470. break;
  8471. case LG_INSPIRATION:
  8472. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8473. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8474. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8475. clif_updatestatus(sd,SP_BASEEXP);
  8476. clif_updatestatus(sd,SP_JOBEXP);
  8477. }
  8478. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8479. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8480. break;
  8481. case SR_CURSEDCIRCLE:
  8482. if( flag&1 ) {
  8483. if( is_boss(bl) ) break;
  8484. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8485. if( bl->type == BL_MOB )
  8486. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8487. unit_stop_attack(bl);
  8488. clif_bladestop(src, bl->id, 1);
  8489. map_freeblock_unlock();
  8490. return 1;
  8491. }
  8492. } else {
  8493. int count = 0;
  8494. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8495. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  8496. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8497. if( sd ) pc_delspiritball(sd, count, 0);
  8498. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8499. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8500. }
  8501. break;
  8502. case SR_RAISINGDRAGON:
  8503. if( sd ) {
  8504. short max = 5 + skill_lv;
  8505. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8506. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8507. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8508. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8509. }
  8510. break;
  8511. case SR_ASSIMILATEPOWER:
  8512. if( flag&1 ) {
  8513. i = 0;
  8514. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8515. {
  8516. i = dstsd->spiritball; //1%sp per spiritball.
  8517. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8518. }
  8519. if( i ) status_percent_heal(src, 0, i);
  8520. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8521. } else {
  8522. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8523. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8524. }
  8525. break;
  8526. case SR_POWERVELOCITY:
  8527. if( !dstsd )
  8528. break;
  8529. if( sd && dstsd->spiritball <= 5 ) {
  8530. for(i = 0; i <= 5; i++) {
  8531. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8532. pc_delspiritball(sd, sd->spiritball, 0);
  8533. }
  8534. }
  8535. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8536. break;
  8537. case SR_GENTLETOUCH_CURE:
  8538. {
  8539. int heal;
  8540. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8541. status_heal(bl, heal, 0, 0);
  8542. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8543. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8544. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8545. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8546. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8547. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8548. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8549. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8550. }
  8551. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8552. }
  8553. break;
  8554. case SR_GENTLETOUCH_ENERGYGAIN:
  8555. case SR_GENTLETOUCH_CHANGE:
  8556. case SR_GENTLETOUCH_REVITALIZE:
  8557. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8558. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8559. break;
  8560. case SR_FLASHCOMBO:
  8561. if( sd )
  8562. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8563. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8564. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8565. for( i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++ )
  8566. skill_addtimerskill(src,tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1),bl->id,0,0,i,skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8567. break;
  8568. case WA_SWING_DANCE:
  8569. case WA_MOONLIT_SERENADE:
  8570. case WA_SYMPHONY_OF_LOVER:
  8571. case MI_RUSH_WINDMILL:
  8572. case MI_ECHOSONG:
  8573. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8574. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8575. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8576. } else if( sd ) {
  8577. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8578. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8579. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8580. }
  8581. break;
  8582. case MI_HARMONIZE:
  8583. if( src != bl )
  8584. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8585. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8586. break;
  8587. case WM_DEADHILLHERE:
  8588. if( bl->type == BL_PC ) {
  8589. if( !status_isdead(bl) )
  8590. break;
  8591. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8592. int heal = tstatus->sp;
  8593. if( heal <= 0 )
  8594. heal = 1;
  8595. tstatus->hp = heal;
  8596. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8597. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8598. pc_revive((TBL_PC*)bl,heal,0);
  8599. clif_resurrection(bl,1);
  8600. }
  8601. }
  8602. break;
  8603. case WM_SIRCLEOFNATURE:
  8604. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  8605. case WM_VOICEOFSIREN:
  8606. {
  8607. int rate = 100;
  8608. if( skill_id != WM_SIRCLEOFNATURE ) {
  8609. rate = 6 * skill_lv + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/2 : skill_get_max(WM_LESSON));
  8610. flag &= ~BCT_SELF;
  8611. }
  8612. if( flag&1 ) {
  8613. sc_start2(src,bl,type,rate,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
  8614. } else {
  8615. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8616. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8617. }
  8618. break;
  8619. }
  8620. case WM_GLOOMYDAY:
  8621. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8622. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8623. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8624. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8625. {
  8626. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8627. break;
  8628. }
  8629. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8630. break;
  8631. case WM_SATURDAY_NIGHT_FEVER:
  8632. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8633. if( !(tsc && tsc->data[type]) )
  8634. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8635. } else if( flag&2 ) {
  8636. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8637. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8638. } else if( sd ) {
  8639. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8640. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8641. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8642. break;
  8643. }
  8644. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8645. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8646. flag |= 2;
  8647. else
  8648. flag |= 1;
  8649. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  8650. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8651. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8652. if( flag&2 ) // Dealed here to prevent conflicts
  8653. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8654. }
  8655. break;
  8656. case WM_SONG_OF_MANA:
  8657. case WM_DANCE_WITH_WUG:
  8658. case WM_LERADS_DEW:
  8659. case WM_UNLIMITED_HUMMING_VOICE:
  8660. if( flag&1 ) { // These affect to to all party members near the caster.
  8661. struct status_change *sc = status_get_sc(src);
  8662. if( sc && sc->data[type] ) {
  8663. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8664. }
  8665. } else if( sd ) {
  8666. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8667. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8668. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8669. }
  8670. break;
  8671. case WM_MELODYOFSINK:
  8672. case WM_BEYOND_OF_WARCRY:
  8673. if( flag&1 ) {
  8674. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8675. } else { // These affect to all targets arround the caster.
  8676. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8677. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8678. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8679. }
  8680. }
  8681. break;
  8682. case WM_RANDOMIZESPELL: {
  8683. int improv_skill_id = 0, improv_skill_lv;
  8684. do {
  8685. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8686. improv_skill_id = skill_improvise_db[i].skill_id;
  8687. } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  8688. improv_skill_lv = 4 + skill_lv;
  8689. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8690. if( sd ) {
  8691. sd->state.abra_flag = 2;
  8692. sd->skillitem = improv_skill_id;
  8693. sd->skillitemlv = improv_skill_lv;
  8694. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8695. } else {
  8696. struct unit_data *ud = unit_bl2ud(src);
  8697. int inf = skill_get_inf(improv_skill_id);
  8698. if (!ud) break;
  8699. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8700. if (src->type == BL_PET)
  8701. bl = (struct block_list*)((TBL_PET*)src)->master;
  8702. if (!bl) bl = src;
  8703. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8704. } else {
  8705. int target_id = 0;
  8706. if (ud->target)
  8707. target_id = ud->target;
  8708. else switch (src->type) {
  8709. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8710. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8711. }
  8712. if (!target_id)
  8713. break;
  8714. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8715. bl = map_id2bl(target_id);
  8716. if (!bl) bl = src;
  8717. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8718. } else
  8719. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8720. }
  8721. }
  8722. }
  8723. break;
  8724. case RETURN_TO_ELDICASTES:
  8725. case ALL_GUARDIAN_RECALL:
  8726. case ECLAGE_RECALL:
  8727. if( sd )
  8728. {
  8729. short x=0, y=0; // Destiny position.
  8730. unsigned short mapindex=0;
  8731. switch(skill_id){
  8732. default:
  8733. case RETURN_TO_ELDICASTES:
  8734. x = 198;
  8735. y = 187;
  8736. mapindex = mapindex_name2id(MAP_DICASTES);
  8737. break;
  8738. case ALL_GUARDIAN_RECALL:
  8739. x = 44;
  8740. y = 151;
  8741. mapindex = mapindex_name2id(MAP_MORA);
  8742. break;
  8743. case ECLAGE_RECALL:
  8744. x = 47;
  8745. y = 31;
  8746. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8747. break;
  8748. }
  8749. if(!mapindex)
  8750. { //Given map not found?
  8751. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8752. map_freeblock_unlock();
  8753. return 0;
  8754. }
  8755. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8756. }
  8757. break;
  8758. case ECL_SNOWFLIP:
  8759. case ECL_PEONYMAMY:
  8760. case ECL_SADAGUI:
  8761. case ECL_SEQUOIADUST:
  8762. switch(skill_id){
  8763. case ECL_SNOWFLIP:
  8764. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8765. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8766. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8767. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8768. break;
  8769. case ECL_PEONYMAMY:
  8770. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8771. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8772. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8773. break;
  8774. case ECL_SADAGUI:
  8775. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8776. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8777. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8778. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8779. break;
  8780. case ECL_SEQUOIADUST:
  8781. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8782. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8783. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8784. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8785. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8786. break;
  8787. }
  8788. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8789. break;
  8790. case GM_SANDMAN:
  8791. if( tsc ) {
  8792. if( tsc->opt1 == OPT1_SLEEP )
  8793. tsc->opt1 = 0;
  8794. else
  8795. tsc->opt1 = OPT1_SLEEP;
  8796. clif_changeoption(bl);
  8797. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8798. }
  8799. break;
  8800. case SO_ARRULLO:
  8801. {
  8802. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8803. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8804. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8805. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8806. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8807. }
  8808. break;
  8809. case WM_LULLABY_DEEPSLEEP:
  8810. if( flag&1 ){
  8811. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8812. int rate = (4 * skill_lv) + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : skill_get_max(WM_LESSON)) + status_get_lv(src) / 15;
  8813. if( bl != src )
  8814. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8815. }else {
  8816. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8817. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8818. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8819. }
  8820. break;
  8821. case SO_SUMMON_AGNI:
  8822. case SO_SUMMON_AQUA:
  8823. case SO_SUMMON_VENTUS:
  8824. case SO_SUMMON_TERA:
  8825. if( sd ) {
  8826. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8827. // Remove previous elemental fisrt.
  8828. if( sd->ed )
  8829. elemental_delete(sd->ed,0);
  8830. // Summoning the new one.
  8831. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8832. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8833. break;
  8834. }
  8835. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8836. }
  8837. break;
  8838. case SO_EL_CONTROL:
  8839. if( sd ) {
  8840. int mode = EL_MODE_PASSIVE; // Standard mode.
  8841. if( !sd->ed ) break;
  8842. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8843. elemental_delete(sd->ed, 0);
  8844. break;
  8845. }
  8846. switch( skill_lv ) {// Select mode bassed on skill level used.
  8847. case 2: mode = EL_MODE_ASSIST; break;
  8848. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8849. }
  8850. if( !elemental_change_mode(sd->ed,mode) ) {
  8851. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8852. break;
  8853. }
  8854. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8855. }
  8856. break;
  8857. case SO_EL_ACTION:
  8858. if( sd ) {
  8859. int duration = 3000;
  8860. if( !sd->ed )
  8861. break;
  8862. switch(sd->ed->db->class_) {
  8863. case 2115:case 2124:
  8864. case 2118:case 2121:
  8865. duration = 6000;
  8866. break;
  8867. case 2116:case 2119:
  8868. case 2122:case 2125:
  8869. duration = 9000;
  8870. break;
  8871. }
  8872. sd->skill_id_old = skill_id;
  8873. elemental_action(sd->ed, bl, tick);
  8874. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8875. skill_blockpc_start(sd, skill_id, duration);
  8876. }
  8877. break;
  8878. case SO_EL_CURE:
  8879. if( sd ) {
  8880. struct elemental_data *ed = sd->ed;
  8881. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  8882. int e_hp, e_sp;
  8883. if( !ed ) break;
  8884. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  8885. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8886. break;
  8887. }
  8888. e_hp = ed->battle_status.max_hp * 10 / 100;
  8889. e_sp = ed->battle_status.max_sp * 10 / 100;
  8890. status_heal(&ed->bl,e_hp,e_sp,3);
  8891. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  8892. }
  8893. break;
  8894. case GN_CHANGEMATERIAL:
  8895. case SO_EL_ANALYSIS:
  8896. if( sd ) {
  8897. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8898. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  8899. }
  8900. break;
  8901. /**
  8902. * Genetic
  8903. **/
  8904. case GN_BLOOD_SUCKER:
  8905. {
  8906. struct status_change *sc = status_get_sc(src);
  8907. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  8908. if( tsc && tsc->data[type] ){
  8909. (sc->bs_counter)--;
  8910. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  8911. }
  8912. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8913. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  8914. (sc->bs_counter)++;
  8915. } else if( sd ) {
  8916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8917. break;
  8918. }
  8919. }
  8920. break;
  8921. case GN_MANDRAGORA:
  8922. if( flag&1 ) {
  8923. int rate = (25 + 10 * skill_lv) - ((tstatus->vit + tstatus->luk) / 5);
  8924. if (rate < 10)
  8925. rate = 10;
  8926. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  8927. sc_start(src,bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv))) )
  8928. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  8929. } else
  8930. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8931. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8932. break;
  8933. case GN_SLINGITEM:
  8934. if( sd ) {
  8935. short ammo_id;
  8936. i = sd->equip_index[EQI_AMMO];
  8937. if( i <= 0 )
  8938. break; // No ammo.
  8939. ammo_id = sd->inventory_data[i]->nameid;
  8940. if( ammo_id <= 0 )
  8941. break;
  8942. sd->itemid = ammo_id;
  8943. if( itemdb_is_GNbomb(ammo_id) ) {
  8944. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  8945. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  8946. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8947. else
  8948. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  8949. } else //Otherwise, it fails, shows animation and removes items.
  8950. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  8951. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8952. struct script_code *script = sd->inventory_data[i]->script;
  8953. if( !script )
  8954. break;
  8955. if( dstsd )
  8956. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8957. else
  8958. run_script(script,0,src->id,0);
  8959. }
  8960. }
  8961. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8962. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  8963. break;
  8964. case GN_MIX_COOKING:
  8965. case GN_MAKEBOMB:
  8966. case GN_S_PHARMACY:
  8967. if( sd ) {
  8968. int qty = 1;
  8969. sd->skill_id_old = skill_id;
  8970. sd->skill_lv_old = skill_lv;
  8971. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  8972. qty = 10;
  8973. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  8974. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8975. }
  8976. break;
  8977. /**
  8978. * Elemental
  8979. **/
  8980. case EL_CIRCLE_OF_FIRE:
  8981. case EL_PYROTECHNIC:
  8982. case EL_HEATER:
  8983. case EL_TROPIC:
  8984. case EL_AQUAPLAY:
  8985. case EL_COOLER:
  8986. case EL_CHILLY_AIR:
  8987. case EL_GUST:
  8988. case EL_BLAST:
  8989. case EL_WILD_STORM:
  8990. case EL_PETROLOGY:
  8991. case EL_CURSED_SOIL:
  8992. case EL_UPHEAVAL:
  8993. case EL_FIRE_CLOAK:
  8994. case EL_WATER_DROP:
  8995. case EL_WIND_CURTAIN:
  8996. case EL_SOLID_SKIN:
  8997. case EL_STONE_SHIELD:
  8998. case EL_WIND_STEP: {
  8999. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9000. if( ele ) {
  9001. sc_type type2 = type-1;
  9002. struct status_change *sc = status_get_sc(&ele->bl);
  9003. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9004. elemental_clean_single_effect(ele, skill_id);
  9005. } else {
  9006. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9007. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9008. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9009. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  9010. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9011. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9012. }
  9013. }
  9014. }
  9015. break;
  9016. case EL_FIRE_MANTLE:
  9017. case EL_WATER_BARRIER:
  9018. case EL_ZEPHYR:
  9019. case EL_POWER_OF_GAIA:
  9020. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9021. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9022. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9023. break;
  9024. case EL_WATER_SCREEN: {
  9025. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9026. if( ele ) {
  9027. struct status_change *sc = status_get_sc(&ele->bl);
  9028. sc_type type2 = type-1;
  9029. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9030. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9031. elemental_clean_single_effect(ele, skill_id);
  9032. } else {
  9033. // This not heals at the end.
  9034. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9035. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9036. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9037. }
  9038. }
  9039. }
  9040. break;
  9041. /**
  9042. * Kagerou & Oboro
  9043. **/
  9044. case KO_KAHU_ENTEN:
  9045. case KO_HYOUHU_HUBUKI:
  9046. case KO_KAZEHU_SEIRAN:
  9047. case KO_DOHU_KOUKAI:
  9048. if(sd) {
  9049. int ttype = skill_get_ele(skill_id, skill_lv);
  9050. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9051. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  9052. }
  9053. break;
  9054. case KO_ZANZOU:
  9055. if(sd){
  9056. struct mob_data *md;
  9057. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  9058. if( md )
  9059. {
  9060. md->master_id = src->id;
  9061. md->special_state.ai = AI_ZANZOU;
  9062. if( md->deletetimer != INVALID_TIMER )
  9063. delete_timer(md->deletetimer, mob_timer_delete);
  9064. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  9065. mob_spawn( md );
  9066. pc_setinvincibletimer(sd,500);// unlock target lock
  9067. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9068. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9069. }
  9070. }
  9071. break;
  9072. case KO_KYOUGAKU:
  9073. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  9074. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9075. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9076. }else if( sd )
  9077. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9078. break;
  9079. case KO_JYUSATSU:
  9080. if( dstsd && tsc && !tsc->data[type] &&
  9081. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9082. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9083. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
  9084. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9085. if( status_get_lv(bl) <= status_get_lv(src) )
  9086. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  9087. }else if( sd )
  9088. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9089. break;
  9090. case KO_GENWAKU:
  9091. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9092. int x = src->x, y = src->y;
  9093. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9094. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9095. break;
  9096. }
  9097. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9098. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9099. clif_slide(src,bl->x,bl->y) ;
  9100. sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
  9101. if (unit_movepos(bl,x,y,0,0))
  9102. {
  9103. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  9104. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9105. clif_sitting(bl); //Avoid sitting sync problem
  9106. clif_slide(bl,x,y) ;
  9107. sc_start(src,bl,SC_CONFUSION,75,skill_lv,skill_get_time(skill_id,skill_lv));
  9108. }
  9109. }
  9110. }
  9111. break;
  9112. case OB_AKAITSUKI:
  9113. case OB_OBOROGENSOU:
  9114. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9115. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9116. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9117. break;
  9118. }
  9119. case KO_IZAYOI:
  9120. case OB_ZANGETSU:
  9121. case KG_KYOMU:
  9122. case KG_KAGEMUSYA:
  9123. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9124. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9125. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9126. break;
  9127. case KG_KAGEHUMI:
  9128. if( flag&1 ){
  9129. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9130. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9131. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9132. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9133. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9134. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9135. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9136. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9137. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9138. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9139. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9140. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9141. }
  9142. if( skill_area_temp[2] == 1 ){
  9143. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9144. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9145. }
  9146. }else{
  9147. skill_area_temp[2] = 0;
  9148. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9149. }
  9150. break;
  9151. case MH_SILENT_BREEZE:
  9152. {
  9153. //Silences the homunculus and target
  9154. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),0);
  9155. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),0);
  9156. //Recover the target's HP
  9157. status_heal(bl,status_get_lv(src)+status_get_sp(src),0,3); //(custom)
  9158. //Removes these SC from target
  9159. if (tsc) {
  9160. const enum sc_type scs[] = {
  9161. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9162. };
  9163. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9164. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9165. }
  9166. if (hd)
  9167. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9168. }
  9169. break;
  9170. case MH_OVERED_BOOST:
  9171. if (hd) {
  9172. struct block_list *s_bl = battle_get_master(src);
  9173. if(hd->homunculus.hunger>50) //reduce hunger
  9174. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9175. else
  9176. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9177. if(s_bl && s_bl->type==BL_PC) {
  9178. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9179. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9180. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9181. }
  9182. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9183. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9184. }
  9185. break;
  9186. case MH_GRANITIC_ARMOR:
  9187. case MH_PYROCLASTIC:
  9188. if(hd) {
  9189. struct block_list *s_bl = battle_get_master(src);
  9190. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  9191. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9192. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9193. }
  9194. break;
  9195. case MH_LIGHT_OF_REGENE: //self
  9196. if(hd) {
  9197. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9198. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  9199. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  9200. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9201. }
  9202. break;
  9203. case MH_STYLE_CHANGE:
  9204. if(hd){
  9205. struct status_change_entry *sce;
  9206. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9207. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9208. else sce->val1 = MH_MD_FIGHTING;
  9209. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9210. char output[128];
  9211. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9212. clif_colormes(hd->master,color_table[COLOR_RED],output);
  9213. }
  9214. }
  9215. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9216. }
  9217. break;
  9218. case MH_MAGMA_FLOW:
  9219. case MH_PAIN_KILLER:
  9220. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9221. if (hd)
  9222. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9223. break;
  9224. case MH_SUMMON_LEGION: {
  9225. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9226. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9227. struct mob_data *sum_md;
  9228. int i,c=0;
  9229. int maxcount = qty[skill_lv-1];
  9230. i = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9231. if(c >= maxcount) return 0; //max qty already spawned
  9232. for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
  9233. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  9234. if (sum_md) {
  9235. sum_md->master_id = src->id;
  9236. sum_md->special_state.ai = AI_LEGION;
  9237. if (sum_md->deletetimer != INVALID_TIMER)
  9238. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9239. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9240. mob_spawn(sum_md); //Now it is ready for spawning.
  9241. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9242. }
  9243. }
  9244. if (hd)
  9245. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9246. }
  9247. break;
  9248. /**
  9249. * Rebellion
  9250. **/
  9251. case RL_RICHS_COIN:
  9252. if (sd) {
  9253. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9254. for (i = 0; i < 10; i++)
  9255. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9256. }
  9257. break;
  9258. case RL_C_MARKER:
  9259. if (sd && (dstsd || (bl->type == BL_MOB && dstmd))) {
  9260. uint8 i;
  9261. sd->c_marker.count = 0;
  9262. //Find empty slot. If already exist, renew it!
  9263. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,sd->c_marker.target[i] == bl->id || !sd->c_marker.target[i]);
  9264. if (i >= MAX_SKILL_CRIMSON_MARKER) { //No slot
  9265. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9266. break;
  9267. }
  9268. //Attempt to run SC to the target
  9269. if (!sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))) {
  9270. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9271. break;
  9272. }
  9273. sd->c_marker.target[i] = bl->id;
  9274. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9275. }
  9276. break;
  9277. case RL_D_TAIL:
  9278. if (sd && &sd->c_marker) {
  9279. sd->c_marker.count = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9280. if (!sd->c_marker.count) {
  9281. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9282. break;
  9283. }
  9284. status_zap(src,0,skill_get_sp(skill_id,skill_lv));
  9285. skill_area_temp[1] = 0;
  9286. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9287. if (sd->c_marker.count)
  9288. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  9289. sd->c_marker.count = 0;
  9290. }
  9291. break;
  9292. case RL_QD_SHOT:
  9293. if (!sd)
  9294. break;
  9295. if (&sd->c_marker && sd->c_marker.target) {
  9296. i = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9297. skill_area_temp[1] = 0;
  9298. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9299. if (i)
  9300. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  9301. }
  9302. //Doesn't matter if the main target has SC_C_MARKER or not
  9303. skill_attack(skill_get_type(RL_QD_SHOT),src,src,bl,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_LEVEL|SD_ANIMATION);
  9304. break;
  9305. default:
  9306. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9307. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9308. map_freeblock_unlock();
  9309. return 1;
  9310. }
  9311. if(skill_id != SR_CURSEDCIRCLE){
  9312. struct status_change *sc = status_get_sc(src);
  9313. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9314. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9315. }
  9316. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9317. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9318. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9319. }
  9320. if( sd && !(flag&1) )
  9321. {// ensure that the skill last-cast tick is recorded
  9322. sd->canskill_tick = gettick();
  9323. if( sd->state.arrow_atk )
  9324. {// consume arrow on last invocation to this skill.
  9325. battle_consume_ammo(sd, skill_id, skill_lv);
  9326. }
  9327. skill_onskillusage(sd, bl, skill_id, tick);
  9328. // perform skill requirement consumption
  9329. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9330. }
  9331. map_freeblock_unlock();
  9332. return 0;
  9333. }
  9334. /*==========================================
  9335. *
  9336. *------------------------------------------*/
  9337. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9338. {
  9339. struct block_list *target, *src;
  9340. struct map_session_data *sd;
  9341. struct mob_data *md;
  9342. struct unit_data *ud;
  9343. struct status_change *sc = NULL;
  9344. int inf,inf2,flag = 0;
  9345. src = map_id2bl(id);
  9346. if( src == NULL )
  9347. {
  9348. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9349. return 0;// not found
  9350. }
  9351. ud = unit_bl2ud(src);
  9352. if( ud == NULL )
  9353. {
  9354. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9355. return 0;// ???
  9356. }
  9357. sd = BL_CAST(BL_PC, src);
  9358. md = BL_CAST(BL_MOB, src);
  9359. if( src->prev == NULL ) {
  9360. ud->skilltimer = INVALID_TIMER;
  9361. return 0;
  9362. }
  9363. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9364. if( ud->skilltimer != tid ) {
  9365. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9366. ud->skilltimer = INVALID_TIMER;
  9367. return 0;
  9368. }
  9369. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9370. {// restore original walk speed
  9371. ud->skilltimer = INVALID_TIMER;
  9372. status_calc_bl(&sd->bl, SCB_SPEED);
  9373. }
  9374. ud->skilltimer = INVALID_TIMER;
  9375. }
  9376. if (ud->skilltarget == id)
  9377. target = src;
  9378. else
  9379. target = map_id2bl(ud->skilltarget);
  9380. // Use a do so that you can break out of it when the skill fails.
  9381. do {
  9382. if(!target || target->prev==NULL) break;
  9383. if(src->m != target->m || status_isdead(src)) break;
  9384. switch (ud->skill_id) {
  9385. //These should become skill_castend_pos
  9386. case WE_CALLPARTNER:
  9387. if(sd) clif_callpartner(sd);
  9388. case WE_CALLPARENT:
  9389. if(sd) {
  9390. struct map_session_data *f_sd = pc_get_father(sd);
  9391. struct map_session_data *m_sd = pc_get_mother(sd);
  9392. if( (f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade ))
  9393. break;
  9394. }
  9395. case WE_CALLBABY:
  9396. if(sd) {
  9397. struct map_session_data *c_sd = pc_get_child(sd);
  9398. if( c_sd && c_sd->state.autotrade )
  9399. break;
  9400. }
  9401. case AM_RESURRECTHOMUN:
  9402. case PF_SPIDERWEB:
  9403. //Find a random spot to place the skill. [Skotlex]
  9404. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  9405. ud->skillx = target->x + inf2;
  9406. ud->skilly = target->y + inf2;
  9407. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9408. ud->skillx = target->x;
  9409. ud->skilly = target->y;
  9410. }
  9411. ud->skilltimer=tid;
  9412. return skill_castend_pos(tid,tick,id,data);
  9413. case GN_WALLOFTHORN:
  9414. ud->skillx = target->x;
  9415. ud->skilly = target->y;
  9416. ud->skilltimer = tid;
  9417. return skill_castend_pos(tid,tick,id,data);
  9418. }
  9419. if(ud->skill_id == RG_BACKSTAP) {
  9420. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9421. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  9422. break;
  9423. }
  9424. }
  9425. if( ud->skill_id == PR_TURNUNDEAD )
  9426. {
  9427. struct status_data *tstatus = status_get_status_data(target);
  9428. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  9429. break;
  9430. }
  9431. if( ud->skill_id == RA_WUGSTRIKE ){
  9432. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9433. break;
  9434. }
  9435. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  9436. {
  9437. sc = status_get_sc(target);
  9438. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  9439. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9440. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  9441. break;
  9442. }
  9443. }
  9444. else
  9445. { // Check target validity.
  9446. inf = skill_get_inf(ud->skill_id);
  9447. inf2 = skill_get_inf2(ud->skill_id);
  9448. if(inf&INF_ATTACK_SKILL ||
  9449. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9450. ) // Casted through combo.
  9451. inf = BCT_ENEMY; //Offensive skill.
  9452. else if(inf2&INF2_NO_ENEMY)
  9453. inf = BCT_NOENEMY;
  9454. else
  9455. inf = 0;
  9456. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  9457. {
  9458. inf |=
  9459. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9460. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9461. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9462. inf &= ~BCT_NEUTRAL;
  9463. }
  9464. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  9465. {
  9466. if( ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM )
  9467. break;
  9468. }
  9469. else if (inf && battle_check_target(src, target, inf) <= 0){
  9470. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9471. break;
  9472. }
  9473. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  9474. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9475. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  9476. }
  9477. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  9478. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9479. break; // You can use Clearance on party members in normal maps too. [pakpil]
  9480. }
  9481. else if( sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
  9482. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9483. break;
  9484. }
  9485. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  9486. sc->data[SC_FOGWALL] &&
  9487. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  9488. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  9489. break;
  9490. }
  9491. }
  9492. //Avoid doing double checks for instant-cast skills.
  9493. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9494. break;
  9495. if(md) {
  9496. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9497. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9498. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9499. }
  9500. if(src != target && battle_config.skill_add_range &&
  9501. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9502. {
  9503. if (sd) {
  9504. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9505. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9506. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9507. }
  9508. break;
  9509. }
  9510. #ifdef OFFICIAL_WALKPATH
  9511. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9512. {
  9513. if (sd) {
  9514. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9515. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9516. }
  9517. break;
  9518. }
  9519. #endif
  9520. if( sd )
  9521. {
  9522. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9523. break;
  9524. else
  9525. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9526. }
  9527. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9528. break;
  9529. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9530. ud->state.running = 0;
  9531. status_change_end(src, SC_RUN, INVALID_TIMER);
  9532. flag = 1;
  9533. }
  9534. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9535. unit_stop_walking(src,1);
  9536. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9537. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  9538. if (sd) { //Cooldown application
  9539. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9540. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9541. }
  9542. if( battle_config.display_status_timers && sd )
  9543. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9544. if( sd )
  9545. {
  9546. switch( ud->skill_id )
  9547. {
  9548. case GS_DESPERADO:
  9549. case RL_FIREDANCE:
  9550. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9551. break;
  9552. case CR_GRANDCROSS:
  9553. case NPC_GRANDDARKNESS:
  9554. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9555. {
  9556. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9557. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9558. break;
  9559. }
  9560. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9561. break;
  9562. }
  9563. }
  9564. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9565. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9566. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9567. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9568. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9569. map_freeblock_lock();
  9570. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9571. skill_toggle_magicpower(src, ud->skill_id);
  9572. // only normal attack and auto cast skills benefit from its bonuses
  9573. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9574. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9575. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9576. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9577. else
  9578. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9579. sc = status_get_sc(src);
  9580. if(sc && sc->count) {
  9581. if(sc->data[SC_SPIRIT] &&
  9582. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9583. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9584. ud->skill_id != WZ_WATERBALL)
  9585. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9586. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9587. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9588. }
  9589. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9590. sd->skillitem = sd->skillitemlv = 0;
  9591. if (ud->skilltimer == INVALID_TIMER) {
  9592. if(md) md->skill_idx = -1;
  9593. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9594. ud->skill_lv = ud->skilltarget = 0;
  9595. }
  9596. map_freeblock_unlock();
  9597. return 1;
  9598. } while(0);
  9599. //Skill failed.
  9600. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9601. { //When Asura fails... (except when it fails from Wall of Fog)
  9602. //Consume SP/spheres
  9603. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9604. status_set_sp(src, 0, 0);
  9605. sc = &sd->sc;
  9606. if (sc->count)
  9607. { //End states
  9608. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9609. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9610. #ifdef RENEWAL
  9611. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9612. #endif
  9613. }
  9614. if (target && target->m == src->m)
  9615. { //Move character to target anyway.
  9616. int dir, x, y;
  9617. dir = map_calc_dir(src,target->x,target->y);
  9618. if( dir > 0 && dir < 4) x = -2;
  9619. else if( dir > 4 ) x = 2;
  9620. else x = 0;
  9621. if( dir > 2 && dir < 6 ) y = -2;
  9622. else if( dir == 7 || dir < 2 ) y = 2;
  9623. else y = 0;
  9624. if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
  9625. { //Display movement + animation.
  9626. clif_slide(src,src->x,src->y);
  9627. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
  9628. }
  9629. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9630. }
  9631. }
  9632. ud->skill_id = ud->skilltarget = 0;
  9633. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9634. ud->canact_tick = tick;
  9635. //You can't place a skill failed packet here because it would be
  9636. //sent in ALL cases, even cases where skill_check_condition fails
  9637. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9638. if(sd)
  9639. sd->skillitem = sd->skillitemlv = 0;
  9640. else if(md)
  9641. md->skill_idx = -1;
  9642. return 0;
  9643. }
  9644. /*==========================================
  9645. *
  9646. *------------------------------------------*/
  9647. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9648. {
  9649. struct block_list* src = map_id2bl(id);
  9650. struct map_session_data *sd;
  9651. struct unit_data *ud = unit_bl2ud(src);
  9652. struct mob_data *md;
  9653. nullpo_ret(ud);
  9654. sd = BL_CAST(BL_PC , src);
  9655. md = BL_CAST(BL_MOB, src);
  9656. if( src->prev == NULL ) {
  9657. ud->skilltimer = INVALID_TIMER;
  9658. return 0;
  9659. }
  9660. if( ud->skilltimer != tid )
  9661. {
  9662. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9663. ud->skilltimer = INVALID_TIMER;
  9664. return 0;
  9665. }
  9666. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9667. {// restore original walk speed
  9668. ud->skilltimer = INVALID_TIMER;
  9669. status_calc_bl(&sd->bl, SCB_SPEED);
  9670. }
  9671. ud->skilltimer = INVALID_TIMER;
  9672. do {
  9673. int maxcount=0;
  9674. if( status_isdead(src) )
  9675. break;
  9676. if( !(src->type&battle_config.skill_reiteration) &&
  9677. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9678. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9679. )
  9680. {
  9681. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9682. break;
  9683. }
  9684. if( src->type&battle_config.skill_nofootset &&
  9685. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9686. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9687. )
  9688. {
  9689. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9690. break;
  9691. }
  9692. if( src->type&battle_config.land_skill_limit &&
  9693. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9694. ) {
  9695. int i;
  9696. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9697. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9698. maxcount--;
  9699. }
  9700. if( maxcount == 0 )
  9701. {
  9702. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9703. break;
  9704. }
  9705. }
  9706. if(tid != INVALID_TIMER)
  9707. { //Avoid double checks on instant cast skills. [Skotlex]
  9708. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9709. break;
  9710. if(battle_config.skill_add_range &&
  9711. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9712. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9713. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9714. break;
  9715. }
  9716. }
  9717. if( sd )
  9718. {
  9719. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9720. break;
  9721. else
  9722. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9723. }
  9724. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9725. break;
  9726. if(md) {
  9727. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9728. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9729. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9730. }
  9731. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9732. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  9733. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  9734. if (ud->walktimer != INVALID_TIMER)
  9735. unit_stop_walking(src,1);
  9736. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9737. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  9738. if (sd) { //Cooldown application
  9739. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  9740. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9741. }
  9742. if( battle_config.display_status_timers && sd )
  9743. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9744. // if( sd )
  9745. // {
  9746. // switch( ud->skill_id )
  9747. // {
  9748. // case ????:
  9749. // sd->canequip_tick = tick + ????;
  9750. // break;
  9751. // }
  9752. // }
  9753. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9754. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9755. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9756. map_freeblock_lock();
  9757. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  9758. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  9759. sd->skillitem = sd->skillitemlv = 0;
  9760. if (ud->skilltimer == INVALID_TIMER) {
  9761. if (md) md->skill_idx = -1;
  9762. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  9763. ud->skill_lv = ud->skillx = ud->skilly = 0;
  9764. }
  9765. map_freeblock_unlock();
  9766. return 1;
  9767. } while(0);
  9768. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9769. ud->canact_tick = tick;
  9770. ud->skill_id = ud->skill_lv = 0;
  9771. if(sd)
  9772. sd->skillitem = sd->skillitemlv = 0;
  9773. else if(md)
  9774. md->skill_idx = -1;
  9775. return 0;
  9776. }
  9777. /* skill count without self */
  9778. static int skill_count_wos(struct block_list *bl,va_list ap) {
  9779. struct block_list* src = va_arg(ap, struct block_list*);
  9780. if( src->id != bl->id ) {
  9781. return 1;
  9782. }
  9783. return 0;
  9784. }
  9785. /*==========================================
  9786. *
  9787. *------------------------------------------*/
  9788. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  9789. {
  9790. struct map_session_data* sd;
  9791. struct status_change* sc;
  9792. struct status_change_entry *sce;
  9793. struct skill_unit_group* sg;
  9794. enum sc_type type;
  9795. int i;
  9796. //if(skill_lv <= 0) return 0;
  9797. if(skill_id > 0 && !skill_lv) return 0; // celest
  9798. nullpo_ret(src);
  9799. if(status_isdead(src))
  9800. return 0;
  9801. sd = BL_CAST(BL_PC, src);
  9802. sc = status_get_sc(src);
  9803. type = status_skill2sc(skill_id);
  9804. sce = (sc && type != -1)?sc->data[type]:NULL;
  9805. switch (skill_id) { //Skill effect.
  9806. case WZ_METEOR:
  9807. case MO_BODYRELOCATION:
  9808. case CR_CULTIVATION:
  9809. case HW_GANBANTEIN:
  9810. case LG_EARTHDRIVE:
  9811. case SC_ESCAPE:
  9812. case RL_HAMMER_OF_GOD:
  9813. break; //Effect is displayed on respective switch case.
  9814. default:
  9815. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  9816. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9817. else
  9818. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9819. }
  9820. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9821. skill_toggle_magicpower(src, skill_id);
  9822. switch(skill_id)
  9823. {
  9824. case PR_BENEDICTIO:
  9825. skill_area_temp[1] = src->id;
  9826. i = skill_get_splash(skill_id, skill_lv);
  9827. map_foreachinarea(skill_area_sub,
  9828. src->m, x-i, y-i, x+i, y+i, BL_PC,
  9829. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  9830. skill_castend_nodamage_id);
  9831. map_foreachinarea(skill_area_sub,
  9832. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9833. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  9834. skill_castend_damage_id);
  9835. break;
  9836. case BS_HAMMERFALL:
  9837. i = skill_get_splash(skill_id, skill_lv);
  9838. map_foreachinarea (skill_area_sub,
  9839. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9840. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  9841. skill_castend_nodamage_id);
  9842. break;
  9843. case HT_DETECTING:
  9844. i = skill_get_splash(skill_id, skill_lv);
  9845. map_foreachinarea( status_change_timer_sub,
  9846. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  9847. src,NULL,SC_SIGHT,tick);
  9848. if(battle_config.traps_setting&1)
  9849. map_foreachinarea( skill_reveal_trap,
  9850. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9851. break;
  9852. case SR_RIDEINLIGHTNING:
  9853. i = skill_get_splash(skill_id, skill_lv);
  9854. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9855. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  9856. break;
  9857. case SA_VOLCANO:
  9858. case SA_DELUGE:
  9859. case SA_VIOLENTGALE:
  9860. { //Does not consumes if the skill is already active. [Skotlex]
  9861. struct skill_unit_group *sg;
  9862. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  9863. {
  9864. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  9865. {
  9866. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9867. return 0; // not to consume items
  9868. }
  9869. else
  9870. sg->limit = 0; //Disable it.
  9871. }
  9872. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9873. break;
  9874. }
  9875. case MG_SAFETYWALL:
  9876. case MG_FIREWALL:
  9877. case MG_THUNDERSTORM:
  9878. case AL_PNEUMA:
  9879. case WZ_ICEWALL:
  9880. case WZ_FIREPILLAR:
  9881. case WZ_QUAGMIRE:
  9882. case WZ_VERMILION:
  9883. case WZ_STORMGUST:
  9884. case WZ_HEAVENDRIVE:
  9885. case PR_SANCTUARY:
  9886. case PR_MAGNUS:
  9887. case CR_GRANDCROSS:
  9888. case NPC_GRANDDARKNESS:
  9889. case HT_SKIDTRAP:
  9890. case MA_SKIDTRAP:
  9891. case HT_LANDMINE:
  9892. case MA_LANDMINE:
  9893. case HT_ANKLESNARE:
  9894. case HT_SHOCKWAVE:
  9895. case HT_SANDMAN:
  9896. case MA_SANDMAN:
  9897. case HT_FLASHER:
  9898. case HT_FREEZINGTRAP:
  9899. case MA_FREEZINGTRAP:
  9900. case HT_BLASTMINE:
  9901. case HT_CLAYMORETRAP:
  9902. case AS_VENOMDUST:
  9903. case AM_DEMONSTRATION:
  9904. case PF_FOGWALL:
  9905. case PF_SPIDERWEB:
  9906. case HT_TALKIEBOX:
  9907. case WE_CALLPARTNER:
  9908. case WE_CALLPARENT:
  9909. case WE_CALLBABY:
  9910. case AC_SHOWER: //Ground-placed skill implementation.
  9911. case MA_SHOWER:
  9912. case SA_LANDPROTECTOR:
  9913. case BD_LULLABY:
  9914. case BD_RICHMANKIM:
  9915. case BD_ETERNALCHAOS:
  9916. case BD_DRUMBATTLEFIELD:
  9917. case BD_RINGNIBELUNGEN:
  9918. case BD_ROKISWEIL:
  9919. case BD_INTOABYSS:
  9920. case BD_SIEGFRIED:
  9921. case BA_DISSONANCE:
  9922. case BA_POEMBRAGI:
  9923. case BA_WHISTLE:
  9924. case BA_ASSASSINCROSS:
  9925. case BA_APPLEIDUN:
  9926. case DC_UGLYDANCE:
  9927. case DC_HUMMING:
  9928. case DC_DONTFORGETME:
  9929. case DC_FORTUNEKISS:
  9930. case DC_SERVICEFORYOU:
  9931. case CG_MOONLIT:
  9932. case GS_DESPERADO:
  9933. case NJ_KAENSIN:
  9934. case NJ_BAKUENRYU:
  9935. case NJ_SUITON:
  9936. case NJ_HYOUSYOURAKU:
  9937. case NJ_RAIGEKISAI:
  9938. case NJ_KAMAITACHI:
  9939. #ifdef RENEWAL
  9940. case NJ_HUUMA:
  9941. #endif
  9942. case NPC_EVILLAND:
  9943. case RA_ELECTRICSHOCKER:
  9944. case RA_CLUSTERBOMB:
  9945. case RA_MAGENTATRAP:
  9946. case RA_COBALTTRAP:
  9947. case RA_MAIZETRAP:
  9948. case RA_VERDURETRAP:
  9949. case RA_FIRINGTRAP:
  9950. case RA_ICEBOUNDTRAP:
  9951. case SC_MANHOLE:
  9952. case SC_DIMENSIONDOOR:
  9953. case SC_CHAOSPANIC:
  9954. case SC_MAELSTROM:
  9955. case SC_BLOODYLUST:
  9956. case WM_REVERBERATION:
  9957. case WM_POEMOFNETHERWORLD:
  9958. case SO_PSYCHIC_WAVE:
  9959. case SO_VACUUM_EXTREME:
  9960. case GN_WALLOFTHORN:
  9961. case GN_THORNS_TRAP:
  9962. case GN_DEMONIC_FIRE:
  9963. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  9964. case GN_FIRE_EXPANSION_TEAR_GAS:
  9965. case GN_HELLS_PLANT:
  9966. case SO_EARTHGRAVE:
  9967. case SO_DIAMONDDUST:
  9968. case SO_FIRE_INSIGNIA:
  9969. case SO_WATER_INSIGNIA:
  9970. case SO_WIND_INSIGNIA:
  9971. case SO_EARTH_INSIGNIA:
  9972. case KO_HUUMARANKA:
  9973. case KO_BAKURETSU:
  9974. case KO_ZENKAI:
  9975. case MH_LAVA_SLIDE:
  9976. case MH_VOLCANIC_ASH:
  9977. case MH_POISON_MIST:
  9978. case MH_STEINWAND:
  9979. case MH_XENO_SLASHER:
  9980. case NC_MAGMA_ERUPTION:
  9981. case SO_ELEMENTAL_SHIELD:
  9982. case RL_B_TRAP:
  9983. if (skill_id == RL_B_TRAP && sd)
  9984. sd->skill_id_old = skill_id;
  9985. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  9986. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  9987. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9988. break;
  9989. case RG_GRAFFITI: /* Graffiti [Valaris] */
  9990. skill_clear_unitgroup(src);
  9991. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9992. flag|=1;
  9993. break;
  9994. case HP_BASILICA:
  9995. if( sc->data[SC_BASILICA] ) {
  9996. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  9997. return 0;
  9998. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  9999. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10000. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10001. return 0;
  10002. }
  10003. skill_clear_unitgroup(src);
  10004. if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
  10005. sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
  10006. flag|=1;
  10007. }
  10008. break;
  10009. case CG_HERMODE:
  10010. skill_clear_unitgroup(src);
  10011. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10012. sc_start4(src,src,SC_DANCING,100,
  10013. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10014. flag|=1;
  10015. break;
  10016. case RG_CLEANER: // [Valaris]
  10017. i = skill_get_splash(skill_id, skill_lv);
  10018. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10019. break;
  10020. case SO_WARMER:
  10021. flag|= 8;
  10022. case SO_CLOUD_KILL:
  10023. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10024. break;
  10025. case WZ_METEOR: {
  10026. int area = skill_get_splash(skill_id, skill_lv);
  10027. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10028. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10029. // Creates a random Cell in the Splash Area
  10030. tmpx = x - area + rnd()%(area * 2 + 1);
  10031. tmpy = y - area + rnd()%(area * 2 + 1);
  10032. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  10033. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10034. if( i > 0 )
  10035. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10036. x1 = tmpx;
  10037. y1 = tmpy;
  10038. }
  10039. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10040. }
  10041. break;
  10042. case AL_WARP:
  10043. if(sd)
  10044. {
  10045. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10046. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10047. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10048. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10049. );
  10050. }
  10051. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10052. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10053. return 0; // not to consume item.
  10054. case MO_BODYRELOCATION:
  10055. if (unit_movepos(src, x, y, 1, 1)) {
  10056. #if PACKETVER >= 20111005
  10057. clif_snap(src, src->x, src->y);
  10058. #else
  10059. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10060. #endif
  10061. if (sd)
  10062. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10063. }
  10064. break;
  10065. case NJ_SHADOWJUMP:
  10066. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  10067. unit_movepos(src, x, y, 1, 0);
  10068. clif_slide(src,x,y);
  10069. }
  10070. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10071. break;
  10072. case AM_SPHEREMINE:
  10073. case AM_CANNIBALIZE:
  10074. {
  10075. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10076. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10077. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10078. struct mob_data *md;
  10079. // Correct info, don't change any of this! [celest]
  10080. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10081. if (md) {
  10082. md->master_id = src->id;
  10083. md->special_state.ai = (enum mob_ai)ai;
  10084. if( md->deletetimer != INVALID_TIMER )
  10085. delete_timer(md->deletetimer, mob_timer_delete);
  10086. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10087. mob_spawn (md); //Now it is ready for spawning.
  10088. }
  10089. }
  10090. break;
  10091. // Slim Pitcher [Celest]
  10092. case CR_SLIMPITCHER:
  10093. if (sd) {
  10094. int i = 0, j = 0;
  10095. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10096. i = skill_lv%11 - 1;
  10097. j = pc_search_inventory(sd, require.itemid[i]);
  10098. if (j < 0 || require.itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i])
  10099. {
  10100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10101. return 1;
  10102. }
  10103. potion_flag = 1;
  10104. potion_hp = 0;
  10105. potion_sp = 0;
  10106. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10107. potion_flag = 0;
  10108. //Apply skill bonuses
  10109. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10110. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10111. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10112. + pc_skillheal_bonus(sd, skill_id);
  10113. potion_hp = potion_hp * (100+i)/100;
  10114. potion_sp = potion_sp * (100+i)/100;
  10115. if(potion_hp > 0 || potion_sp > 0) {
  10116. i = skill_get_splash(skill_id, skill_lv);
  10117. map_foreachinarea(skill_area_sub,
  10118. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10119. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10120. skill_castend_nodamage_id);
  10121. }
  10122. } else {
  10123. int i = skill_get_itemid(skill_id, skill_lv);
  10124. struct item_data *item;
  10125. item = itemdb_search(i);
  10126. potion_flag = 1;
  10127. potion_hp = 0;
  10128. potion_sp = 0;
  10129. run_script(item->script,0,src->id,0);
  10130. potion_flag = 0;
  10131. i = skill_get_max(CR_SLIMPITCHER)*10;
  10132. potion_hp = potion_hp * (100+i)/100;
  10133. potion_sp = potion_sp * (100+i)/100;
  10134. if(potion_hp > 0 || potion_sp > 0) {
  10135. i = skill_get_splash(skill_id, skill_lv);
  10136. map_foreachinarea(skill_area_sub,
  10137. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10138. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10139. skill_castend_nodamage_id);
  10140. }
  10141. }
  10142. break;
  10143. case HW_GANBANTEIN:
  10144. if (rnd()%100 < 80) {
  10145. int dummy = 1;
  10146. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10147. i = skill_get_splash(skill_id, skill_lv);
  10148. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10149. } else {
  10150. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10151. return 1;
  10152. }
  10153. break;
  10154. case HW_GRAVITATION:
  10155. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10156. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10157. flag|=1;
  10158. break;
  10159. // Plant Cultivation [Celest]
  10160. case CR_CULTIVATION:
  10161. if (sd) {
  10162. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  10163. {
  10164. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10165. return 1;
  10166. }
  10167. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10168. if (rnd()%100 < 50) {
  10169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10170. } else {
  10171. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  10172. int i;
  10173. if (!md) break;
  10174. if ((i = skill_get_time(skill_id, skill_lv)) > 0)
  10175. {
  10176. if( md->deletetimer != INVALID_TIMER )
  10177. delete_timer(md->deletetimer, mob_timer_delete);
  10178. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  10179. }
  10180. mob_spawn (md);
  10181. }
  10182. }
  10183. break;
  10184. case SG_SUN_WARM:
  10185. case SG_MOON_WARM:
  10186. case SG_STAR_WARM:
  10187. skill_clear_unitgroup(src);
  10188. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10189. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10190. flag|=1;
  10191. break;
  10192. case PA_GOSPEL:
  10193. if (sce && sce->val4 == BCT_SELF)
  10194. {
  10195. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10196. return 0;
  10197. }
  10198. else
  10199. {
  10200. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10201. if (!sg) break;
  10202. if (sce)
  10203. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10204. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10205. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10206. }
  10207. break;
  10208. case NJ_TATAMIGAESHI:
  10209. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10210. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10211. break;
  10212. case AM_RESURRECTHOMUN: //[orn]
  10213. if (sd)
  10214. {
  10215. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10216. {
  10217. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10218. break;
  10219. }
  10220. }
  10221. break;
  10222. case RK_WINDCUTTER:
  10223. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10224. case NC_COLDSLOWER:
  10225. case NC_ARMSCANNON:
  10226. case RK_DRAGONBREATH:
  10227. case RK_DRAGONBREATH_WATER:
  10228. i = skill_get_splash(skill_id,skill_lv);
  10229. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10230. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10231. break;
  10232. case SO_ARRULLO:
  10233. i = skill_get_splash(skill_id,skill_lv);
  10234. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10235. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10236. break;
  10237. /**
  10238. * Guilotine Cross
  10239. **/
  10240. case GC_POISONSMOKE:
  10241. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10242. if( sd )
  10243. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10244. return 0;
  10245. }
  10246. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10247. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10248. break;
  10249. /**
  10250. * Arch Bishop
  10251. **/
  10252. case AB_EPICLESIS:
  10253. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10254. i = sg->unit->range;
  10255. 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);
  10256. }
  10257. break;
  10258. /**
  10259. * Warlock
  10260. **/
  10261. case WL_COMET:
  10262. if( sc ) {
  10263. sc->comet_x = x;
  10264. sc->comet_y = y;
  10265. }
  10266. i = skill_get_splash(skill_id,skill_lv);
  10267. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10268. break;
  10269. case WL_EARTHSTRAIN:
  10270. {
  10271. int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10272. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10273. for( i = 1; i <= wave; i++ )
  10274. {
  10275. switch( dir ){
  10276. case 0: case 1: case 7: sy = y + i; break;
  10277. case 3: case 4: case 5: sy = y - i; break;
  10278. case 2: sx = x - i; break;
  10279. case 6: sx = x + i; break;
  10280. }
  10281. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10282. }
  10283. }
  10284. break;
  10285. /**
  10286. * Ranger
  10287. **/
  10288. case RA_DETONATOR:
  10289. i = skill_get_splash(skill_id, skill_lv);
  10290. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10291. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10292. break;
  10293. /**
  10294. * Mechanic
  10295. **/
  10296. case NC_NEUTRALBARRIER:
  10297. case NC_STEALTHFIELD:
  10298. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10299. skill_clear_unitgroup(src);
  10300. return 0;
  10301. }
  10302. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10303. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10304. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10305. if( sd ) pc_overheat(sd,1);
  10306. }
  10307. break;
  10308. case NC_SILVERSNIPER:
  10309. {
  10310. int class_ = MOBID_SILVERSNIPER;
  10311. struct mob_data *md;
  10312. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  10313. if( md ) {
  10314. md->master_id = src->id;
  10315. md->special_state.ai = AI_FAW;
  10316. if( md->deletetimer != INVALID_TIMER )
  10317. delete_timer(md->deletetimer, mob_timer_delete);
  10318. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10319. mob_spawn(md);
  10320. }
  10321. }
  10322. break;
  10323. case NC_MAGICDECOY:
  10324. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10325. break;
  10326. case SC_FEINTBOMB:
  10327. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10328. skill_blown(src,src,3*skill_lv,unit_getdir(src),0);
  10329. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10330. break;
  10331. case SC_ESCAPE:
  10332. clif_skill_nodamage(src,src,skill_id,-1,1);
  10333. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10334. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10335. break;
  10336. case LG_OVERBRAND: {
  10337. int dir = map_calc_dir(src,x,y);
  10338. int sx = src->x, sy = src->y;
  10339. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10340. for( i = 0; i < layout->count; i++ )
  10341. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10342. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10343. }
  10344. break;
  10345. case LG_BANDING:
  10346. if( sc && sc->data[SC_BANDING] )
  10347. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10348. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10349. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10350. if( sd ) pc_banding(sd,skill_lv);
  10351. }
  10352. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10353. break;
  10354. case LG_RAYOFGENESIS:
  10355. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10356. i = skill_get_splash(skill_id,skill_lv);
  10357. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10358. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10359. } else if( sd )
  10360. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10361. break;
  10362. case WM_DOMINION_IMPULSE:
  10363. i = skill_get_splash(skill_id, skill_lv);
  10364. map_foreachinarea( skill_ative_reverberation,
  10365. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10366. break;
  10367. case WM_GREAT_ECHO:
  10368. flag|=1; // Should counsume 1 item per skill usage.
  10369. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  10370. break;
  10371. case WM_SEVERE_RAINSTORM:
  10372. flag |= 1;
  10373. if (sd)
  10374. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10375. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10376. break;
  10377. case GN_CRAZYWEED: {
  10378. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10379. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10380. int x1 = x - area + rnd()%(area * 2 + 1);
  10381. int y1 = y - area + rnd()%(area * 2 + 1);
  10382. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10383. }
  10384. }
  10385. break;
  10386. case GN_FIRE_EXPANSION: {
  10387. int i;
  10388. struct unit_data *ud = unit_bl2ud(src);
  10389. if( !ud ) break;
  10390. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  10391. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  10392. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  10393. switch( skill_lv ) {
  10394. case 3:
  10395. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  10396. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  10397. break;
  10398. case 4:
  10399. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  10400. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  10401. break;
  10402. case 5: {
  10403. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10404. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10405. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10406. map_foreachinarea(skill_area_sub, src->m,
  10407. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  10408. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  10409. src, CR_ACIDDEMONSTRATION, acid_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  10410. skill_delunit(ud->skillunit[i]->unit);
  10411. }
  10412. break;
  10413. default:
  10414. ud->skillunit[i]->unit->val2 = skill_lv;
  10415. ud->skillunit[i]->unit->group->val2 = skill_lv;
  10416. break;
  10417. }
  10418. }
  10419. }
  10420. }
  10421. break;
  10422. case SO_FIREWALK:
  10423. case SO_ELECTRICWALK:
  10424. if( sc && sc->data[type] )
  10425. status_change_end(src,type,INVALID_TIMER);
  10426. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10427. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10428. break;
  10429. case KO_MAKIBISHI:
  10430. for( i = 0; i < (skill_lv+2); i++ ) {
  10431. x = src->x - 1 + rnd()%3;
  10432. y = src->y - 1 + rnd()%3;
  10433. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10434. }
  10435. break;
  10436. case KO_MUCHANAGE: {
  10437. struct status_data *sstatus;
  10438. int rate = 0;
  10439. sstatus = status_get_status_data(src);
  10440. i = skill_get_splash(skill_id,skill_lv);
  10441. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10442. if( rate < 0 )
  10443. rate = 0;
  10444. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  10445. if( rnd()%100 < rate )
  10446. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10447. }
  10448. break;
  10449. case RL_FALLEN_ANGEL:
  10450. if (unit_movepos(src,x,y,1,1)) {
  10451. enum e_skill skill_use = GS_DESPERADO;
  10452. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10453. clif_slide(src,x,y);
  10454. if (skill_check_condition_castend(sd,skill_use,skill_use_lv)) {
  10455. sd->skill_id_old = RL_FALLEN_ANGEL;
  10456. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10457. battle_consume_ammo(sd,skill_use,skill_use_lv);
  10458. }
  10459. sd->skill_id_old = 0;
  10460. }
  10461. else if (sd)
  10462. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10463. break;
  10464. case RL_HAMMER_OF_GOD:
  10465. if (sd && &sd->c_marker) {
  10466. i = skill_get_splash(skill_id, skill_lv);
  10467. //Get how many target around the clicked area
  10468. if (map_foreachinarea(skill_check_target_c_marker, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src)) {
  10469. skill_area_temp[1] = 0;
  10470. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10471. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_damage_id);
  10472. }
  10473. else
  10474. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick+500);
  10475. }
  10476. break;
  10477. case RL_FIRE_RAIN: {
  10478. int i, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  10479. int sx = x = src->x, sy = y = src->y;
  10480. for (i = 1; i <= wave; i++) {
  10481. switch (dir) {
  10482. case 0: sy = y + i; break;
  10483. case 1: sy = y + i; sx = x - i; break;
  10484. case 2: sx = x - i; break;
  10485. case 3: sx = x - i; sy = y - i; break;
  10486. case 4: sy = y - i; break;
  10487. case 5: sx = x + i; sy = y - i; break;
  10488. case 6: sx = x + i; break;
  10489. case 7: sy = y + i; sx = x + i; break;
  10490. }
  10491. skill_addtimerskill(src,gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag);
  10492. }
  10493. }
  10494. break;
  10495. default:
  10496. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10497. return 1;
  10498. }
  10499. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10500. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10501. if( sd )
  10502. {// ensure that the skill last-cast tick is recorded
  10503. sd->canskill_tick = gettick();
  10504. if( sd->state.arrow_atk && !(flag&1) )
  10505. {// consume arrow if this is a ground skill
  10506. battle_consume_ammo(sd, skill_id, skill_lv);
  10507. }
  10508. // perform skill requirement consumption
  10509. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10510. }
  10511. return 0;
  10512. }
  10513. /*==========================================
  10514. *
  10515. *------------------------------------------*/
  10516. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
  10517. {
  10518. nullpo_ret(sd);
  10519. //Simplify skill_failed code.
  10520. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10521. if(skill_id != sd->menuskill_id)
  10522. return 0;
  10523. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10524. skill_failed(sd);
  10525. return 0;
  10526. }
  10527. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10528. skill_failed(sd);
  10529. return 0;
  10530. }
  10531. //TODO move that list into a new SCS ? SCS_NOCAST ??
  10532. if(sd->sc.count && (
  10533. sd->sc.data[SC_SILENCE] ||
  10534. sd->sc.data[SC_ROKISWEIL] ||
  10535. sd->sc.data[SC_AUTOCOUNTER] ||
  10536. sd->sc.data[SC_STEELBODY] ||
  10537. (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  10538. sd->sc.data[SC_BERSERK] ||
  10539. sd->sc.data[SC_BASILICA] ||
  10540. sd->sc.data[SC_MARIONETTE] ||
  10541. sd->sc.data[SC_WHITEIMPRISON] ||
  10542. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
  10543. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
  10544. sd->sc.data[SC_OBLIVIONCURSE] ||
  10545. sd->sc.data[SC__MANHOLE]
  10546. )) {
  10547. skill_failed(sd);
  10548. return 0;
  10549. }
  10550. pc_stop_attack(sd);
  10551. pc_stop_walking(sd,0);
  10552. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10553. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
  10554. if(strcmp(map,"cancel")==0) {
  10555. skill_failed(sd);
  10556. return 0;
  10557. }
  10558. switch(skill_id)
  10559. {
  10560. case AL_TELEPORT:
  10561. case ALL_ODINS_RECALL:
  10562. if(strcmp(map,"Random")==0)
  10563. pc_randomwarp(sd,CLR_TELEPORT);
  10564. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10565. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10566. break;
  10567. case AL_WARP:
  10568. {
  10569. const struct point *p[4];
  10570. struct skill_unit_group *group;
  10571. int i, lv, wx, wy;
  10572. int maxcount=0;
  10573. int x,y;
  10574. unsigned short mapindex;
  10575. mapindex = mapindex_name2id((char*)map);
  10576. if(!mapindex) { //Given map not found?
  10577. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10578. skill_failed(sd);
  10579. return 0;
  10580. }
  10581. p[0] = &sd->status.save_point;
  10582. p[1] = &sd->status.memo_point[0];
  10583. p[2] = &sd->status.memo_point[1];
  10584. p[3] = &sd->status.memo_point[2];
  10585. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10586. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10587. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10588. maxcount--;
  10589. }
  10590. if(!maxcount) {
  10591. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10592. skill_failed(sd);
  10593. return 0;
  10594. }
  10595. }
  10596. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10597. wx = sd->menuskill_val>>16;
  10598. wy = sd->menuskill_val&0xffff;
  10599. if( lv <= 0 ) return 0;
  10600. if( lv > 4 ) lv = 4; // crash prevention
  10601. // check if the chosen map exists in the memo list
  10602. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10603. if( i < lv ) {
  10604. x=p[i]->x;
  10605. y=p[i]->y;
  10606. } else {
  10607. skill_failed(sd);
  10608. return 0;
  10609. }
  10610. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10611. { // This checks versus skill_id/skill_lv...
  10612. skill_failed(sd);
  10613. return 0;
  10614. }
  10615. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10616. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10617. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10618. skill_failed(sd);
  10619. return 0;
  10620. }
  10621. group->val1 = (group->val1<<16)|(short)0;
  10622. // record the destination coordinates
  10623. group->val2 = (x<<16)|y;
  10624. group->val3 = mapindex;
  10625. }
  10626. break;
  10627. }
  10628. sd->menuskill_id = sd->menuskill_val = 0;
  10629. return 0;
  10630. #undef skill_failed
  10631. }
  10632. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10633. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10634. {
  10635. struct skill_unit* target = (struct skill_unit*)bl;
  10636. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10637. int flag = va_arg(ap, int);
  10638. if (src == target)
  10639. return 0;
  10640. if (!target->group || !(target->group->state.song_dance&0x1))
  10641. return 0;
  10642. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10643. return 0;
  10644. if (flag) //Set dissonance
  10645. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10646. else //Remove dissonance
  10647. target->val2 &= ~UF_ENSEMBLE;
  10648. clif_skill_setunit(target); //Update look of affected cell.
  10649. return 1;
  10650. }
  10651. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10652. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10653. //When 1, this unit has been positioned, so start the cancel effect.
  10654. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10655. {
  10656. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10657. return 0;
  10658. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10659. return 0; //Nothing to remove, this unit is not overlapped.
  10660. if (unit->val1 != unit->group->skill_id)
  10661. { //Reset state
  10662. unit->val1 = unit->group->skill_id;
  10663. unit->val2 &= ~UF_ENSEMBLE;
  10664. }
  10665. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10666. }
  10667. /*==========================================
  10668. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10669. * Flag: 0 - Convert, 1 - Revert.
  10670. * TODO: This should be completely removed later and rewritten
  10671. * The entire execution of the overlapping songs instances is dirty and hacked together
  10672. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10673. *------------------------------------------*/
  10674. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10675. {
  10676. static int prevflag = 1; // by default the backup is empty
  10677. static struct skill_unit_group backup;
  10678. struct skill_unit_group* group = unit->group;
  10679. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  10680. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  10681. return false;
  10682. if( flag == prevflag )
  10683. {// protection against attempts to read an empty backup / write to a full backup
  10684. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10685. flag ? "read an empty backup" : "write to a full backup",
  10686. group->skill_id, group->skill_lv, group->src_id);
  10687. return false;
  10688. }
  10689. prevflag = flag;
  10690. if( !flag )
  10691. { //Transform
  10692. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10693. // backup
  10694. backup.skill_id = group->skill_id;
  10695. backup.skill_lv = group->skill_lv;
  10696. backup.unit_id = group->unit_id;
  10697. backup.target_flag = group->target_flag;
  10698. backup.bl_flag = group->bl_flag;
  10699. backup.interval = group->interval;
  10700. // replace
  10701. group->skill_id = skill_id;
  10702. group->skill_lv = 1;
  10703. group->unit_id = skill_get_unit_id(skill_id,0);
  10704. group->target_flag = skill_get_unit_target(skill_id);
  10705. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10706. group->interval = skill_get_unit_interval(skill_id);
  10707. }
  10708. else
  10709. { //Restore
  10710. group->skill_id = backup.skill_id;
  10711. group->skill_lv = backup.skill_lv;
  10712. group->unit_id = backup.unit_id;
  10713. group->target_flag = backup.target_flag;
  10714. group->bl_flag = backup.bl_flag;
  10715. group->interval = backup.interval;
  10716. }
  10717. return true;
  10718. }
  10719. /**
  10720. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  10721. **/
  10722. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  10723. struct block_list *target = NULL;
  10724. struct mob_data *md = ((TBL_MOB*)bl);
  10725. nullpo_ret(bl);
  10726. nullpo_ret(md);
  10727. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  10728. return 0;
  10729. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  10730. return 0;
  10731. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  10732. mob_unlocktarget(md,gettick());
  10733. mob_stop_walking(md,1);
  10734. }
  10735. return 0;
  10736. }
  10737. /*==========================================
  10738. * Initializes and sets a ground skill.
  10739. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10740. *------------------------------------------*/
  10741. struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  10742. {
  10743. struct skill_unit_group *group;
  10744. int i,limit,val1=0,val2=0,val3=0;
  10745. int target,interval,range,unit_flag,req_item=0;
  10746. struct s_skill_unit_layout *layout;
  10747. struct map_session_data *sd;
  10748. struct status_data *status;
  10749. struct status_change *sc;
  10750. int active_flag=1;
  10751. int subunt=0;
  10752. nullpo_retr(NULL, src);
  10753. limit = skill_get_time(skill_id,skill_lv);
  10754. range = skill_get_unit_range(skill_id,skill_lv);
  10755. interval = skill_get_unit_interval(skill_id);
  10756. target = skill_get_unit_target(skill_id);
  10757. unit_flag = skill_get_unit_flag(skill_id);
  10758. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  10759. sd = BL_CAST(BL_PC, src);
  10760. status = status_get_status_data(src);
  10761. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  10762. switch( skill_id ) {
  10763. case MH_STEINWAND:
  10764. val2 = 4 + skill_lv;
  10765. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  10766. break;
  10767. case MG_SAFETYWALL:
  10768. #ifdef RENEWAL
  10769. val2 = status_get_max_hp(src) * 3;
  10770. #else
  10771. val2 = skill_lv+1;
  10772. #endif
  10773. break;
  10774. case MG_FIREWALL:
  10775. if(sc && sc->data[SC_VIOLENTGALE])
  10776. limit = limit*3/2;
  10777. val2=4+skill_lv;
  10778. break;
  10779. case AL_WARP:
  10780. val1=skill_lv+6;
  10781. if(!(flag&1))
  10782. limit=2000;
  10783. else // previous implementation (not used anymore)
  10784. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  10785. if( src->type != BL_SKILL ) return NULL;
  10786. group = ((TBL_SKILL*)src)->group;
  10787. src = map_id2bl(group->src_id);
  10788. if( !src ) return NULL;
  10789. val2 = group->val2; //Copy the (x,y) position you warp to
  10790. val3 = group->val3; //as well as the mapindex to warp to.
  10791. }
  10792. break;
  10793. case HP_BASILICA:
  10794. val1 = src->id; // Store caster id.
  10795. break;
  10796. case PR_SANCTUARY:
  10797. case NPC_EVILLAND:
  10798. val1=(skill_lv+3)*2;
  10799. break;
  10800. case WZ_FIREPILLAR:
  10801. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10802. return NULL;
  10803. if((flag&1)!=0)
  10804. limit=1000;
  10805. val1=skill_lv+2;
  10806. break;
  10807. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  10808. case AM_DEMONSTRATION:
  10809. case GN_HELLS_PLANT:
  10810. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10811. return NULL;
  10812. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  10813. && (src->type&battle_config.vs_traps_bctall))
  10814. target = BCT_ALL;
  10815. break;
  10816. case HT_ANKLESNARE:
  10817. if( flag&2 ) val3 = SC_ESCAPE;
  10818. case HT_SHOCKWAVE:
  10819. val1=skill_lv*15+10;
  10820. case HT_SANDMAN:
  10821. case MA_SANDMAN:
  10822. case HT_CLAYMORETRAP:
  10823. case HT_SKIDTRAP:
  10824. case MA_SKIDTRAP:
  10825. case HT_LANDMINE:
  10826. case MA_LANDMINE:
  10827. case HT_FLASHER:
  10828. case HT_FREEZINGTRAP:
  10829. case MA_FREEZINGTRAP:
  10830. case HT_BLASTMINE:
  10831. /**
  10832. * Ranger
  10833. **/
  10834. case RA_ELECTRICSHOCKER:
  10835. case RA_CLUSTERBOMB:
  10836. case RA_MAGENTATRAP:
  10837. case RA_COBALTTRAP:
  10838. case RA_MAIZETRAP:
  10839. case RA_VERDURETRAP:
  10840. case RA_FIRINGTRAP:
  10841. case RA_ICEBOUNDTRAP:
  10842. /**
  10843. * Rebellion
  10844. **/
  10845. case RL_B_TRAP:
  10846. {
  10847. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  10848. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  10849. if( req.itemid[i] )
  10850. req_item = req.itemid[i];
  10851. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  10852. limit *= 4; // longer trap times in WOE [celest]
  10853. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  10854. target = BCT_ALL;
  10855. }
  10856. break;
  10857. case SA_LANDPROTECTOR:
  10858. case SA_VOLCANO:
  10859. case SA_DELUGE:
  10860. case SA_VIOLENTGALE:
  10861. {
  10862. struct skill_unit_group *old_sg;
  10863. if ((old_sg = skill_locate_element_field(src)) != NULL)
  10864. { //HelloKitty confirmed that these are interchangeable,
  10865. //so you can change element and not consume gemstones.
  10866. if ((
  10867. old_sg->skill_id == SA_VOLCANO ||
  10868. old_sg->skill_id == SA_DELUGE ||
  10869. old_sg->skill_id == SA_VIOLENTGALE
  10870. ) && old_sg->limit > 0)
  10871. { //Use the previous limit (minus the elapsed time) [Skotlex]
  10872. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  10873. if (limit < 0) //This can happen...
  10874. limit = skill_get_time(skill_id,skill_lv);
  10875. }
  10876. skill_clear_group(src,1);
  10877. }
  10878. break;
  10879. }
  10880. case BA_WHISTLE:
  10881. val1 = skill_lv +status->agi/10; // Flee increase
  10882. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  10883. if(sd){
  10884. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10885. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  10886. }
  10887. break;
  10888. case DC_HUMMING:
  10889. val1 = 2*skill_lv+status->dex/10; // Hit increase
  10890. #ifdef RENEWAL
  10891. val1 *= 2;
  10892. #endif
  10893. if(sd)
  10894. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10895. break;
  10896. case BA_POEMBRAGI:
  10897. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  10898. //For some reason at level 10 the base delay reduction is 50%.
  10899. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  10900. if(sd){
  10901. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10902. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10903. }
  10904. break;
  10905. case DC_DONTFORGETME:
  10906. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  10907. val2 = 20 * skill_lv + status->agi; // Movement speed adjustment.
  10908. if(sd){
  10909. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10910. val2 += 10 * ((pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2);
  10911. }
  10912. break;
  10913. case DC_SERVICEFORYOU:
  10914. //val1: MaxSP percent increase
  10915. val1 = 15+skill_lv+(status->int_/10); //Bonus rate by Dancer's INT
  10916. //val2: SP cost reduction
  10917. val2 = 20+3*skill_lv;
  10918. if(sd) val2 += (pc_checkskill(sd,DC_DANCINGLESSON)+1)/2; //Bonus rate by DC_DANCINGLESSON
  10919. val2 += status->int_/10; //Bonus rate by Dancer's INT
  10920. break;
  10921. case BA_ASSASSINCROSS:
  10922. val1 = 100+(10*skill_lv)+status->agi; // ASPD increase
  10923. if(sd)
  10924. val1 += 10*((pc_checkskill(sd,BA_MUSICALLESSON)+1)/2); //aspd +1% per 2lvl
  10925. break;
  10926. case DC_FORTUNEKISS:
  10927. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  10928. if(sd)
  10929. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10930. val1*=10; //Because every 10 crit is an actual cri point.
  10931. break;
  10932. case BD_DRUMBATTLEFIELD:
  10933. #ifdef RENEWAL
  10934. val1 = (skill_lv+5)*25; //Watk increase
  10935. val2 = skill_lv*10; //Def increase
  10936. #else
  10937. val1 = (skill_lv+1)*25; //Watk increase
  10938. val2 = (skill_lv+1)*2; //Def increase
  10939. #endif
  10940. break;
  10941. case BD_RINGNIBELUNGEN:
  10942. val1 = (skill_lv+2)*25; //Watk increase
  10943. break;
  10944. case BD_RICHMANKIM:
  10945. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  10946. break;
  10947. case BD_SIEGFRIED:
  10948. val1 = 55 + skill_lv*5; //Elemental Resistance
  10949. val2 = skill_lv*10; //Status ailment resistance
  10950. break;
  10951. case WE_CALLPARTNER:
  10952. if (sd) val1 = sd->status.partner_id;
  10953. break;
  10954. case WE_CALLPARENT:
  10955. if (sd) {
  10956. val1 = sd->status.father;
  10957. val2 = sd->status.mother;
  10958. }
  10959. break;
  10960. case WE_CALLBABY:
  10961. if (sd) val1 = sd->status.child;
  10962. break;
  10963. case NJ_KAENSIN:
  10964. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  10965. val2 = (skill_lv+1)/2 + 4;
  10966. break;
  10967. case NJ_SUITON:
  10968. skill_clear_group(src, 1);
  10969. break;
  10970. case GS_GROUNDDRIFT:
  10971. {
  10972. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  10973. val1 = status->rhw.ele;
  10974. if (!val1)
  10975. val1=element[rnd()%5];
  10976. switch (val1)
  10977. {
  10978. case ELE_FIRE:
  10979. subunt++;
  10980. case ELE_WATER:
  10981. subunt++;
  10982. case ELE_POISON:
  10983. subunt++;
  10984. case ELE_DARK:
  10985. subunt++;
  10986. case ELE_WIND:
  10987. break;
  10988. default:
  10989. subunt=rnd()%5;
  10990. break;
  10991. }
  10992. break;
  10993. }
  10994. case GC_POISONSMOKE:
  10995. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  10996. return NULL;
  10997. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  10998. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  10999. limit = 4000 + 2000 * skill_lv;
  11000. break;
  11001. case GD_LEADERSHIP:
  11002. case GD_GLORYWOUNDS:
  11003. case GD_SOULCOLD:
  11004. case GD_HAWKEYES:
  11005. limit = 1000000;//it doesn't matter
  11006. break;
  11007. case LG_BANDING:
  11008. limit = -1;
  11009. break;
  11010. case WM_REVERBERATION:
  11011. interval = limit;
  11012. val2 = 1;
  11013. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11014. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11015. target = BCT_ALL;
  11016. case WM_SEVERE_RAINSTORM:
  11017. case SO_WATER_INSIGNIA:
  11018. case SO_FIRE_INSIGNIA:
  11019. case SO_WIND_INSIGNIA:
  11020. case SO_EARTH_INSIGNIA:
  11021. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11022. return NULL;
  11023. break;
  11024. case SO_CLOUD_KILL:
  11025. skill_clear_group(src, 4);
  11026. break;
  11027. case SO_WARMER:
  11028. skill_clear_group(src, 8);
  11029. break;
  11030. case GN_WALLOFTHORN:
  11031. if( flag&1 )
  11032. limit = 3000;
  11033. val3 = (x<<16)|y;
  11034. break;
  11035. case KO_ZENKAI:
  11036. if( sd ){
  11037. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11038. if( i < 5 ){
  11039. val1 = sd->talisman[i]; // no. of aura
  11040. val2 = i; // aura type
  11041. limit += val1 * 1000;
  11042. subunt = i - 1;
  11043. pc_del_talisman(sd, sd->talisman[i], i);
  11044. }
  11045. }
  11046. break;
  11047. }
  11048. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
  11049. group->val1=val1;
  11050. group->val2=val2;
  11051. group->val3=val3;
  11052. group->target_flag=target;
  11053. group->bl_flag= skill_get_unit_bl_target(skill_id);
  11054. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11055. 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
  11056. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11057. group->item_id = req_item;
  11058. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11059. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11060. active_flag = 0;
  11061. if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
  11062. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11063. if (sd)
  11064. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11065. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11066. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11067. }
  11068. if (group->state.song_dance) {
  11069. if(sd){
  11070. sd->skill_id_dance = skill_id;
  11071. sd->skill_lv_dance = skill_lv;
  11072. }
  11073. if (
  11074. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
  11075. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11076. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11077. )
  11078. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11079. }
  11080. limit = group->limit;
  11081. for( i = 0; i < layout->count; i++ )
  11082. {
  11083. struct skill_unit *unit;
  11084. int ux = x + layout->dx[i];
  11085. int uy = y + layout->dy[i];
  11086. int val1 = skill_lv;
  11087. int val2 = 0;
  11088. int alive = 1;
  11089. // are the coordinates out of range?
  11090. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11091. continue;
  11092. }
  11093. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11094. continue; // don't place skill units on walls (except for songs/dances/encores)
  11095. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11096. continue; // no path between cell and center of casting.
  11097. switch( skill_id )
  11098. {
  11099. case MG_FIREWALL:
  11100. case NJ_KAENSIN:
  11101. val2=group->val2;
  11102. break;
  11103. case WZ_ICEWALL:
  11104. val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11105. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11106. break;
  11107. case HT_LANDMINE:
  11108. case MA_LANDMINE:
  11109. case HT_ANKLESNARE:
  11110. case HT_SHOCKWAVE:
  11111. case HT_SANDMAN:
  11112. case MA_SANDMAN:
  11113. case HT_FLASHER:
  11114. case HT_FREEZINGTRAP:
  11115. case MA_FREEZINGTRAP:
  11116. case HT_TALKIEBOX:
  11117. case HT_SKIDTRAP:
  11118. case MA_SKIDTRAP:
  11119. case HT_CLAYMORETRAP:
  11120. case HT_BLASTMINE:
  11121. case RA_ELECTRICSHOCKER:
  11122. case RA_CLUSTERBOMB:
  11123. case RA_MAGENTATRAP:
  11124. case RA_COBALTTRAP:
  11125. case RA_MAIZETRAP:
  11126. case RA_VERDURETRAP:
  11127. case RA_FIRINGTRAP:
  11128. case RA_ICEBOUNDTRAP:
  11129. case RL_B_TRAP:
  11130. val1 = 3500;
  11131. break;
  11132. case GS_DESPERADO:
  11133. val1 = abs(layout->dx[i]);
  11134. val2 = abs(layout->dy[i]);
  11135. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11136. if (val2 > val1) val1 = val2;
  11137. if (val1) val1--;
  11138. val1 = 36 -12*val1;
  11139. } else //Diagonal edges
  11140. val1 = 28 -4*val1 -4*val2;
  11141. if (val1 < 1) val1 = 1;
  11142. val2 = 0;
  11143. break;
  11144. case WM_REVERBERATION:
  11145. val1 = 1 + skill_lv;
  11146. break;
  11147. case GN_WALLOFTHORN:
  11148. val1 = 2000 + 2000 * skill_lv;
  11149. val2 = 20;
  11150. break;
  11151. default:
  11152. if (group->state.song_dance&0x1)
  11153. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11154. break;
  11155. }
  11156. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11157. val2 |= UF_RANGEDSINGLEUNIT; // center.
  11158. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11159. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11160. if( range <= 0 )
  11161. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11162. if( !alive )
  11163. continue;
  11164. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  11165. unit->limit=limit;
  11166. unit->range=range;
  11167. if (skill_id == PF_FOGWALL && alive == 2)
  11168. { //Double duration of cells on top of Deluge/Suiton
  11169. unit->limit *= 2;
  11170. group->limit = unit->limit;
  11171. }
  11172. // execute on all targets standing on this cell
  11173. if (range==0 && active_flag)
  11174. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11175. }
  11176. if (!group->alive_count)
  11177. { //No cells? Something that was blocked completely by Land Protector?
  11178. skill_delunitgroup(group);
  11179. return NULL;
  11180. }
  11181. //success, unit created.
  11182. switch( skill_id ) {
  11183. case WZ_ICEWALL:
  11184. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  11185. break;
  11186. case NJ_TATAMIGAESHI: //Store number of tiles.
  11187. group->val1 = group->alive_count;
  11188. break;
  11189. }
  11190. return group;
  11191. }
  11192. /*==========================================
  11193. *
  11194. *------------------------------------------*/
  11195. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  11196. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11197. {
  11198. struct skill_unit_group *sg;
  11199. struct block_list *ss;
  11200. struct status_change *sc;
  11201. struct status_change_entry *sce;
  11202. enum sc_type type;
  11203. uint16 skill_id;
  11204. nullpo_ret(src);
  11205. nullpo_ret(bl);
  11206. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  11207. return 0;
  11208. nullpo_ret(sg=src->group);
  11209. nullpo_ret(ss=map_id2bl(sg->src_id));
  11210. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11211. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11212. return 0; //AoE skills are ineffective. [Skotlex]
  11213. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11214. return 0; //Songs don't work in Basilica
  11215. sc = status_get_sc(bl);
  11216. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN)
  11217. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11218. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11219. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11220. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11221. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11222. type = status_skill2sc(sg->skill_id);
  11223. sce = (sc && type != -1)?sc->data[type]:NULL;
  11224. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11225. switch (sg->unit_id) {
  11226. case UNT_SPIDERWEB:
  11227. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11228. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11229. sc->data[SC_SPIDERWEB]->val2++;
  11230. break;
  11231. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  11232. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11233. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
  11234. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11235. if( td )
  11236. sec = DIFF_TICK(td->tick, tick);
  11237. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  11238. clif_fixpos(bl);
  11239. sg->val2 = bl->id;
  11240. }
  11241. else
  11242. sec = 3000; //Couldn't trap it?
  11243. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11244. }
  11245. break;
  11246. case UNT_SAFETYWALL:
  11247. if (!sce)
  11248. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11249. break;
  11250. case UNT_BLOODYLUST:
  11251. if (sg->src_id == bl->id)
  11252. break; //Does not affect the caster.
  11253. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11254. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11255. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11256. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11257. break;
  11258. case UNT_PNEUMA:
  11259. case UNT_CHAOSPANIC:
  11260. if (!sce)
  11261. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11262. break;
  11263. case UNT_WARP_WAITING: {
  11264. int working = sg->val1&0xffff;
  11265. if(bl->type==BL_PC && !working){
  11266. struct map_session_data *sd = (struct map_session_data *)bl;
  11267. if((!sd->chatID || battle_config.chat_warpportal)
  11268. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  11269. {
  11270. int x = sg->val2>>16;
  11271. int y = sg->val2&0xffff;
  11272. int count = sg->val1>>16;
  11273. unsigned short m = sg->val3;
  11274. if( --count <= 0 )
  11275. skill_delunitgroup(sg);
  11276. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11277. working = 1;/* we break it because officials break it, lovely stuff. */
  11278. sg->val1 = (count<<16)|working;
  11279. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11280. }
  11281. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11282. int16 m = map_mapindex2mapid(sg->val3);
  11283. if (m < 0) break; //Map not available on this map-server.
  11284. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11285. }
  11286. }
  11287. break;
  11288. case UNT_QUAGMIRE:
  11289. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  11290. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11291. break;
  11292. case UNT_VOLCANO:
  11293. case UNT_DELUGE:
  11294. case UNT_VIOLENTGALE:
  11295. if(!sce)
  11296. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11297. break;
  11298. case UNT_SUITON:
  11299. if(!sce)
  11300. sc_start4(ss, bl,type,100,sg->skill_lv,
  11301. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11302. 0,0,sg->limit);
  11303. break;
  11304. case UNT_HERMODE:
  11305. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11306. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11307. case UNT_RICHMANKIM:
  11308. case UNT_ETERNALCHAOS:
  11309. case UNT_DRUMBATTLEFIELD:
  11310. case UNT_RINGNIBELUNGEN:
  11311. case UNT_ROKISWEIL:
  11312. case UNT_INTOABYSS:
  11313. case UNT_SIEGFRIED:
  11314. //Needed to check when a dancer/bard leaves their ensemble area.
  11315. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11316. return skill_id;
  11317. if (!sce)
  11318. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11319. break;
  11320. case UNT_WHISTLE:
  11321. case UNT_ASSASSINCROSS:
  11322. case UNT_POEMBRAGI:
  11323. case UNT_APPLEIDUN:
  11324. case UNT_HUMMING:
  11325. case UNT_DONTFORGETME:
  11326. case UNT_FORTUNEKISS:
  11327. case UNT_SERVICEFORYOU:
  11328. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11329. return 0;
  11330. if (!sc) return 0;
  11331. if (!sce)
  11332. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11333. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11334. sce->val4 = 0; //remove the mark that we stepped out
  11335. delete_timer(sce->timer, status_change_timer);
  11336. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11337. }
  11338. break;
  11339. case UNT_FOGWALL:
  11340. if (!sce)
  11341. {
  11342. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11343. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11344. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11345. }
  11346. break;
  11347. case UNT_GRAVITATION:
  11348. if (!sce)
  11349. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11350. break;
  11351. // officially, icewall has no problems existing on occupied cells [ultramage]
  11352. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11353. // src->val1 = 0;
  11354. // if(src->limit + sg->tick > tick + 700)
  11355. // src->limit = DIFF_TICK(tick+700,sg->tick);
  11356. // break;
  11357. case UNT_MOONLIT:
  11358. //Knockback out of area if affected char isn't in Moonlit effect
  11359. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11360. break;
  11361. if (ss == bl) //Also needed to prevent infinite loop crash.
  11362. break;
  11363. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11364. break;
  11365. case UNT_WALLOFTHORN:
  11366. if( status_get_mode(bl)&MD_BOSS )
  11367. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  11368. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  11369. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11370. break;
  11371. case UNT_VOLCANIC_ASH:
  11372. if (!sce)
  11373. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11374. break;
  11375. case UNT_GD_LEADERSHIP:
  11376. case UNT_GD_GLORYWOUNDS:
  11377. case UNT_GD_SOULCOLD:
  11378. case UNT_GD_HAWKEYES:
  11379. if ( !sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0 )
  11380. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11381. break;
  11382. }
  11383. return skill_id;
  11384. }
  11385. /*==========================================
  11386. *
  11387. *------------------------------------------*/
  11388. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11389. {
  11390. struct skill_unit_group *sg;
  11391. struct block_list *ss;
  11392. TBL_PC* tsd;
  11393. struct status_data *tstatus;
  11394. struct status_change *tsc;
  11395. struct skill_unit_group_tickset *ts;
  11396. enum sc_type type;
  11397. uint16 skill_id;
  11398. int diff=0;
  11399. nullpo_ret(src);
  11400. nullpo_ret(bl);
  11401. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  11402. return 0;
  11403. nullpo_ret(sg=src->group);
  11404. nullpo_ret(ss=map_id2bl(sg->src_id));
  11405. tsd = BL_CAST(BL_PC, bl);
  11406. tsc = status_get_sc(bl);
  11407. tstatus = status_get_status_data(bl);
  11408. type = status_skill2sc(sg->skill_id);
  11409. skill_id = sg->skill_id;
  11410. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  11411. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11412. if (sg->interval == -1) {
  11413. switch (sg->unit_id) {
  11414. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11415. case UNT_FIREPILLAR_ACTIVE:
  11416. case UNT_ELECTRICSHOCKER:
  11417. case UNT_MANHOLE:
  11418. return 0;
  11419. default:
  11420. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11421. return 0;
  11422. }
  11423. }
  11424. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11425. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11426. diff = DIFF_TICK(tick,ts->tick);
  11427. if (diff < 0)
  11428. return 0;
  11429. ts->tick = tick+sg->interval;
  11430. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11431. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  11432. }
  11433. switch (sg->unit_id) {
  11434. case UNT_FIREWALL:
  11435. case UNT_KAEN: {
  11436. int count=0;
  11437. const int x = bl->x, y = bl->y;
  11438. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  11439. break;
  11440. //Take into account these hit more times than the timer interval can handle.
  11441. do
  11442. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11443. while(--src->val2 && x == bl->x && y == bl->y &&
  11444. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11445. if (src->val2<=0)
  11446. skill_delunit(src);
  11447. }
  11448. break;
  11449. case UNT_SANCTUARY:
  11450. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11451. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11452. 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) )
  11453. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11454. } else {
  11455. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11456. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11457. #ifdef RENEWAL
  11458. if( md && md->mob_id == MOBID_EMPERIUM )
  11459. break;
  11460. #endif
  11461. if( md && mob_is_battleground(md) )
  11462. break;
  11463. if( tstatus->hp >= tstatus->max_hp )
  11464. break;
  11465. if( status_isimmune(bl) )
  11466. heal = 0;
  11467. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11468. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11469. heal = ~heal + 1;
  11470. status_heal(bl, heal, 0, 0);
  11471. if( diff >= 500 )
  11472. sg->val1--;
  11473. }
  11474. if( sg->val1 <= 0 )
  11475. skill_delunitgroup(sg);
  11476. break;
  11477. case UNT_EVILLAND:
  11478. //Will heal demon and undead element monsters, but not players.
  11479. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11480. { //Damage enemies
  11481. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11482. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11483. } else {
  11484. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11485. if (tstatus->hp >= tstatus->max_hp)
  11486. break;
  11487. if (status_isimmune(bl))
  11488. heal = 0;
  11489. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11490. status_heal(bl, heal, 0, 0);
  11491. }
  11492. break;
  11493. case UNT_MAGNUS:
  11494. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11495. break;
  11496. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11497. break;
  11498. case UNT_DUMMYSKILL:
  11499. switch (sg->skill_id)
  11500. {
  11501. case SG_SUN_WARM: //SG skills [Komurka]
  11502. case SG_MOON_WARM:
  11503. case SG_STAR_WARM:
  11504. {
  11505. int count = 0;
  11506. const int x = bl->x, y = bl->y;
  11507. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11508. do
  11509. {
  11510. if( bl->type == BL_PC )
  11511. status_zap(bl, 0, 15); // sp damage to players
  11512. else // mobs
  11513. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  11514. {
  11515. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11516. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11517. }
  11518. else
  11519. { //should end when out of sp.
  11520. sg->limit = DIFF_TICK(tick,sg->tick);
  11521. break;
  11522. }
  11523. } while( x == bl->x && y == bl->y &&
  11524. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11525. }
  11526. break;
  11527. /**
  11528. * The storm gust counter was dropped in renewal
  11529. **/
  11530. #ifndef RENEWAL
  11531. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11532. if (tsc)
  11533. tsc->sg_counter++; //SG hit counter.
  11534. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11535. tsc->sg_counter=0; //Attack absorbed.
  11536. break;
  11537. #endif
  11538. case GS_DESPERADO:
  11539. if (rnd()%100 < src->val1)
  11540. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11541. break;
  11542. case GN_CRAZYWEED_ATK:
  11543. if( bl->type == BL_SKILL ){
  11544. struct skill_unit *su = (struct skill_unit *)bl;
  11545. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11546. break;
  11547. }
  11548. default:
  11549. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11550. }
  11551. break;
  11552. case UNT_FIREPILLAR_WAITING:
  11553. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  11554. skill_delunit(src);
  11555. break;
  11556. case UNT_SKIDTRAP:
  11557. {
  11558. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11559. sg->unit_id = UNT_USED_TRAPS;
  11560. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11561. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11562. }
  11563. break;
  11564. case UNT_ANKLESNARE:
  11565. case UNT_MANHOLE:
  11566. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11567. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11568. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  11569. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11570. if( td )
  11571. sec = DIFF_TICK(td->tick, tick);
  11572. if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) {
  11573. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11574. clif_fixpos(bl);
  11575. }
  11576. sg->val2 = bl->id;
  11577. } else
  11578. sec = 3000; //Couldn't trap it?
  11579. if( sg->unit_id == UNT_ANKLESNARE ) {
  11580. clif_skillunit_update(&src->bl);
  11581. /**
  11582. * If you're snared from a trap that was invisible this makes the trap be
  11583. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11584. * bugreport:3961
  11585. **/
  11586. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  11587. }
  11588. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11589. sg->interval = -1;
  11590. src->range = 0;
  11591. }
  11592. break;
  11593. case UNT_ELECTRICSHOCKER:
  11594. if( bl->id != ss->id ) {
  11595. if( status_get_mode(bl)&MD_BOSS )
  11596. break;
  11597. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
  11598. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  11599. clif_fixpos(bl);
  11600. }
  11601. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  11602. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11603. }
  11604. break;
  11605. case UNT_VENOMDUST:
  11606. if(tsc && !tsc->data[type])
  11607. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  11608. break;
  11609. case UNT_MAGENTATRAP:
  11610. case UNT_COBALTTRAP:
  11611. case UNT_MAIZETRAP:
  11612. case UNT_VERDURETRAP:
  11613. if( bl->type == BL_PC )// it won't work on players
  11614. break;
  11615. case UNT_FIRINGTRAP:
  11616. case UNT_ICEBOUNDTRAP:
  11617. case UNT_CLUSTERBOMB:
  11618. if( bl->id == ss->id )// it won't trigger on caster
  11619. break;
  11620. case UNT_LANDMINE:
  11621. case UNT_CLAYMORETRAP:
  11622. case UNT_BLASTMINE:
  11623. case UNT_SHOCKWAVE:
  11624. case UNT_SANDMAN:
  11625. case UNT_FLASHER:
  11626. case UNT_FREEZINGTRAP:
  11627. case UNT_FIREPILLAR_ACTIVE:
  11628. if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP )
  11629. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick);
  11630. else
  11631. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11632. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11633. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  11634. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  11635. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  11636. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11637. break;
  11638. case UNT_TALKIEBOX:
  11639. if (sg->src_id == bl->id)
  11640. break;
  11641. if (sg->val2 == 0){
  11642. clif_talkiebox(&src->bl, sg->valstr);
  11643. sg->unit_id = UNT_USED_TRAPS;
  11644. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11645. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11646. sg->val2 = -1;
  11647. }
  11648. break;
  11649. case UNT_LULLABY:
  11650. if (ss->id == bl->id)
  11651. break;
  11652. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11653. break;
  11654. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  11655. if (ss->id != bl->id)
  11656. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11657. break;
  11658. case UNT_DISSONANCE:
  11659. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11660. break;
  11661. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  11662. {
  11663. int heal;
  11664. #ifdef RENEWAL
  11665. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11666. if( md && md->mob_id == MOBID_EMPERIUM )
  11667. break;
  11668. #endif
  11669. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  11670. break; // affects self only when soullinked
  11671. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  11672. if( tsc->data[SC_AKAITSUKI] && heal )
  11673. heal = ~heal + 1;
  11674. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11675. status_heal(bl, heal, 0, 0);
  11676. break;
  11677. }
  11678. case UNT_TATAMIGAESHI:
  11679. case UNT_DEMONSTRATION:
  11680. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11681. break;
  11682. case UNT_GOSPEL:
  11683. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  11684. break;
  11685. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  11686. { // Support Effect only on party, not guild
  11687. int heal;
  11688. int i = rnd()%13; // Positive buff count
  11689. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  11690. switch (i)
  11691. {
  11692. case 0: // Heal 1~9999 HP
  11693. heal = rnd() %9999+1;
  11694. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  11695. status_heal(bl,heal,0,0);
  11696. break;
  11697. case 1: // End all negative status
  11698. status_change_clear_buffs(bl,6);
  11699. if (tsd) clif_gospel_info(tsd, 0x15);
  11700. break;
  11701. case 2: // Immunity to all status
  11702. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  11703. if (tsd) clif_gospel_info(tsd, 0x16);
  11704. break;
  11705. case 3: // MaxHP +100%
  11706. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  11707. if (tsd) clif_gospel_info(tsd, 0x17);
  11708. break;
  11709. case 4: // MaxSP +100%
  11710. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  11711. if (tsd) clif_gospel_info(tsd, 0x18);
  11712. break;
  11713. case 5: // All stats +20
  11714. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  11715. if (tsd) clif_gospel_info(tsd, 0x19);
  11716. break;
  11717. case 6: // Level 10 Blessing
  11718. sc_start(ss, bl,SC_BLESSING,100,10,time);
  11719. break;
  11720. case 7: // Level 10 Increase AGI
  11721. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  11722. break;
  11723. case 8: // Enchant weapon with Holy element
  11724. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  11725. if (tsd) clif_gospel_info(tsd, 0x1c);
  11726. break;
  11727. case 9: // Enchant armor with Holy element
  11728. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  11729. if (tsd) clif_gospel_info(tsd, 0x1d);
  11730. break;
  11731. case 10: // DEF +25%
  11732. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  11733. if (tsd) clif_gospel_info(tsd, 0x1e);
  11734. break;
  11735. case 11: // ATK +100%
  11736. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  11737. if (tsd) clif_gospel_info(tsd, 0x1f);
  11738. break;
  11739. case 12: // HIT/Flee +50
  11740. sc_start(ss, bl,SC_INCHIT,100,50,time);
  11741. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  11742. if (tsd) clif_gospel_info(tsd, 0x20);
  11743. break;
  11744. }
  11745. }
  11746. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11747. { // Offensive Effect
  11748. int i = rnd()%9; // Negative buff count
  11749. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  11750. switch (i)
  11751. {
  11752. case 0: // Deal 1~9999 damage
  11753. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11754. break;
  11755. case 1: // Curse
  11756. sc_start(ss, bl,SC_CURSE,100,1,time);
  11757. break;
  11758. case 2: // Blind
  11759. sc_start(ss, bl,SC_BLIND,100,1,time);
  11760. break;
  11761. case 3: // Poison
  11762. sc_start(ss, bl,SC_POISON,100,1,time);
  11763. break;
  11764. case 4: // Level 10 Provoke
  11765. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  11766. break;
  11767. case 5: // DEF -100%
  11768. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  11769. break;
  11770. case 6: // ATK -100%
  11771. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  11772. break;
  11773. case 7: // Flee -100%
  11774. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  11775. break;
  11776. case 8: // Speed/ASPD -25%
  11777. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  11778. break;
  11779. }
  11780. }
  11781. break;
  11782. case UNT_BASILICA:
  11783. {
  11784. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  11785. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11786. { // knock-back any enemy except Boss
  11787. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  11788. clif_fixpos(bl);
  11789. }
  11790. if( sg->src_id != bl->id && i <= 0 )
  11791. sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  11792. }
  11793. break;
  11794. case UNT_GRAVITATION:
  11795. case UNT_EARTHSTRAIN:
  11796. case UNT_FIREWALK:
  11797. case UNT_ELECTRICWALK:
  11798. case UNT_PSYCHIC_WAVE:
  11799. case UNT_MAGMA_ERUPTION:
  11800. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11801. break;
  11802. case UNT_GROUNDDRIFT_WIND:
  11803. case UNT_GROUNDDRIFT_DARK:
  11804. case UNT_GROUNDDRIFT_POISON:
  11805. case UNT_GROUNDDRIFT_WATER:
  11806. case UNT_GROUNDDRIFT_FIRE:
  11807. map_foreachinrange(skill_trap_splash,&src->bl,
  11808. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  11809. &src->bl,tick);
  11810. sg->unit_id = UNT_USED_TRAPS;
  11811. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  11812. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11813. break;
  11814. /**
  11815. * 3rd stuff
  11816. **/
  11817. case UNT_POISONSMOKE:
  11818. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  11819. sc_start(ss, bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  11820. break;
  11821. case UNT_EPICLESIS:
  11822. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  11823. int hp, sp;
  11824. switch( sg->skill_lv ) {
  11825. case 1: case 2: hp = 3; sp = 2; break;
  11826. case 3: case 4: hp = 4; sp = 3; break;
  11827. case 5: default: hp = 5; sp = 4; break;
  11828. }
  11829. hp = tstatus->max_hp * hp / 100;
  11830. sp = tstatus->max_sp * sp / 100;
  11831. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  11832. hp = ~hp + 1;
  11833. status_heal(bl, hp, sp, 3);
  11834. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  11835. sg->val2++;
  11836. // Reveal hidden players every 5 seconds.
  11837. if( sg->val2 >= 5 ) {
  11838. sg->val2 = 0;
  11839. // Doesn't remove Invisibility or Chase Walk.
  11840. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  11841. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  11842. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  11843. }
  11844. }
  11845. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  11846. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  11847. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  11848. break;
  11849. case UNT_STEALTHFIELD:
  11850. if( bl->id == sg->src_id )
  11851. break; // Dont work on Self (video shows that)
  11852. case UNT_NEUTRALBARRIER:
  11853. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  11854. break;
  11855. case UNT_DIMENSIONDOOR:
  11856. if( tsd && !map[bl->m].flag.noteleport )
  11857. pc_randomwarp(tsd,3);
  11858. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  11859. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  11860. break;
  11861. case UNT_REVERBERATION:
  11862. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  11863. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11864. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11865. sg->unit_id = UNT_USED_TRAPS;
  11866. break;
  11867. case UNT_SEVERE_RAINSTORM:
  11868. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11869. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  11870. break;
  11871. case UNT_NETHERWORLD:
  11872. if( !(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&src->bl,bl,BCT_PARTY) < 0) ) {
  11873. if( !(tsc && tsc->data[type]) )
  11874. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11875. }
  11876. break;
  11877. case UNT_THORNS_TRAP:
  11878. if( tsc ) {
  11879. if( !sg->val2 ) {
  11880. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  11881. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  11882. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11883. if( td )
  11884. sec = DIFF_TICK(td->tick, tick);
  11885. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  11886. clif_fixpos(bl);
  11887. sg->val2 = bl->id;
  11888. } else
  11889. sec = 3000; // Couldn't trap it?
  11890. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  11891. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  11892. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  11893. }
  11894. break;
  11895. case UNT_DEMONIC_FIRE: {
  11896. TBL_PC* sd = BL_CAST(BL_PC, ss);
  11897. switch( sg->val2 ) {
  11898. case 1:
  11899. case 2:
  11900. default:
  11901. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11902. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  11903. break;
  11904. case 3:
  11905. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl, CR_ACIDDEMONSTRATION, ((sd) ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv), tick, 0);
  11906. break;
  11907. }
  11908. }
  11909. break;
  11910. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11911. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11912. break;
  11913. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11914. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11915. break;
  11916. case UNT_HELLS_PLANT:
  11917. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  11918. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  11919. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  11920. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  11921. break;
  11922. case UNT_CLOUD_KILL:
  11923. if(tsc && !tsc->data[type])
  11924. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  11925. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11926. break;
  11927. case UNT_WARMER:
  11928. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  11929. int hp = tstatus->max_hp * sg->skill_lv / 100;
  11930. struct status_change *ssc = status_get_sc(ss);
  11931. if( ssc && ssc->data[SC_HEATER_OPTION] )
  11932. hp *= 3 / 100;
  11933. if( tstatus->hp != tstatus->max_hp )
  11934. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  11935. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  11936. hp = ~hp + 1;
  11937. status_heal(bl, hp, 0, 0);
  11938. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11939. }
  11940. break;
  11941. case UNT_FIRE_INSIGNIA:
  11942. case UNT_WATER_INSIGNIA:
  11943. case UNT_WIND_INSIGNIA:
  11944. case UNT_EARTH_INSIGNIA:
  11945. case UNT_ZEPHYR:
  11946. sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval);
  11947. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  11948. int hp = tstatus->max_hp / 100; //+1% each 5s
  11949. if ((sg->val3) % 5) { //each 5s
  11950. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  11951. status_heal(bl, hp, 0, 2);
  11952. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  11953. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  11954. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  11955. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  11956. ){
  11957. status_heal(bl, -hp, 0, 0);
  11958. }
  11959. }
  11960. sg->val3++; //timer
  11961. if (sg->val3 > 5) sg->val3 = 0;
  11962. }
  11963. break;
  11964. case UNT_VACUUM_EXTREME:
  11965. if ( tsc && tsc->data[SC_HALLUCINATIONWALK] )
  11966. return 0;
  11967. else {
  11968. sg->limit -= 100 * tstatus->str/20;
  11969. sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
  11970. }
  11971. break;
  11972. case UNT_BANDING:
  11973. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  11974. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&src->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  11975. break;
  11976. case UNT_FIRE_MANTLE:
  11977. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11978. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11979. break;
  11980. case UNT_ZENKAI_WATER:
  11981. case UNT_ZENKAI_LAND:
  11982. case UNT_ZENKAI_FIRE:
  11983. case UNT_ZENKAI_WIND:
  11984. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ) {
  11985. switch( sg->unit_id ) {
  11986. case UNT_ZENKAI_WATER:
  11987. switch (rnd()%2 + 1) {
  11988. case 1:
  11989. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11990. break;
  11991. case 2:
  11992. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11993. break;
  11994. }
  11995. break;
  11996. case UNT_ZENKAI_LAND:
  11997. switch (rnd()%2 + 1) {
  11998. case 1:
  11999. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12000. break;
  12001. case 2:
  12002. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12003. break;
  12004. }
  12005. break;
  12006. case UNT_ZENKAI_FIRE:
  12007. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12008. break;
  12009. case UNT_ZENKAI_WIND:
  12010. switch (rnd()%3 + 1) {
  12011. case 1:
  12012. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12013. break;
  12014. case 2:
  12015. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12016. break;
  12017. case 3:
  12018. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12019. break;
  12020. }
  12021. break;
  12022. }
  12023. } else
  12024. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  12025. break;
  12026. case UNT_MAKIBISHI:
  12027. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12028. sg->limit = DIFF_TICK(tick, sg->tick);
  12029. sg->unit_id = UNT_USED_TRAPS;
  12030. break;
  12031. case UNT_LAVA_SLIDE:
  12032. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12033. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12034. sg->limit = DIFF_TICK(tick, sg->tick);
  12035. break;
  12036. case UNT_POISON_MIST:
  12037. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12038. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
  12039. break;
  12040. case UNT_B_TRAP: //! FIXME: Unit ID isn't correct, it doesn't show proper client effect.
  12041. sc_start(ss,bl,SC_B_TRAP,100,sg->skill_lv,max(status_get_str(bl) * 150,5000)); //(custom)
  12042. sg->unit_id = UNT_USED_TRAPS;
  12043. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  12044. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12045. break;
  12046. case UNT_FIRE_RAIN: //! FIXME: Unit ID isn't correct, it doesn't show proper client effect.
  12047. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12048. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12049. 1,sg->skill_id,sg->skill_lv,6);
  12050. break;
  12051. }
  12052. if (bl->type == BL_MOB && ss != bl)
  12053. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12054. return skill_id;
  12055. }
  12056. /*==========================================
  12057. * Triggered when a char steps out of a skill cell
  12058. *------------------------------------------*/
  12059. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12060. {
  12061. struct skill_unit_group *sg;
  12062. struct status_change *sc;
  12063. struct status_change_entry *sce;
  12064. enum sc_type type;
  12065. nullpo_ret(src);
  12066. nullpo_ret(bl);
  12067. nullpo_ret(sg=src->group);
  12068. sc = status_get_sc(bl);
  12069. type = status_skill2sc(sg->skill_id);
  12070. sce = (sc && type != -1)?sc->data[type]:NULL;
  12071. if( bl->prev==NULL ||
  12072. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12073. return 0;
  12074. switch(sg->unit_id){
  12075. case UNT_SAFETYWALL:
  12076. case UNT_PNEUMA:
  12077. case UNT_EPICLESIS://Arch Bishop
  12078. case UNT_NEUTRALBARRIER:
  12079. case UNT_STEALTHFIELD:
  12080. if (sce)
  12081. status_change_end(bl, type, INVALID_TIMER);
  12082. break;
  12083. case UNT_BASILICA:
  12084. if (sce)
  12085. status_change_end(bl, type, INVALID_TIMER);
  12086. break;
  12087. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12088. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12089. status_change_end(bl, type, INVALID_TIMER);
  12090. break;
  12091. case UNT_SPIDERWEB:
  12092. {
  12093. struct block_list *target = map_id2bl(sg->val2);
  12094. if (target && target==bl) {
  12095. if (sce && sce->val3 == sg->group_id)
  12096. status_change_end(bl, type, INVALID_TIMER);
  12097. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12098. }
  12099. break;
  12100. }
  12101. case UNT_DISSONANCE:
  12102. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12103. {
  12104. short i;
  12105. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12106. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12107. type = status_skill2sc(i);
  12108. sce = (sc && type != -1)?sc->data[type]:NULL;
  12109. if(sce)
  12110. return i;
  12111. }
  12112. }
  12113. }
  12114. case UNT_WHISTLE:
  12115. case UNT_ASSASSINCROSS:
  12116. case UNT_POEMBRAGI:
  12117. case UNT_APPLEIDUN:
  12118. case UNT_HUMMING:
  12119. case UNT_DONTFORGETME:
  12120. case UNT_FORTUNEKISS:
  12121. case UNT_SERVICEFORYOU:
  12122. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12123. return -1;
  12124. }
  12125. return sg->skill_id;
  12126. }
  12127. /*==========================================
  12128. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12129. *------------------------------------------*/
  12130. int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
  12131. {
  12132. struct status_change *sc;
  12133. struct status_change_entry *sce;
  12134. enum sc_type type;
  12135. sc = status_get_sc(bl);
  12136. if (sc && !sc->count)
  12137. sc = NULL;
  12138. type = status_skill2sc(skill_id);
  12139. sce = (sc && type != -1)?sc->data[type]:NULL;
  12140. switch (skill_id)
  12141. {
  12142. case WZ_QUAGMIRE:
  12143. if (bl->type==BL_MOB)
  12144. break;
  12145. if (sce)
  12146. status_change_end(bl, type, INVALID_TIMER);
  12147. break;
  12148. case BD_LULLABY:
  12149. case BD_RICHMANKIM:
  12150. case BD_ETERNALCHAOS:
  12151. case BD_DRUMBATTLEFIELD:
  12152. case BD_RINGNIBELUNGEN:
  12153. case BD_ROKISWEIL:
  12154. case BD_INTOABYSS:
  12155. case BD_SIEGFRIED:
  12156. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12157. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12158. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12159. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12160. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12161. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12162. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12163. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12164. }
  12165. case MH_STEINWAND:
  12166. case MG_SAFETYWALL:
  12167. case AL_PNEUMA:
  12168. case SA_VOLCANO:
  12169. case SA_DELUGE:
  12170. case SA_VIOLENTGALE:
  12171. case CG_HERMODE:
  12172. case HW_GRAVITATION:
  12173. case HP_BASILICA:
  12174. case NJ_SUITON:
  12175. case SC_MAELSTROM:
  12176. case EL_WATER_BARRIER:
  12177. case EL_ZEPHYR:
  12178. case EL_POWER_OF_GAIA:
  12179. case SO_FIRE_INSIGNIA:
  12180. case SO_WATER_INSIGNIA:
  12181. case SO_WIND_INSIGNIA:
  12182. case SO_EARTH_INSIGNIA:
  12183. case SC_BLOODYLUST:
  12184. case SO_ELEMENTAL_SHIELD:
  12185. if (sce)
  12186. status_change_end(bl, type, INVALID_TIMER);
  12187. break;
  12188. case BA_DISSONANCE:
  12189. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12190. {
  12191. short i;
  12192. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12193. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12194. type = status_skill2sc(i);
  12195. sce = (sc && type != -1)?sc->data[type]:NULL;
  12196. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12197. delete_timer(sce->timer, status_change_timer);
  12198. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12199. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12200. }
  12201. }
  12202. }
  12203. }
  12204. break;
  12205. case BA_POEMBRAGI:
  12206. case BA_WHISTLE:
  12207. case BA_ASSASSINCROSS:
  12208. case BA_APPLEIDUN:
  12209. case DC_HUMMING:
  12210. case DC_DONTFORGETME:
  12211. case DC_FORTUNEKISS:
  12212. case DC_SERVICEFORYOU:
  12213. if (sce)
  12214. {
  12215. delete_timer(sce->timer, status_change_timer);
  12216. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12217. //not possible on our current implementation.
  12218. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12219. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12220. }
  12221. break;
  12222. case PF_FOGWALL:
  12223. if (sce)
  12224. {
  12225. status_change_end(bl, type, INVALID_TIMER);
  12226. if ((sce=sc->data[SC_BLIND]))
  12227. {
  12228. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12229. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12230. else {
  12231. delete_timer(sce->timer, status_change_timer);
  12232. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12233. }
  12234. }
  12235. }
  12236. break;
  12237. case GD_LEADERSHIP:
  12238. case GD_GLORYWOUNDS:
  12239. case GD_SOULCOLD:
  12240. case GD_HAWKEYES:
  12241. if( !(sce && sce->val4) )
  12242. status_change_end(bl, type, INVALID_TIMER);
  12243. break;
  12244. }
  12245. return skill_id;
  12246. }
  12247. /*==========================================
  12248. * Invoked when a unit cell has been placed/removed/deleted.
  12249. * flag values:
  12250. * flag&1: Invoke onplace function (otherwise invoke onout)
  12251. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12252. * flag&8: Recursive
  12253. *------------------------------------------*/
  12254. static int skill_unit_effect (struct block_list* bl, va_list ap)
  12255. {
  12256. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12257. struct skill_unit_group* group = unit->group;
  12258. unsigned int tick = va_arg(ap,unsigned int);
  12259. unsigned int flag = va_arg(ap,unsigned int);
  12260. uint16 skill_id;
  12261. bool dissonance = false;
  12262. bool isTarget = false;
  12263. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12264. return 0;
  12265. nullpo_ret(group);
  12266. if( !(flag&8) ) {
  12267. dissonance = skill_dance_switch(unit, 0);
  12268. //Target-type check.
  12269. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12270. }
  12271. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12272. skill_id = group->skill_id;
  12273. if( isTarget ){
  12274. if( flag&1 )
  12275. skill_unit_onplace(unit,bl,tick);
  12276. else {
  12277. if( skill_unit_onout(unit,bl,tick) == -1 )
  12278. return 0; // Don't let a Bard/Dancer update their own song timer
  12279. }
  12280. if( flag&4 )
  12281. skill_unit_onleft(skill_id, bl, tick);
  12282. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12283. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12284. if( dissonance ) {
  12285. skill_dance_switch(unit, 1);
  12286. //we placed a dissonance, let's update
  12287. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12288. }
  12289. return 0;
  12290. }
  12291. /*==========================================
  12292. *
  12293. *------------------------------------------*/
  12294. int64 skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int64 damage, unsigned int tick)
  12295. {
  12296. struct skill_unit_group *sg;
  12297. nullpo_ret(src);
  12298. nullpo_ret(sg=src->group);
  12299. switch( sg->unit_id ) {
  12300. case UNT_BLASTMINE:
  12301. case UNT_SKIDTRAP:
  12302. case UNT_LANDMINE:
  12303. case UNT_SHOCKWAVE:
  12304. case UNT_SANDMAN:
  12305. case UNT_FLASHER:
  12306. case UNT_CLAYMORETRAP:
  12307. case UNT_FREEZINGTRAP:
  12308. case UNT_TALKIEBOX:
  12309. case UNT_ANKLESNARE:
  12310. case UNT_ICEWALL:
  12311. case UNT_REVERBERATION:
  12312. case UNT_WALLOFTHORN:
  12313. src->val1-=(int)cap_value(damage,INT_MIN,INT_MAX);
  12314. break;
  12315. default:
  12316. damage = 0;
  12317. break;
  12318. }
  12319. return damage;
  12320. }
  12321. /*==========================================
  12322. *
  12323. *------------------------------------------*/
  12324. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12325. {
  12326. int *c, skill_id;
  12327. struct block_list *src;
  12328. struct map_session_data *sd;
  12329. struct map_session_data *tsd;
  12330. int *p_sd; //Contains the list of characters found.
  12331. nullpo_ret(bl);
  12332. nullpo_ret(tsd=(struct map_session_data*)bl);
  12333. nullpo_ret(src=va_arg(ap,struct block_list *));
  12334. nullpo_ret(sd=(struct map_session_data*)src);
  12335. c=va_arg(ap,int *);
  12336. p_sd = va_arg(ap, int *);
  12337. skill_id = va_arg(ap,int);
  12338. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12339. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12340. if (bl == src)
  12341. return 0;
  12342. if(pc_isdead(tsd))
  12343. return 0;
  12344. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12345. return 0;
  12346. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12347. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12348. p_sd[(*c)++] = tsd->bl.id;
  12349. return 1;
  12350. } else {
  12351. switch(skill_id) {
  12352. case PR_BENEDICTIO: {
  12353. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12354. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12355. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12356. && sd->status.sp >= 10)
  12357. p_sd[(*c)++]=tsd->bl.id;
  12358. return 1;
  12359. }
  12360. case AB_ADORAMUS:
  12361. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12362. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12363. p_sd[(*c)++] = tsd->bl.id;
  12364. return 1;
  12365. case WL_COMET:
  12366. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12367. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12368. p_sd[(*c)++] = tsd->bl.id;
  12369. return 1;
  12370. case LG_RAYOFGENESIS:
  12371. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12372. tsd->sc.data[SC_BANDING] )
  12373. p_sd[(*c)++] = tsd->bl.id;
  12374. return 1;
  12375. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12376. {
  12377. uint16 skill_lv;
  12378. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12379. return 0;
  12380. if (sd->status.sex != tsd->status.sex &&
  12381. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12382. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12383. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12384. sd->status.party_id && tsd->status.party_id &&
  12385. sd->status.party_id == tsd->status.party_id &&
  12386. !tsd->sc.data[SC_DANCING])
  12387. {
  12388. p_sd[(*c)++]=tsd->bl.id;
  12389. return skill_lv;
  12390. } else {
  12391. return 0;
  12392. }
  12393. }
  12394. break;
  12395. }
  12396. }
  12397. return 0;
  12398. }
  12399. /*==========================================
  12400. * Checks and stores partners for ensemble skills [Skotlex]
  12401. *------------------------------------------*/
  12402. int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12403. {
  12404. static int c=0;
  12405. static int p_sd[2] = { 0, 0 };
  12406. int i;
  12407. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12408. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12409. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12410. if (cast_flag) { //Execute the skill on the partners.
  12411. struct map_session_data* tsd;
  12412. switch (skill_id) {
  12413. case PR_BENEDICTIO:
  12414. for (i = 0; i < c; i++) {
  12415. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12416. status_charge(&tsd->bl, 0, 10);
  12417. }
  12418. return c;
  12419. case AB_ADORAMUS:
  12420. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12421. i = 2 * (*skill_lv);
  12422. status_charge(&tsd->bl, 0, i);
  12423. }
  12424. break;
  12425. case WM_GREAT_ECHO:
  12426. for( i = 0; i < c; i++ ) {
  12427. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12428. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12429. }
  12430. break;
  12431. default: //Warning: Assuming Ensemble skills here (for speed)
  12432. if( is_chorus )
  12433. break;//Chorus skills are not to be parsed as ensambles
  12434. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12435. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12436. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  12437. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12438. tsd->skill_id_dance = skill_id;
  12439. tsd->skill_lv_dance = *skill_lv;
  12440. }
  12441. return c;
  12442. }
  12443. }
  12444. //Else: new search for partners.
  12445. c = 0;
  12446. memset (p_sd, 0, sizeof(p_sd));
  12447. if( is_chorus )
  12448. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12449. else
  12450. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12451. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12452. *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.
  12453. return c;
  12454. }
  12455. /*==========================================
  12456. * Sub function to count how many spawned mob is around
  12457. * return :
  12458. * x : numbers of mob of class with special ai
  12459. *------------------------------------------*/
  12460. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  12461. {
  12462. int *c,src_id,mob_class,skill;
  12463. uint16 ai;
  12464. struct mob_data *md;
  12465. md=(struct mob_data*)bl;
  12466. src_id=va_arg(ap,int);
  12467. mob_class=va_arg(ap,int);
  12468. skill=va_arg(ap,int);
  12469. c=va_arg(ap,int *);
  12470. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  12471. if( md->master_id != src_id || md->special_state.ai != ai)
  12472. return 0; //Non alchemist summoned mobs have nothing to do here.
  12473. if(md->mob_id==mob_class)
  12474. (*c)++;
  12475. return 1;
  12476. }
  12477. /*==========================================
  12478. * Determines if a given skill should be made to consume ammo
  12479. * when used by the player. [Skotlex]
  12480. *------------------------------------------*/
  12481. int skill_isammotype (struct map_session_data *sd, int skill)
  12482. {
  12483. return (
  12484. battle_config.arrow_decrement==2 &&
  12485. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12486. skill != HT_PHANTASMIC &&
  12487. skill_get_type(skill) == BF_WEAPON &&
  12488. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  12489. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  12490. );
  12491. }
  12492. /** Check skill condition when cast begin
  12493. * NOTE: For ammo, only check if the skill need ammo, for checking ammo requirement (type and amount) will be skill_check_condition_castend
  12494. * @param sd Player who uses skill
  12495. * @param skill_id ID of used skill
  12496. * @param skill_lv Level of used skill
  12497. * @return true: All condition passed, false: Failed
  12498. */
  12499. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  12500. struct status_data *status;
  12501. struct status_change *sc;
  12502. struct skill_condition require;
  12503. int i;
  12504. uint32 inf2, inf3;
  12505. nullpo_retr(false,sd);
  12506. if (sd->chatID) return false;
  12507. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12508. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12509. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12510. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12511. return true;
  12512. }
  12513. switch( sd->menuskill_id ) {
  12514. case AM_PHARMACY:
  12515. switch( skill_id ) {
  12516. case AM_PHARMACY:
  12517. case AC_MAKINGARROW:
  12518. case BS_REPAIRWEAPON:
  12519. case AM_TWILIGHT1:
  12520. case AM_TWILIGHT2:
  12521. case AM_TWILIGHT3:
  12522. return false;
  12523. }
  12524. break;
  12525. case GN_MIX_COOKING:
  12526. case GN_MAKEBOMB:
  12527. case GN_S_PHARMACY:
  12528. case GN_CHANGEMATERIAL:
  12529. if( sd->menuskill_id != skill_id )
  12530. return false;
  12531. break;
  12532. }
  12533. status = &sd->battle_status;
  12534. sc = &sd->sc;
  12535. if( !sc->count )
  12536. sc = NULL;
  12537. if( sd->skillitem == skill_id )
  12538. {
  12539. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12540. sd->state.abra_flag = 0;
  12541. else
  12542. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12543. if( (i = sd->itemindex) == -1 ||
  12544. sd->status.inventory[i].nameid != sd->itemid ||
  12545. sd->inventory_data[i] == NULL ||
  12546. !sd->inventory_data[i]->flag.delay_consume ||
  12547. sd->status.inventory[i].amount < 1
  12548. )
  12549. { //Something went wrong, item exploit?
  12550. sd->itemid = sd->itemindex = -1;
  12551. return false;
  12552. }
  12553. //Consume
  12554. sd->itemid = sd->itemindex = -1;
  12555. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12556. ; //Do not consume item.
  12557. else if( sd->status.inventory[i].expire_time == 0 )
  12558. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12559. }
  12560. return true;
  12561. }
  12562. if( pc_is90overweight(sd) ) {
  12563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12564. return false;
  12565. }
  12566. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12567. return false;
  12568. //Checks if disabling skill - in which case no SP requirements are necessary
  12569. if( sc && skill_disable_check(sc,skill_id))
  12570. return true;
  12571. inf3 = skill_get_inf3(skill_id);
  12572. // Check the skills that can be used while mounted on a warg
  12573. if( pc_isridingwug(sd) ) {
  12574. if(!(inf3&INF3_USABLE_WARG))
  12575. return false; // in official there is no message.
  12576. }
  12577. if( pc_ismadogear(sd) ) {
  12578. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12579. //Only Mechanic exlcusive skill can be used.
  12580. if(inf3&INF3_DIS_MADO){
  12581. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12582. return false;
  12583. }
  12584. }
  12585. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12586. return false;
  12587. require = skill_get_requirement(sd,skill_id,skill_lv);
  12588. //Can only update state when weapon/arrow info is checked.
  12589. sd->state.arrow_atk = require.ammo?1:0;
  12590. // perform skill-group checks
  12591. inf2 = skill_get_inf2(skill_id);
  12592. if(inf2&INF2_CHORUS_SKILL) {
  12593. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  12594. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12595. return false;
  12596. }
  12597. }
  12598. else if(inf2&INF2_ENSEMBLE_SKILL) {
  12599. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  12600. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12601. return false;
  12602. }
  12603. }
  12604. // perform skill-specific checks (and actions)
  12605. switch( skill_id ) {
  12606. case SO_SPELLFIST:
  12607. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  12608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12609. return false;
  12610. }
  12611. case SA_CASTCANCEL:
  12612. if(sd->ud.skilltimer == INVALID_TIMER) {
  12613. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12614. return false;
  12615. }
  12616. break;
  12617. case AS_CLOAKING:
  12618. {
  12619. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  12620. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  12621. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12622. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12623. int i;
  12624. ARR_FIND( 0, 8, i, map_getcell(sd->bl.m, sd->bl.x+dx[i], sd->bl.y+dy[i], CELL_CHKNOPASS) != 0 );
  12625. if( i == 8 ) {
  12626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12627. return false;
  12628. }
  12629. }
  12630. break;
  12631. }
  12632. case AL_WARP:
  12633. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  12634. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  12635. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  12636. return false;
  12637. }
  12638. break;
  12639. case MO_CALLSPIRITS:
  12640. if(sc && sc->data[SC_RAISINGDRAGON])
  12641. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  12642. if(sd->spiritball >= skill_lv) {
  12643. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12644. return false;
  12645. }
  12646. break;
  12647. case MO_FINGEROFFENSIVE:
  12648. case GS_FLING:
  12649. case SR_RAMPAGEBLASTER:
  12650. case SR_RIDEINLIGHTNING:
  12651. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  12652. sd->spiritball_old = require.spiritball = sd->spiritball;
  12653. else
  12654. sd->spiritball_old = require.spiritball;
  12655. break;
  12656. case MO_CHAINCOMBO:
  12657. if(!sc)
  12658. return false;
  12659. if(sc->data[SC_BLADESTOP])
  12660. break;
  12661. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  12662. break;
  12663. return false;
  12664. case MO_COMBOFINISH:
  12665. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  12666. return false;
  12667. break;
  12668. case CH_TIGERFIST:
  12669. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  12670. return false;
  12671. break;
  12672. case CH_CHAINCRUSH:
  12673. if(!(sc && sc->data[SC_COMBO]))
  12674. return false;
  12675. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  12676. return false;
  12677. break;
  12678. case MO_EXTREMITYFIST:
  12679. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  12680. // return false;
  12681. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  12682. break;
  12683. if( sc && sc->data[SC_COMBO] ) {
  12684. switch(sc->data[SC_COMBO]->val1) {
  12685. case MO_COMBOFINISH:
  12686. case CH_TIGERFIST:
  12687. case CH_CHAINCRUSH:
  12688. break;
  12689. default:
  12690. return false;
  12691. }
  12692. }
  12693. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  12694. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12695. return false;
  12696. }
  12697. break;
  12698. case TK_MISSION:
  12699. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  12700. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12701. return false;
  12702. }
  12703. break;
  12704. case TK_READYCOUNTER:
  12705. case TK_READYDOWN:
  12706. case TK_READYSTORM:
  12707. case TK_READYTURN:
  12708. case TK_JUMPKICK:
  12709. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  12710. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12711. return false;
  12712. }
  12713. break;
  12714. case TK_TURNKICK:
  12715. case TK_STORMKICK:
  12716. case TK_DOWNKICK:
  12717. case TK_COUNTER:
  12718. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  12719. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  12720. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  12721. return false; //Combo needs to be ready
  12722. if (sc->data[SC_COMBO]->val3) { //Kick chain
  12723. //Do not repeat a kick.
  12724. if (sc->data[SC_COMBO]->val3 != skill_id)
  12725. break;
  12726. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  12727. return false;
  12728. }
  12729. if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  12730. unit_cancel_combo(&sd->bl);
  12731. return false;
  12732. }
  12733. break; //Combo ready.
  12734. case BD_ADAPTATION:
  12735. {
  12736. int time;
  12737. if(!(sc && sc->data[SC_DANCING])) {
  12738. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12739. return false;
  12740. }
  12741. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  12742. if (skill_get_time(
  12743. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  12744. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  12745. - time < skill_get_time2(skill_id,skill_lv))
  12746. {
  12747. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12748. return false;
  12749. }
  12750. }
  12751. break;
  12752. case PR_BENEDICTIO:
  12753. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  12754. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12755. return false;
  12756. }
  12757. break;
  12758. case SL_SMA:
  12759. if(!(sc && sc->data[SC_SMA]))
  12760. return false;
  12761. break;
  12762. case HT_POWER:
  12763. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  12764. return false;
  12765. break;
  12766. case CG_HERMODE:
  12767. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  12768. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12769. return false;
  12770. }
  12771. break;
  12772. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  12773. {
  12774. int i,range = skill_get_splash(skill_id, skill_lv)+1;
  12775. int size = range*2+1;
  12776. for (i=0;i<size*size;i++) {
  12777. int x = sd->bl.x+(i%size-range);
  12778. int y = sd->bl.y+(i/size-range);
  12779. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  12780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12781. return false;
  12782. }
  12783. }
  12784. }
  12785. break;
  12786. case PR_REDEMPTIO:
  12787. {
  12788. int exp;
  12789. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  12790. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  12791. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  12792. return false;
  12793. }
  12794. break;
  12795. }
  12796. case HP_BASILICA:
  12797. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  12798. if( sd ) {
  12799. int i,range = skill_get_unit_range(skill_id,skill_lv)+1;
  12800. int size = range*2+1;
  12801. for( i=0;i<size*size;i++ ) {
  12802. int x = sd->bl.x+(i%size-range);
  12803. int y = sd->bl.y+(i/size-range);
  12804. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  12805. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12806. return false;
  12807. }
  12808. }
  12809. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  12810. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12811. return false;
  12812. }
  12813. }
  12814. }
  12815. break;
  12816. case AM_TWILIGHT2:
  12817. case AM_TWILIGHT3:
  12818. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  12819. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12820. return false;
  12821. }
  12822. break;
  12823. case SG_SUN_WARM:
  12824. case SG_MOON_WARM:
  12825. case SG_STAR_WARM:
  12826. if (sc && sc->data[SC_MIRACLE])
  12827. break;
  12828. i = skill_id-SG_SUN_WARM;
  12829. if (sd->bl.m == sd->feel_map[i].m)
  12830. break;
  12831. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12832. return false;
  12833. break;
  12834. case SG_SUN_COMFORT:
  12835. case SG_MOON_COMFORT:
  12836. case SG_STAR_COMFORT:
  12837. if (sc && sc->data[SC_MIRACLE])
  12838. break;
  12839. i = skill_id-SG_SUN_COMFORT;
  12840. if (sd->bl.m == sd->feel_map[i].m &&
  12841. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  12842. break;
  12843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12844. return false;
  12845. case SG_FUSION:
  12846. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  12847. break;
  12848. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  12849. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  12850. if( require.sp > 0 ) {
  12851. if (status->sp < (unsigned int)require.sp)
  12852. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12853. else
  12854. status_zap(&sd->bl, 0, require.sp);
  12855. }
  12856. return false;
  12857. case GD_BATTLEORDER:
  12858. case GD_REGENERATION:
  12859. case GD_RESTORE:
  12860. if (!map_flag_gvg2(sd->bl.m)) {
  12861. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12862. return false;
  12863. }
  12864. case GD_EMERGENCYCALL:
  12865. case GD_ITEMEMERGENCYCALL:
  12866. // other checks were already done in skill_isNotOk()
  12867. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  12868. return false;
  12869. break;
  12870. case GS_GLITTERING:
  12871. if(sd->spiritball >= 10) {
  12872. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12873. return false;
  12874. }
  12875. break;
  12876. case NJ_ISSEN:
  12877. #ifdef RENEWAL
  12878. if (status->hp < (status->hp/100)) {
  12879. #else
  12880. if (status->hp < 2) {
  12881. #endif
  12882. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12883. return false;
  12884. }
  12885. case NJ_BUNSINJYUTSU:
  12886. if (!(sc && sc->data[SC_NEN])) {
  12887. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12888. return false;
  12889. }
  12890. break;
  12891. case NJ_ZENYNAGE:
  12892. case KO_MUCHANAGE:
  12893. if(sd->status.zeny < require.zeny) {
  12894. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12895. return false;
  12896. }
  12897. break;
  12898. case PF_HPCONVERSION:
  12899. if (status->sp == status->max_sp)
  12900. return false; //Unusable when at full SP.
  12901. break;
  12902. case AM_CALLHOMUN: //Can't summon if a hom is already out
  12903. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  12904. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12905. return false;
  12906. }
  12907. break;
  12908. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  12909. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  12910. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12911. return false;
  12912. }
  12913. break;
  12914. /**
  12915. * Arch Bishop
  12916. **/
  12917. case AB_ANCILLA:
  12918. {
  12919. int count = 0;
  12920. for( i = 0; i < MAX_INVENTORY; i ++ )
  12921. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  12922. count += sd->status.inventory[i].amount;
  12923. if( count >= 3 ) {
  12924. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  12925. return false;
  12926. }
  12927. }
  12928. break;
  12929. /**
  12930. * Keeping as a note:
  12931. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  12932. **/
  12933. //case AB_LAUDAAGNUS:
  12934. //case AB_LAUDARAMUS:
  12935. // if( !sd->status.party_id ) {
  12936. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12937. // return false;
  12938. // }
  12939. // break;
  12940. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  12941. /**
  12942. * Warlock
  12943. **/
  12944. case WL_COMET:
  12945. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  12946. && sd->special_state.no_gemstone == 0
  12947. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  12948. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  12949. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12950. return false;
  12951. }
  12952. break;
  12953. case WL_SUMMONFB:
  12954. case WL_SUMMONBL:
  12955. case WL_SUMMONWB:
  12956. case WL_SUMMONSTONE:
  12957. if( sc ) {
  12958. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  12959. if( i == SC_SPHERE_5+1 ) { // No more free slots
  12960. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  12961. return false;
  12962. }
  12963. }
  12964. break;
  12965. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  12966. if( sc ) {
  12967. int j = 0;
  12968. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  12969. if( sc->data[i] ) {
  12970. j++;
  12971. }
  12972. if( j < 4 ) { // Need 4 spheres minimum
  12973. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12974. return false;
  12975. }
  12976. }
  12977. else { // no status at all? no spheres present
  12978. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12979. return false;
  12980. }
  12981. break;
  12982. /**
  12983. * Guillotine Cross
  12984. **/
  12985. case GC_HALLUCINATIONWALK:
  12986. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  12987. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12988. return false;
  12989. }
  12990. break;
  12991. case GC_COUNTERSLASH:
  12992. case GC_WEAPONCRUSH:
  12993. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  12994. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  12995. return false;
  12996. }
  12997. break;
  12998. /**
  12999. * Ranger
  13000. **/
  13001. case RA_WUGMASTERY:
  13002. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13003. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13004. return false;
  13005. }
  13006. break;
  13007. case RA_WUGSTRIKE:
  13008. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13009. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13010. return false;
  13011. }
  13012. break;
  13013. case RA_WUGRIDER:
  13014. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13015. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13016. return false;
  13017. }
  13018. break;
  13019. case RA_WUGDASH:
  13020. if(!pc_isridingwug(sd)) {
  13021. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13022. return false;
  13023. }
  13024. break;
  13025. /**
  13026. * Royal Guard
  13027. **/
  13028. case LG_BANDING:
  13029. if( sc && sc->data[SC_INSPIRATION] ) {
  13030. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13031. return false;
  13032. }
  13033. break;
  13034. case LG_PRESTIGE:
  13035. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13036. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13037. return false;
  13038. }
  13039. break;
  13040. case LG_RAGEBURST:
  13041. if( sd->spiritball == 0 ) {
  13042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13043. return false;
  13044. }
  13045. sd->spiritball_old = require.spiritball = sd->spiritball;
  13046. break;
  13047. case LG_RAYOFGENESIS:
  13048. if( sc && sc->data[SC_INSPIRATION] )
  13049. return true; // Don't check for partner.
  13050. if( !(sc && sc->data[SC_BANDING]) ) {
  13051. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13052. return false;
  13053. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  13054. return false; // Just fails, no msg here.
  13055. break;
  13056. case LG_HESPERUSLIT:
  13057. if( !sc || !sc->data[SC_BANDING] ) {
  13058. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13059. return false;
  13060. }
  13061. break;
  13062. case SR_FALLENEMPIRE:
  13063. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13064. return false;
  13065. break;
  13066. case SR_CRESCENTELBOW:
  13067. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13068. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13069. return false;
  13070. }
  13071. break;
  13072. case SR_CURSEDCIRCLE:
  13073. if (map_flag_gvg(sd->bl.m)) {
  13074. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13075. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  13076. char output[128];
  13077. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13078. clif_colormes(sd,color_table[COLOR_RED], output);
  13079. return false;
  13080. }
  13081. }
  13082. if( sd->spiritball > 0 )
  13083. sd->spiritball_old = require.spiritball = sd->spiritball;
  13084. else {
  13085. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13086. return false;
  13087. }
  13088. break;
  13089. case SR_GATEOFHELL:
  13090. if( sd->spiritball > 0 )
  13091. sd->spiritball_old = require.spiritball;
  13092. break;
  13093. case SC_MANHOLE:
  13094. case SC_DIMENSIONDOOR:
  13095. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13096. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13097. return false;
  13098. }
  13099. break;
  13100. case WM_GREAT_ECHO: {
  13101. int count;
  13102. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13103. if( count < 1 ) {
  13104. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13105. return false;
  13106. } else
  13107. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13108. }
  13109. break;
  13110. case SO_FIREWALK:
  13111. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13112. if( sc && sc->data[SC_PROPERTYWALK] &&
  13113. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13114. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13115. return false;
  13116. }
  13117. break;
  13118. case SO_EL_CONTROL:
  13119. if( !sd->status.ele_id || !sd->ed ) {
  13120. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13121. return false;
  13122. }
  13123. break;
  13124. case RETURN_TO_ELDICASTES:
  13125. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13126. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13127. return false;
  13128. }
  13129. break;
  13130. case LG_REFLECTDAMAGE:
  13131. case CR_REFLECTSHIELD:
  13132. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  13133. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13134. return false;
  13135. }
  13136. break;
  13137. case KO_KAHU_ENTEN:
  13138. case KO_HYOUHU_HUBUKI:
  13139. case KO_KAZEHU_SEIRAN:
  13140. case KO_DOHU_KOUKAI:
  13141. {
  13142. int ttype = skill_get_ele(skill_id, skill_lv);
  13143. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  13144. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ) {
  13145. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13146. return false;
  13147. }
  13148. }
  13149. break;
  13150. case KO_KAIHOU:
  13151. case KO_ZENKAI:
  13152. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  13153. if( i > 4 ) {
  13154. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13155. return false;
  13156. }
  13157. break;
  13158. case KO_JYUMONJIKIRI:
  13159. if (sd->status.shield && !sd->weapontype2 && (sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD))
  13160. return true; // Wearing Shield + Dagger/Sword, other non-shield weapon checks are later
  13161. break;
  13162. }
  13163. /* check state required */
  13164. switch (require.state) {
  13165. case ST_HIDDEN:
  13166. if(!pc_ishiding(sd)) {
  13167. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13168. return false;
  13169. }
  13170. break;
  13171. case ST_RIDING:
  13172. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13173. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13174. return false;
  13175. }
  13176. break;
  13177. case ST_FALCON:
  13178. if(!pc_isfalcon(sd)) {
  13179. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13180. return false;
  13181. }
  13182. break;
  13183. case ST_CART:
  13184. if(!pc_iscarton(sd)) {
  13185. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13186. return false;
  13187. }
  13188. break;
  13189. case ST_SHIELD:
  13190. if(sd->status.shield <= 0) {
  13191. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13192. return false;
  13193. }
  13194. break;
  13195. case ST_RECOV_WEIGHT_RATE:
  13196. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13197. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13198. return false;
  13199. }
  13200. break;
  13201. case ST_MOVE_ENABLE:
  13202. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13203. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13204. if (!unit_can_move(&sd->bl)) {
  13205. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13206. return false;
  13207. }
  13208. break;
  13209. case ST_WATER:
  13210. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13211. break;
  13212. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13213. break;
  13214. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13215. return false;
  13216. case ST_RIDINGDRAGON:
  13217. if( !pc_isridingdragon(sd) ) {
  13218. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13219. return false;
  13220. }
  13221. break;
  13222. case ST_WUG:
  13223. if( !pc_iswug(sd) ) {
  13224. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13225. return false;
  13226. }
  13227. break;
  13228. case ST_RIDINGWUG:
  13229. if( !pc_isridingwug(sd) ) {
  13230. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13231. return false;
  13232. }
  13233. break;
  13234. case ST_MADO:
  13235. if( !pc_ismadogear(sd) ) {
  13236. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13237. return false;
  13238. }
  13239. break;
  13240. case ST_ELEMENTALSPIRIT:
  13241. if(!sd->ed) {
  13242. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13243. return false;
  13244. }
  13245. break;
  13246. case ST_PECO:
  13247. if(!pc_isriding(sd)) {
  13248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13249. return false;
  13250. }
  13251. break;
  13252. }
  13253. /* check the status required */
  13254. if (require.status_count) {
  13255. uint8 i;
  13256. /* May has multiple requirements */
  13257. //if (!sc) {
  13258. // clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  13259. // return false;
  13260. //}
  13261. for (i = 0; i < require.status_count; i++) {
  13262. enum sc_type req_sc = require.status[i];
  13263. if (req_sc == SC_NONE)
  13264. continue;
  13265. switch (req_sc) {
  13266. /* Official fail msg */
  13267. case SC_PUSH_CART:
  13268. if (!sc || !sc->data[SC_PUSH_CART]) {
  13269. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13270. return false;
  13271. }
  13272. break;
  13273. case SC_POISONINGWEAPON:
  13274. if (!sc || !sc->data[SC_POISONINGWEAPON]) {
  13275. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  13276. return false;
  13277. }
  13278. break;
  13279. default:
  13280. if (!sc || !sc->data[req_sc]) {
  13281. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  13282. return false;
  13283. }
  13284. break;
  13285. }
  13286. }
  13287. }
  13288. //check if equiped item
  13289. if (require.eqItem_count) {
  13290. for (i = 0; i < require.eqItem_count; i++) {
  13291. int reqeqit = require.eqItem[i];
  13292. if(!reqeqit) break; //no more required item get out of here
  13293. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13294. char output[128];
  13295. //Official use msgstringtable.txt for each skill failure
  13296. sprintf(output,msg_txt(sd,722),itemdb_jname(reqeqit));
  13297. clif_colormes(sd,color_table[COLOR_RED],output);
  13298. return false;
  13299. }
  13300. }
  13301. }
  13302. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13303. //mhp is the max-hp-requirement, that is,
  13304. //you must have this % or less of HP to cast it.
  13305. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13306. return false;
  13307. }
  13308. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13310. return false;
  13311. }
  13312. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13314. return false;
  13315. }
  13316. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13317. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13318. return false;
  13319. }
  13320. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13321. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13322. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13323. return false;
  13324. }
  13325. return true;
  13326. }
  13327. /** Check skill condition when cast end.
  13328. * NOTE: Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13329. * @param sd Player who uses skill
  13330. * @param skill_id ID of used skill
  13331. * @param skill_lv Level of used skill
  13332. * @return true: All condition passed, false: Failed
  13333. */
  13334. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  13335. struct skill_condition require;
  13336. struct status_data *status;
  13337. int i;
  13338. int index[MAX_SKILL_ITEM_REQUIRE];
  13339. nullpo_retr(false,sd);
  13340. if( sd->chatID )
  13341. return false;
  13342. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13343. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13344. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13345. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13346. return true;
  13347. }
  13348. switch( sd->menuskill_id ) { // Cast start or cast end??
  13349. case AM_PHARMACY:
  13350. switch( skill_id ) {
  13351. case AM_PHARMACY:
  13352. case AC_MAKINGARROW:
  13353. case BS_REPAIRWEAPON:
  13354. case AM_TWILIGHT1:
  13355. case AM_TWILIGHT2:
  13356. case AM_TWILIGHT3:
  13357. return false;
  13358. }
  13359. break;
  13360. case GN_MIX_COOKING:
  13361. case GN_MAKEBOMB:
  13362. case GN_S_PHARMACY:
  13363. case GN_CHANGEMATERIAL:
  13364. if( sd->menuskill_id != skill_id )
  13365. return false;
  13366. break;
  13367. }
  13368. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13369. return true;
  13370. if( pc_is90overweight(sd) ) {
  13371. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13372. return false;
  13373. }
  13374. // perform skill-specific checks (and actions)
  13375. switch( skill_id ) {
  13376. case PR_BENEDICTIO:
  13377. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13378. break;
  13379. case AM_CANNIBALIZE:
  13380. case AM_SPHEREMINE: {
  13381. int c=0;
  13382. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13383. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13384. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13385. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13386. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13387. if(c >= maxcount ||
  13388. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13389. { //Fails when: exceed max limit. There are other plant types already out.
  13390. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13391. return false;
  13392. }
  13393. }
  13394. break;
  13395. }
  13396. case NC_SILVERSNIPER:
  13397. case NC_MAGICDECOY: {
  13398. int c = 0;
  13399. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13400. int mob_class = MOBID_SILVERSNIPER;
  13401. if( skill_id == NC_MAGICDECOY )
  13402. mob_class = MOBID_MAGICDECOY_FIRE;
  13403. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13404. if( skill_id == NC_MAGICDECOY ) {
  13405. int j;
  13406. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13407. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13408. } else
  13409. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13410. if( c >= maxcount ) {
  13411. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13412. return false;
  13413. }
  13414. }
  13415. }
  13416. break;
  13417. case KO_ZANZOU: {
  13418. int c = 0;
  13419. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
  13420. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  13421. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13422. return false;
  13423. }
  13424. }
  13425. break;
  13426. }
  13427. status = &sd->battle_status;
  13428. require = skill_get_requirement(sd,skill_id,skill_lv);
  13429. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13430. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13431. return false;
  13432. }
  13433. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13434. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13435. return false;
  13436. }
  13437. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13438. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13439. clif_arrow_fail(sd,0);
  13440. return false;
  13441. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13442. char e_msg[100];
  13443. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13444. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13445. return false;
  13446. }
  13447. else if (require.ammo&(1<<AMMO_KUNAI)) {
  13448. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  13449. return false;
  13450. }
  13451. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13452. skill_get_desc(skill_id),
  13453. require.ammo_qty,
  13454. itemdb_jname(sd->status.inventory[i].nameid));
  13455. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13456. return false;
  13457. }
  13458. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13459. //which is the closest we have to wrong ammo type. [Skotlex]
  13460. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13461. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13462. return false;
  13463. }
  13464. }
  13465. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13466. if( !require.itemid[i] )
  13467. continue;
  13468. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13469. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13470. if( require.itemid[i] == ITEMID_HOLY_WATER )
  13471. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  13472. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13473. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  13474. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13475. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  13476. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  13477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  13478. else if( require.itemid[i] == ITEMID_ANCILLA )
  13479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  13480. else {
  13481. char output[128];
  13482. //Official is using msgstringtable.txt for each requirement failure
  13483. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13484. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  13485. clif_colormes(sd,color_table[COLOR_RED],output);
  13486. }
  13487. return false;
  13488. }
  13489. }
  13490. return true;
  13491. }
  13492. /** Consume skill requirement
  13493. * @param sd Player who uses the skill
  13494. * @param skill_id ID of used skill
  13495. * @param skill_lv Level of used skill
  13496. * @param type Consume type
  13497. * type&1: consume the others (before skill was used);
  13498. * type&2: consume items (after skill was used)
  13499. */
  13500. void skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13501. {
  13502. struct skill_condition req;
  13503. nullpo_retv(sd);
  13504. req = skill_get_requirement(sd,skill_id,skill_lv);
  13505. if( type&1 ) {
  13506. switch( skill_id ) {
  13507. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13508. case MC_IDENTIFY:
  13509. case RL_D_TAIL:
  13510. req.sp = 0;
  13511. break;
  13512. case GS_DESPERADO:
  13513. if (sd->skill_id_old == RL_FALLEN_ANGEL) //Don't consume SP if triggered by Fallen Angel
  13514. req.sp = 0;
  13515. break;
  13516. default:
  13517. if(sd->state.autocast)
  13518. req.sp = 0;
  13519. break;
  13520. }
  13521. if(req.hp || req.sp)
  13522. status_zap(&sd->bl, req.hp, req.sp);
  13523. if(req.spiritball > 0)
  13524. pc_delspiritball(sd,req.spiritball,0);
  13525. else if(req.spiritball == -1) {
  13526. sd->spiritball_old = sd->spiritball;
  13527. pc_delspiritball(sd,sd->spiritball,0);
  13528. }
  13529. if(req.zeny > 0)
  13530. {
  13531. if( skill_id == NJ_ZENYNAGE )
  13532. req.zeny = 0; //Zeny is reduced on skill_attack.
  13533. if( sd->status.zeny < req.zeny )
  13534. req.zeny = sd->status.zeny;
  13535. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  13536. }
  13537. }
  13538. if( type&2 ) {
  13539. struct status_change *sc = &sd->sc;
  13540. int n,i;
  13541. if( !sc->count )
  13542. sc = NULL;
  13543. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13544. {
  13545. if( !req.itemid[i] )
  13546. continue;
  13547. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13548. continue; //Gemstones are checked, but not substracted from inventory.
  13549. switch( skill_id ){
  13550. case SA_SEISMICWEAPON:
  13551. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13552. continue;
  13553. break;
  13554. case SA_FLAMELAUNCHER:
  13555. case SA_VOLCANO:
  13556. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13557. continue;
  13558. break;
  13559. case SA_FROSTWEAPON:
  13560. case SA_DELUGE:
  13561. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13562. continue;
  13563. break;
  13564. case SA_LIGHTNINGLOADER:
  13565. case SA_VIOLENTGALE:
  13566. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13567. continue;
  13568. break;
  13569. case RL_H_MINE:
  13570. if (sd->flicker)
  13571. continue;
  13572. break;
  13573. }
  13574. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  13575. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  13576. }
  13577. }
  13578. }
  13579. /**
  13580. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  13581. * @param sd Player's that will be checked
  13582. * @param skill_id Skill that's being used
  13583. * @param skill_lv Skill level of used skill
  13584. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  13585. */
  13586. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13587. {
  13588. struct skill_condition req;
  13589. struct status_data *status;
  13590. struct status_change *sc;
  13591. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  13592. uint16 idx;
  13593. memset(&req,0,sizeof(req));
  13594. if( !sd )
  13595. return req;
  13596. if( sd->skillitem == skill_id )
  13597. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  13598. sc = &sd->sc;
  13599. if( !sc->count )
  13600. sc = NULL;
  13601. //Checks if disabling skill - in which case no SP requirements are necessary
  13602. if( sc && skill_disable_check(sc,skill_id) )
  13603. return req;
  13604. idx = skill_get_index(skill_id);
  13605. if( idx == 0 ) // invalid skill id
  13606. return req;
  13607. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  13608. return req;
  13609. status = &sd->battle_status;
  13610. req.hp = skill_db[idx].require.hp[skill_lv-1];
  13611. hp_rate = skill_db[idx].require.hp_rate[skill_lv-1];
  13612. if(hp_rate > 0)
  13613. req.hp += (status->hp * hp_rate)/100;
  13614. else
  13615. req.hp += (status->max_hp * (-hp_rate))/100;
  13616. req.sp = skill_db[idx].require.sp[skill_lv-1];
  13617. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  13618. req.sp /= 2;
  13619. sp_rate = skill_db[idx].require.sp_rate[skill_lv-1];
  13620. if(sp_rate > 0)
  13621. req.sp += (status->sp * sp_rate)/100;
  13622. else
  13623. req.sp += (status->max_sp * (-sp_rate))/100;
  13624. if( sd->dsprate != 100 )
  13625. req.sp = req.sp * sd->dsprate / 100;
  13626. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  13627. if( i < ARRAYLENGTH(sd->skillusesprate) )
  13628. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  13629. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  13630. if( i < ARRAYLENGTH(sd->skillusesp) )
  13631. req.sp -= sd->skillusesp[i].val;
  13632. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  13633. if( sc ) {
  13634. if( sc->data[SC__LAZINESS] )
  13635. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  13636. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  13637. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  13638. if( sc->data[SC_RECOGNIZEDSPELL] )
  13639. req.sp += req.sp / 4;
  13640. if( sc->data[SC_OFFERTORIUM])
  13641. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  13642. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  13643. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  13644. }
  13645. req.zeny = skill_db[idx].require.zeny[skill_lv-1];
  13646. if( sc && sc->data[SC__UNLUCKY] ) {
  13647. if(sc->data[SC__UNLUCKY]->val1 < 3)
  13648. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  13649. else
  13650. req.zeny += 1000;
  13651. }
  13652. req.spiritball = skill_db[idx].require.spiritball[skill_lv-1];
  13653. req.state = skill_db[idx].require.state;
  13654. req.mhp = skill_db[idx].require.mhp[skill_lv-1];
  13655. req.weapon = skill_db[idx].require.weapon;
  13656. req.ammo_qty = skill_db[idx].require.ammo_qty[skill_lv-1];
  13657. if (req.ammo_qty)
  13658. req.ammo = skill_db[idx].require.ammo;
  13659. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  13660. { //Assume this skill is using the weapon, therefore it requires arrows.
  13661. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  13662. req.ammo_qty = 1;
  13663. }
  13664. req.status_count = skill_db[idx].require.status_count;
  13665. req.status = skill_db[idx].require.status;
  13666. req.eqItem_count = skill_db[idx].require.eqItem_count;
  13667. req.eqItem = skill_db[idx].require.eqItem;
  13668. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  13669. if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
  13670. continue;
  13671. switch( skill_id ) {
  13672. case AM_CALLHOMUN:
  13673. if (sd->status.hom_id) //Don't delete items when hom is already out.
  13674. continue;
  13675. break;
  13676. case NC_SHAPESHIFT:
  13677. if( i < 4 )
  13678. continue;
  13679. break;
  13680. case WZ_FIREPILLAR: // celest
  13681. if (skill_lv <= 5) // no gems required at level 1-5
  13682. continue;
  13683. break;
  13684. case AB_ADORAMUS:
  13685. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  13686. continue;
  13687. break;
  13688. case WL_COMET:
  13689. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  13690. continue;
  13691. break;
  13692. case GN_FIRE_EXPANSION:
  13693. if( i < 5 )
  13694. continue;
  13695. break;
  13696. case SO_SUMMON_AGNI:
  13697. case SO_SUMMON_AQUA:
  13698. case SO_SUMMON_VENTUS:
  13699. case SO_SUMMON_TERA:
  13700. case SO_WATER_INSIGNIA:
  13701. case SO_FIRE_INSIGNIA:
  13702. case SO_WIND_INSIGNIA:
  13703. case SO_EARTH_INSIGNIA:
  13704. if( i < 3 )
  13705. continue;
  13706. break;
  13707. }
  13708. req.itemid[i] = skill_db[idx].require.itemid[i];
  13709. req.amount[i] = skill_db[idx].require.amount[i];
  13710. // Check requirement for gemstone.
  13711. if (itemid_isgemstone(req.itemid[i])) {
  13712. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  13713. req.itemid[i] = req.amount[i] = 0;
  13714. else {
  13715. if( sd->special_state.no_gemstone )
  13716. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  13717. if( skill_id != SA_ABRACADABRA )
  13718. req.itemid[i] = req.amount[i] = 0;
  13719. else if( --req.amount[i] < 1 )
  13720. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13721. }
  13722. if(sc && sc->data[SC_INTOABYSS])
  13723. {
  13724. if( skill_id != SA_ABRACADABRA )
  13725. req.itemid[i] = req.amount[i] = 0;
  13726. else if( --req.amount[i] < 1 )
  13727. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13728. }
  13729. }
  13730. }
  13731. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  13732. int16 itIndex;
  13733. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  13734. req.itemid[i] = ITEMID_TRAP_ALLOY;
  13735. req.amount[i] = 1;
  13736. }
  13737. break;
  13738. }
  13739. }
  13740. /* requirements are level-dependent */
  13741. switch( skill_id ) {
  13742. case NC_SHAPESHIFT:
  13743. case GN_FIRE_EXPANSION:
  13744. case SO_SUMMON_AGNI:
  13745. case SO_SUMMON_AQUA:
  13746. case SO_SUMMON_VENTUS:
  13747. case SO_SUMMON_TERA:
  13748. case SO_WATER_INSIGNIA:
  13749. case SO_FIRE_INSIGNIA:
  13750. case SO_WIND_INSIGNIA:
  13751. case SO_EARTH_INSIGNIA:
  13752. req.itemid[skill_lv-1] = skill_db[idx].require.itemid[skill_lv-1];
  13753. req.amount[skill_lv-1] = skill_db[idx].require.amount[skill_lv-1];
  13754. break;
  13755. }
  13756. if (skill_id == NC_REPAIR) {
  13757. switch(skill_lv) {
  13758. case 1:
  13759. case 2:
  13760. req.itemid[1] = ITEMID_REPAIR_A;
  13761. break;
  13762. case 3:
  13763. case 4:
  13764. req.itemid[1] = ITEMID_REPAIR_B;
  13765. break;
  13766. case 5:
  13767. req.itemid[1] = ITEMID_REPAIR_C;
  13768. break;
  13769. }
  13770. req.amount[1] = 1;
  13771. }
  13772. // Check for cost reductions due to skills & SCs
  13773. switch(skill_id) {
  13774. case MC_MAMMONITE:
  13775. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  13776. req.zeny -= req.zeny*10/100;
  13777. break;
  13778. case AL_HOLYLIGHT:
  13779. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  13780. req.sp *= 5;
  13781. break;
  13782. case SL_SMA:
  13783. case SL_STUN:
  13784. case SL_STIN:
  13785. {
  13786. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  13787. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  13788. break;
  13789. if(sd->status.base_level>=90)
  13790. req.sp -= req.sp*7*kaina_lv/100;
  13791. else if(sd->status.base_level>=80)
  13792. req.sp -= req.sp*5*kaina_lv/100;
  13793. else if(sd->status.base_level>=70)
  13794. req.sp -= req.sp*3*kaina_lv/100;
  13795. }
  13796. break;
  13797. case MO_TRIPLEATTACK:
  13798. case MO_CHAINCOMBO:
  13799. case MO_COMBOFINISH:
  13800. case CH_TIGERFIST:
  13801. case CH_CHAINCRUSH:
  13802. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  13803. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  13804. break;
  13805. case MO_BODYRELOCATION:
  13806. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  13807. req.spiritball = 0;
  13808. break;
  13809. case MO_EXTREMITYFIST:
  13810. if( sc )
  13811. {
  13812. if( sc->data[SC_BLADESTOP] )
  13813. req.spiritball--;
  13814. else if( sc->data[SC_COMBO] )
  13815. {
  13816. switch( sc->data[SC_COMBO]->val1 )
  13817. {
  13818. case MO_COMBOFINISH:
  13819. req.spiritball = 4;
  13820. break;
  13821. case CH_TIGERFIST:
  13822. req.spiritball = 3;
  13823. break;
  13824. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  13825. req.spiritball = sd->spiritball?sd->spiritball:1;
  13826. break;
  13827. }
  13828. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  13829. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  13830. }
  13831. break;
  13832. case SR_RAMPAGEBLASTER:
  13833. req.spiritball = sd->spiritball?sd->spiritball:15;
  13834. break;
  13835. case LG_RAGEBURST:
  13836. req.spiritball = sd->spiritball?sd->spiritball:1;
  13837. break;
  13838. case SR_GATEOFHELL:
  13839. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  13840. req.sp -= req.sp * 10 / 100;
  13841. break;
  13842. case SO_SUMMON_AGNI:
  13843. case SO_SUMMON_AQUA:
  13844. case SO_SUMMON_VENTUS:
  13845. case SO_SUMMON_TERA:
  13846. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  13847. break;
  13848. case SO_PSYCHIC_WAVE:
  13849. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  13850. req.sp += req.sp * 50 / 100;
  13851. break;
  13852. }
  13853. //Check if player is using the copied skill [Cydh]
  13854. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  13855. uint16 req_opt = skill_db[idx].copyable.req_opt;
  13856. if (req_opt&0x0001) req.hp = 0;
  13857. if (req_opt&0x0002) req.mhp = 0;
  13858. if (req_opt&0x0004) req.sp = 0;
  13859. if (req_opt&0x0008) req.hp_rate = 0;
  13860. if (req_opt&0x0010) req.sp_rate = 0;
  13861. if (req_opt&0x0020) req.zeny = 0;
  13862. if (req_opt&0x0040) req.weapon = 0;
  13863. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  13864. if (req_opt&0x0100) req.state = ST_NONE;
  13865. if (req_opt&0x0200) req.status_count = 0;
  13866. if (req_opt&0x0400) req.spiritball = 0;
  13867. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  13868. if (req_opt&0x1000) req.eqItem_count = 0;
  13869. }
  13870. return req;
  13871. }
  13872. /*==========================================
  13873. * Does cast-time reductions based on dex, item bonuses and config setting
  13874. *------------------------------------------*/
  13875. int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  13876. int time = skill_get_cast(skill_id, skill_lv);
  13877. nullpo_ret(bl);
  13878. #ifndef RENEWAL_CAST
  13879. {
  13880. struct map_session_data *sd;
  13881. sd = BL_CAST(BL_PC, bl);
  13882. // calculate base cast time (reduced by dex)
  13883. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  13884. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13885. if( scale > 0 ) // not instant cast
  13886. time = time * scale / battle_config.castrate_dex_scale;
  13887. else
  13888. return 0; // instant cast
  13889. }
  13890. // calculate cast time reduced by item/card bonuses
  13891. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  13892. {
  13893. int i;
  13894. if( sd->castrate != 100 )
  13895. time = time * sd->castrate / 100;
  13896. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13897. {
  13898. if( sd->skillcast[i].id == skill_id )
  13899. {
  13900. time+= time * sd->skillcast[i].val / 100;
  13901. break;
  13902. }
  13903. }
  13904. }
  13905. }
  13906. #endif
  13907. // config cast time multiplier
  13908. if (battle_config.cast_rate != 100)
  13909. time = time * battle_config.cast_rate / 100;
  13910. // return final cast time
  13911. time = max(time, 0);
  13912. //ShowInfo("Castime castfix = %d\n",time);
  13913. return time;
  13914. }
  13915. /*==========================================
  13916. * Does cast-time reductions based on sc data.
  13917. *------------------------------------------*/
  13918. #ifndef RENEWAL_CAST
  13919. /** Get the skill cast time for Pre-Re cast
  13920. * @param bl: The caster
  13921. * @param time: Cast time before Status Change addition or reduction
  13922. * @return time: Modified castime after status change addition or reduction
  13923. */
  13924. int skill_castfix_sc (struct block_list *bl, int time)
  13925. {
  13926. struct status_change *sc = status_get_sc(bl);
  13927. if( time < 0 )
  13928. return 0;
  13929. if (sc && sc->count) {
  13930. if (sc->data[SC_SLOWCAST])
  13931. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  13932. if (sc->data[SC_PARALYSIS])
  13933. time += sc->data[SC_PARALYSIS]->val3;
  13934. if (sc->data[SC_SUFFRAGIUM]) {
  13935. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  13936. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13937. }
  13938. if (sc->data[SC_MEMORIZE]) {
  13939. time>>=1;
  13940. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13941. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13942. }
  13943. if (sc->data[SC_POEMBRAGI])
  13944. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  13945. if (sc->data[SC_IZAYOI])
  13946. time -= time * 50 / 100;
  13947. }
  13948. time = max(time, 0);
  13949. //ShowInfo("Castime castfix_sc = %d\n",time);
  13950. return time;
  13951. }
  13952. #else
  13953. /** Get the skill cast time for RENEWAL_CAST
  13954. * @param bl: The caster
  13955. * @param time: Cast time without reduction
  13956. * @param skill_id: Skill ID of the casted skill
  13957. * @param skill_lv: Skill level of the casted skill
  13958. * @return time: Modified castime after status and bonus addition or reduction
  13959. */
  13960. int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  13961. {
  13962. struct status_change *sc = status_get_sc(bl);
  13963. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  13964. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  13965. if( time < 0 )
  13966. return 0;
  13967. if( bl->type == BL_MOB )
  13968. return (int)time;
  13969. if( fixed == 0 ){
  13970. fixed = (int)time * 20 / 100; // fixed time
  13971. time = time * 80 / 100; // variable time
  13972. }else if( fixed < 0 ) // no fixed cast time
  13973. fixed = 0;
  13974. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  13975. if( sd->bonus.varcastrate < 0 )
  13976. VARCAST_REDUCTION(sd->bonus.varcastrate);
  13977. if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
  13978. time += sd->bonus.add_varcast;
  13979. if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
  13980. fixed += sd->bonus.add_fixcast;
  13981. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  13982. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  13983. fixed += sd->skillfixcast[i].val;
  13984. break;
  13985. }
  13986. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  13987. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  13988. time += sd->skillvarcast[i].val;
  13989. break;
  13990. }
  13991. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13992. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  13993. VARCAST_REDUCTION(sd->skillcast[i].val);
  13994. break;
  13995. }
  13996. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  13997. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  13998. fixcast_r = sd->skillfixcastrate[i].val; // just speculation
  13999. break;
  14000. }
  14001. }
  14002. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  14003. // All variable cast additive bonuses must come first
  14004. if (sc->data[SC_SLOWCAST])
  14005. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  14006. if( sc->data[SC__LAZINESS] )
  14007. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  14008. // Variable cast reduction bonuses
  14009. if (sc->data[SC_SUFFRAGIUM]) {
  14010. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  14011. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14012. }
  14013. if (sc->data[SC_MEMORIZE]) {
  14014. VARCAST_REDUCTION(50);
  14015. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14016. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14017. }
  14018. if (sc->data[SC_POEMBRAGI])
  14019. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  14020. if (sc->data[SC_IZAYOI])
  14021. VARCAST_REDUCTION(50);
  14022. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  14023. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  14024. if( sc->data[SC_TELEKINESIS_INTENSE] )
  14025. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  14026. // Fixed cast reduction bonuses
  14027. if( sc->data[SC_SECRAMENT] )
  14028. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  14029. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  14030. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  14031. // Fixed cast non percentage bonuses
  14032. if( sc->data[SC_MANDRAGORA] )
  14033. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  14034. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  14035. fixed = 0;
  14036. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  14037. fixed -= 1000;
  14038. if (sc->data[SC_DANCEWITHWUG])
  14039. fixed -= fixed * sc->data[SC_DANCEWITHWUG]->val4 / 100;
  14040. if( sc->data[SC_HEAT_BARREL] )
  14041. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  14042. }
  14043. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  14044. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  14045. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  14046. }
  14047. if( varcast_r < 0 ) // now compute overall factors
  14048. time = time * (1 - (float)varcast_r / 100);
  14049. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  14050. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  14051. // underflow checking/capping
  14052. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  14053. return (int)time;
  14054. }
  14055. #endif
  14056. /*==========================================
  14057. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14058. *------------------------------------------*/
  14059. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14060. {
  14061. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  14062. int time = skill_get_delay(skill_id, skill_lv);
  14063. struct map_session_data *sd;
  14064. struct status_change *sc = status_get_sc(bl);
  14065. nullpo_ret(bl);
  14066. sd = BL_CAST(BL_PC, bl);
  14067. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14068. return 0; //Will use picked skill's delay.
  14069. if (bl->type&battle_config.no_skill_delay)
  14070. return battle_config.min_skill_delay_limit;
  14071. if (time < 0)
  14072. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14073. // Delay reductions
  14074. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14075. case MO_TRIPLEATTACK:
  14076. case MO_CHAINCOMBO:
  14077. case MO_COMBOFINISH:
  14078. case CH_TIGERFIST:
  14079. case CH_CHAINCRUSH:
  14080. case SR_DRAGONCOMBO:
  14081. case SR_FALLENEMPIRE:
  14082. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  14083. break;
  14084. case HP_BASILICA:
  14085. if( sc && !sc->data[SC_BASILICA] )
  14086. time = 0; // There is no Delay on Basilica creation, only on cancel
  14087. break;
  14088. default:
  14089. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  14090. { // if skill delay is allowed to be reduced by dex
  14091. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14092. if (scale > 0)
  14093. time = time * scale / battle_config.castrate_dex_scale;
  14094. else //To be capped later to minimum.
  14095. time = 0;
  14096. }
  14097. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  14098. { // if skill delay is allowed to be reduced by agi
  14099. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14100. if (scale > 0)
  14101. time = time * scale / battle_config.castrate_dex_scale;
  14102. else //To be capped later to minimum.
  14103. time = 0;
  14104. }
  14105. }
  14106. if ( sc && sc->data[SC_SPIRIT] ) {
  14107. switch (skill_id) {
  14108. case CR_SHIELDBOOMERANG:
  14109. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14110. time /= 2;
  14111. break;
  14112. case AS_SONICBLOW:
  14113. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14114. time /= 2;
  14115. break;
  14116. }
  14117. }
  14118. if (!(delaynodex&2))
  14119. {
  14120. if (sc && sc->count) {
  14121. if (sc->data[SC_POEMBRAGI])
  14122. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14123. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  14124. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14125. }
  14126. }
  14127. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  14128. time = time * sd->delayrate / 100;
  14129. if (battle_config.delay_rate != 100)
  14130. time = time * battle_config.delay_rate / 100;
  14131. //min delay
  14132. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14133. time = max(time, battle_config.min_skill_delay_limit);
  14134. //ShowInfo("Delay delayfix = %d\n",time);
  14135. return time;
  14136. }
  14137. /*=========================================
  14138. *
  14139. *-----------------------------------------*/
  14140. struct square {
  14141. int val1[5];
  14142. int val2[5];
  14143. };
  14144. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14145. {
  14146. nullpo_retv(tc);
  14147. if(dir == 0){
  14148. tc->val1[0]=x-2;
  14149. tc->val1[1]=x-1;
  14150. tc->val1[2]=x;
  14151. tc->val1[3]=x+1;
  14152. tc->val1[4]=x+2;
  14153. tc->val2[0]=
  14154. tc->val2[1]=
  14155. tc->val2[2]=
  14156. tc->val2[3]=
  14157. tc->val2[4]=y-1;
  14158. }
  14159. else if(dir==2){
  14160. tc->val1[0]=
  14161. tc->val1[1]=
  14162. tc->val1[2]=
  14163. tc->val1[3]=
  14164. tc->val1[4]=x+1;
  14165. tc->val2[0]=y+2;
  14166. tc->val2[1]=y+1;
  14167. tc->val2[2]=y;
  14168. tc->val2[3]=y-1;
  14169. tc->val2[4]=y-2;
  14170. }
  14171. else if(dir==4){
  14172. tc->val1[0]=x-2;
  14173. tc->val1[1]=x-1;
  14174. tc->val1[2]=x;
  14175. tc->val1[3]=x+1;
  14176. tc->val1[4]=x+2;
  14177. tc->val2[0]=
  14178. tc->val2[1]=
  14179. tc->val2[2]=
  14180. tc->val2[3]=
  14181. tc->val2[4]=y+1;
  14182. }
  14183. else if(dir==6){
  14184. tc->val1[0]=
  14185. tc->val1[1]=
  14186. tc->val1[2]=
  14187. tc->val1[3]=
  14188. tc->val1[4]=x-1;
  14189. tc->val2[0]=y+2;
  14190. tc->val2[1]=y+1;
  14191. tc->val2[2]=y;
  14192. tc->val2[3]=y-1;
  14193. tc->val2[4]=y-2;
  14194. }
  14195. else if(dir==1){
  14196. tc->val1[0]=x-1;
  14197. tc->val1[1]=x;
  14198. tc->val1[2]=x+1;
  14199. tc->val1[3]=x+2;
  14200. tc->val1[4]=x+3;
  14201. tc->val2[0]=y-4;
  14202. tc->val2[1]=y-3;
  14203. tc->val2[2]=y-1;
  14204. tc->val2[3]=y;
  14205. tc->val2[4]=y+1;
  14206. }
  14207. else if(dir==3){
  14208. tc->val1[0]=x+3;
  14209. tc->val1[1]=x+2;
  14210. tc->val1[2]=x+1;
  14211. tc->val1[3]=x;
  14212. tc->val1[4]=x-1;
  14213. tc->val2[0]=y-1;
  14214. tc->val2[1]=y;
  14215. tc->val2[2]=y+1;
  14216. tc->val2[3]=y+2;
  14217. tc->val2[4]=y+3;
  14218. }
  14219. else if(dir==5){
  14220. tc->val1[0]=x+1;
  14221. tc->val1[1]=x;
  14222. tc->val1[2]=x-1;
  14223. tc->val1[3]=x-2;
  14224. tc->val1[4]=x-3;
  14225. tc->val2[0]=y+3;
  14226. tc->val2[1]=y+2;
  14227. tc->val2[2]=y+1;
  14228. tc->val2[3]=y;
  14229. tc->val2[4]=y-1;
  14230. }
  14231. else if(dir==7){
  14232. tc->val1[0]=x-3;
  14233. tc->val1[1]=x-2;
  14234. tc->val1[2]=x-1;
  14235. tc->val1[3]=x;
  14236. tc->val1[4]=x+1;
  14237. tc->val2[1]=y;
  14238. tc->val2[0]=y+1;
  14239. tc->val2[2]=y-1;
  14240. tc->val2[3]=y-2;
  14241. tc->val2[4]=y-3;
  14242. }
  14243. }
  14244. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14245. {
  14246. int c;
  14247. nullpo_retv(tc);
  14248. for( c = 0; c < 5; c++ ) {
  14249. switch( dir ) {
  14250. case 0: tc->val2[c]+=are; break;
  14251. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14252. case 2: tc->val1[c]-=are; break;
  14253. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14254. case 4: tc->val2[c]-=are; break;
  14255. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14256. case 6: tc->val1[c]+=are; break;
  14257. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14258. }
  14259. }
  14260. }
  14261. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14262. {
  14263. int c,n=4;
  14264. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14265. struct square tc;
  14266. int x=bl->x,y=bl->y;
  14267. skill_brandishspear_first(&tc,dir,x,y);
  14268. skill_brandishspear_dir(&tc,dir,4);
  14269. skill_area_temp[1] = bl->id;
  14270. if(skill_lv > 9){
  14271. for(c=1;c<4;c++){
  14272. map_foreachincell(skill_area_sub,
  14273. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14274. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14275. skill_castend_damage_id);
  14276. }
  14277. }
  14278. if(skill_lv > 6){
  14279. skill_brandishspear_dir(&tc,dir,-1);
  14280. n--;
  14281. }else{
  14282. skill_brandishspear_dir(&tc,dir,-2);
  14283. n-=2;
  14284. }
  14285. if(skill_lv > 3){
  14286. for(c=0;c<5;c++){
  14287. map_foreachincell(skill_area_sub,
  14288. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14289. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14290. skill_castend_damage_id);
  14291. if(skill_lv > 6 && n==3 && c==4){
  14292. skill_brandishspear_dir(&tc,dir,-1);
  14293. n--;c=-1;
  14294. }
  14295. }
  14296. }
  14297. for(c=0;c<10;c++){
  14298. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14299. map_foreachincell(skill_area_sub,
  14300. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14301. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14302. skill_castend_damage_id);
  14303. }
  14304. }
  14305. /*==========================================
  14306. * Weapon Repair [Celest/DracoRPG]
  14307. *------------------------------------------*/
  14308. void skill_repairweapon (struct map_session_data *sd, int idx) {
  14309. int material;
  14310. int materials[4] = { 1002, 998, 999, 756 };
  14311. struct item *item;
  14312. struct map_session_data *target_sd;
  14313. nullpo_retv(sd);
  14314. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14315. return;
  14316. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14317. return;
  14318. if( idx < 0 || idx >= MAX_INVENTORY )
  14319. return; //Invalid index??
  14320. item = &target_sd->status.inventory[idx];
  14321. if( item->nameid <= 0 || item->attribute == 0 )
  14322. return; //Again invalid item....
  14323. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14324. clif_item_repaireffect(sd,idx,1);
  14325. return;
  14326. }
  14327. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14328. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14329. else
  14330. material = materials [2]; // Armors consume 1 Steel
  14331. if ( pc_search_inventory(sd,material) < 0 ) {
  14332. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14333. return;
  14334. }
  14335. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14336. item->attribute = 0;/* clear broken state */
  14337. clif_equiplist(target_sd);
  14338. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14339. clif_item_repaireffect(sd,idx,0);
  14340. if( sd != target_sd )
  14341. clif_item_repaireffect(target_sd,idx,0);
  14342. }
  14343. /*==========================================
  14344. * Item Appraisal
  14345. *------------------------------------------*/
  14346. void skill_identify (struct map_session_data *sd, int idx)
  14347. {
  14348. int flag=1;
  14349. nullpo_retv(sd);
  14350. if(idx >= 0 && idx < MAX_INVENTORY) {
  14351. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14352. flag=0;
  14353. sd->status.inventory[idx].identify=1;
  14354. }
  14355. }
  14356. clif_item_identified(sd,idx,flag);
  14357. }
  14358. /*==========================================
  14359. * Weapon Refine [Celest]
  14360. *------------------------------------------*/
  14361. void skill_weaponrefine (struct map_session_data *sd, int idx)
  14362. {
  14363. nullpo_retv(sd);
  14364. if (idx >= 0 && idx < MAX_INVENTORY)
  14365. {
  14366. struct item *item;
  14367. struct item_data *ditem = sd->inventory_data[idx];
  14368. item = &sd->status.inventory[idx];
  14369. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  14370. {
  14371. int i = 0, per;
  14372. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14373. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14374. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14375. return;
  14376. }
  14377. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14378. clif_upgrademessage(sd->fd, 2, item->nameid);
  14379. return;
  14380. }
  14381. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14382. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14383. return;
  14384. }
  14385. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14386. if( sd->class_&JOBL_THIRD )
  14387. per += 10;
  14388. else
  14389. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14390. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14391. if (per > rnd() % 100) {
  14392. int ep=0;
  14393. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14394. item->refine++;
  14395. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14396. if(item->equip) {
  14397. ep = item->equip;
  14398. pc_unequipitem(sd,idx,3);
  14399. }
  14400. clif_delitem(sd,idx,1,3);
  14401. clif_upgrademessage(sd->fd, 0, item->nameid);
  14402. clif_inventorylist(sd);
  14403. clif_refine(sd->fd,0,idx,item->refine);
  14404. if (ep)
  14405. pc_equipitem(sd,idx,ep);
  14406. clif_misceffect(&sd->bl,3);
  14407. if(item->refine == 10 &&
  14408. item->card[0] == CARD0_FORGE &&
  14409. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14410. { // Fame point system [DracoRPG]
  14411. switch(ditem->wlv){
  14412. case 1:
  14413. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14414. break;
  14415. case 2:
  14416. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14417. break;
  14418. case 3:
  14419. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14420. break;
  14421. }
  14422. }
  14423. } else {
  14424. item->refine = 0;
  14425. if(item->equip)
  14426. pc_unequipitem(sd,idx,3);
  14427. clif_upgrademessage(sd->fd, 1, item->nameid);
  14428. clif_refine(sd->fd,1,idx,item->refine);
  14429. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14430. clif_misceffect(&sd->bl,2);
  14431. clif_emotion(&sd->bl, E_OMG);
  14432. }
  14433. }
  14434. }
  14435. }
  14436. /*==========================================
  14437. *
  14438. *------------------------------------------*/
  14439. int skill_autospell (struct map_session_data *sd, uint16 skill_id)
  14440. {
  14441. uint16 skill_lv;
  14442. int maxlv=1,lv;
  14443. nullpo_ret(sd);
  14444. skill_lv = sd->menuskill_val;
  14445. lv=pc_checkskill(sd,skill_id);
  14446. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14447. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14448. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14449. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14450. maxlv =10; //Soul Linker bonus. [Skotlex]
  14451. else if(skill_lv==2) maxlv=1;
  14452. else if(skill_lv==3) maxlv=2;
  14453. else if(skill_lv>=4) maxlv=3;
  14454. }
  14455. else if(skill_id==MG_SOULSTRIKE){
  14456. if(skill_lv==5) maxlv=1;
  14457. else if(skill_lv==6) maxlv=2;
  14458. else if(skill_lv>=7) maxlv=3;
  14459. }
  14460. else if(skill_id==MG_FIREBALL){
  14461. if(skill_lv==8) maxlv=1;
  14462. else if(skill_lv>=9) maxlv=2;
  14463. }
  14464. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14465. else return 0;
  14466. if(maxlv > lv)
  14467. maxlv = lv;
  14468. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14469. skill_get_time(SA_AUTOSPELL,skill_lv));
  14470. return 0;
  14471. }
  14472. /*==========================================
  14473. * Sitting skills functions.
  14474. *------------------------------------------*/
  14475. static int skill_sit_count (struct block_list *bl, va_list ap)
  14476. {
  14477. struct map_session_data *sd;
  14478. int type =va_arg(ap,int);
  14479. sd=(struct map_session_data*)bl;
  14480. if(!pc_issit(sd))
  14481. return 0;
  14482. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14483. return 1;
  14484. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14485. return 1;
  14486. return 0;
  14487. }
  14488. static int skill_sit_in (struct block_list *bl, va_list ap)
  14489. {
  14490. struct map_session_data *sd;
  14491. int type = va_arg(ap,int);
  14492. sd = (struct map_session_data*)bl;
  14493. if(!pc_issit(sd))
  14494. return 0;
  14495. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14496. sd->state.gangsterparadise = 1;
  14497. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  14498. sd->state.rest = 1;
  14499. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14500. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14501. }
  14502. return 0;
  14503. }
  14504. static int skill_sit_out (struct block_list *bl, va_list ap)
  14505. {
  14506. struct map_session_data *sd;
  14507. int type = va_arg(ap,int);
  14508. sd = (struct map_session_data*)bl;
  14509. if(sd->state.gangsterparadise && type&1)
  14510. sd->state.gangsterparadise = 0;
  14511. if(sd->state.rest && type&2) {
  14512. sd->state.rest = 0;
  14513. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14514. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14515. }
  14516. return 0;
  14517. }
  14518. int skill_sit (struct map_session_data *sd, int type)
  14519. {
  14520. int flag = 0;
  14521. int range = 0, lv;
  14522. nullpo_ret(sd);
  14523. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  14524. flag |= 1;
  14525. range = skill_get_splash(RG_GANGSTER, lv);
  14526. }
  14527. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  14528. flag |= 2;
  14529. range = skill_get_splash(TK_HPTIME, lv);
  14530. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  14531. flag |= 2;
  14532. range = skill_get_splash(TK_SPTIME, lv);
  14533. }
  14534. if( type ) {
  14535. // TODO: Include the case of using the Insert key
  14536. pc_stop_walking(sd, 1|4); // Stop players who may be walking
  14537. pc_stop_attack(sd); // Stop players who may be attacking
  14538. clif_status_load(&sd->bl, SI_SIT, 1);
  14539. } else
  14540. clif_status_load(&sd->bl, SI_SIT, 0);
  14541. if (!flag) return 0;
  14542. if(type) {
  14543. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14544. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14545. } else {
  14546. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14547. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14548. }
  14549. return 0;
  14550. }
  14551. /*==========================================
  14552. *
  14553. *------------------------------------------*/
  14554. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  14555. {
  14556. struct block_list *src;
  14557. uint16 skill_id,skill_lv;
  14558. unsigned int tick;
  14559. nullpo_ret(bl);
  14560. nullpo_ret(src=va_arg(ap,struct block_list*));
  14561. skill_id=va_arg(ap,int);
  14562. skill_lv=va_arg(ap,int);
  14563. if(!skill_lv) return 0;
  14564. tick=va_arg(ap,unsigned int);
  14565. if (src == bl || status_isdead(bl))
  14566. return 0;
  14567. if (bl->type == BL_PC) {
  14568. struct map_session_data *sd = (struct map_session_data *)bl;
  14569. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14570. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14571. }
  14572. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14573. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14574. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14575. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14576. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14577. return 0;
  14578. }
  14579. int skill_check_target_c_marker(struct block_list *bl, va_list ap) {
  14580. struct block_list *src;
  14581. struct status_change *tsc;
  14582. struct map_session_data *sd;
  14583. nullpo_ret(bl);
  14584. nullpo_ret(src = va_arg(ap,struct block_list*));
  14585. if (src == bl || status_isdead(bl) || src->type != BL_PC)
  14586. return 0;
  14587. if (!(sd = (struct map_session_data *)src) || !(&sd->c_marker) || !sd->c_marker.target)
  14588. return 0;
  14589. //Skip target with no Crimson Marker
  14590. tsc = status_get_sc(bl);
  14591. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  14592. return 0;
  14593. return 1;
  14594. }
  14595. /*==========================================
  14596. *
  14597. *------------------------------------------*/
  14598. static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14599. {
  14600. int range = skill_get_unit_range(skill_id,skill_lv);
  14601. int x,y;
  14602. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  14603. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  14604. map_setcell(src->bl.m, x, y, cell, flag);
  14605. }
  14606. /*==========================================
  14607. *
  14608. *------------------------------------------*/
  14609. int skill_attack_area (struct block_list *bl, va_list ap)
  14610. {
  14611. struct block_list *src,*dsrc;
  14612. int atk_type,skill_id,skill_lv,flag,type;
  14613. unsigned int tick;
  14614. if(status_isdead(bl))
  14615. return 0;
  14616. atk_type = va_arg(ap,int);
  14617. src=va_arg(ap,struct block_list*);
  14618. dsrc=va_arg(ap,struct block_list*);
  14619. skill_id=va_arg(ap,int);
  14620. skill_lv=va_arg(ap,int);
  14621. tick=va_arg(ap,unsigned int);
  14622. flag=va_arg(ap,int);
  14623. type=va_arg(ap,int);
  14624. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  14625. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14626. if(battle_check_target(dsrc,bl,type) <= 0 ||
  14627. !status_check_skilluse(NULL, bl, skill_id, 2))
  14628. return 0;
  14629. switch (skill_id) {
  14630. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  14631. case NPC_ACIDBREATH:
  14632. case NPC_DARKNESSBREATH:
  14633. case NPC_FIREBREATH:
  14634. case NPC_ICEBREATH:
  14635. case NPC_THUNDERBREATH:
  14636. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14637. default:
  14638. //Area-splash, disable skill animation.
  14639. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  14640. }
  14641. }
  14642. /*==========================================
  14643. *
  14644. *------------------------------------------*/
  14645. int skill_clear_group (struct block_list *bl, int flag)
  14646. {
  14647. struct unit_data *ud = unit_bl2ud(bl);
  14648. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  14649. int i, count=0;
  14650. nullpo_ret(bl);
  14651. if (!ud) return 0;
  14652. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  14653. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  14654. {
  14655. switch (ud->skillunit[i]->skill_id) {
  14656. case SA_DELUGE:
  14657. case SA_VOLCANO:
  14658. case SA_VIOLENTGALE:
  14659. case SA_LANDPROTECTOR:
  14660. case NJ_SUITON:
  14661. case NJ_KAENSIN:
  14662. if (flag&1)
  14663. group[count++]= ud->skillunit[i];
  14664. break;
  14665. case SO_CLOUD_KILL:
  14666. if( flag&4 )
  14667. group[count++]= ud->skillunit[i];
  14668. break;
  14669. case SO_WARMER:
  14670. if( flag&8 )
  14671. group[count++]= ud->skillunit[i];
  14672. break;
  14673. default:
  14674. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  14675. group[count++]= ud->skillunit[i];
  14676. break;
  14677. }
  14678. }
  14679. for (i=0;i<count;i++)
  14680. skill_delunitgroup(group[i]);
  14681. return count;
  14682. }
  14683. /*==========================================
  14684. * Returns the first element field found [Skotlex]
  14685. *------------------------------------------*/
  14686. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  14687. {
  14688. struct unit_data *ud = unit_bl2ud(bl);
  14689. int i;
  14690. nullpo_ret(bl);
  14691. if (!ud) return NULL;
  14692. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  14693. switch (ud->skillunit[i]->skill_id) {
  14694. case SA_DELUGE:
  14695. case SA_VOLCANO:
  14696. case SA_VIOLENTGALE:
  14697. case SA_LANDPROTECTOR:
  14698. case NJ_SUITON:
  14699. case SO_CLOUD_KILL:
  14700. case SO_WARMER:
  14701. return ud->skillunit[i];
  14702. }
  14703. }
  14704. return NULL;
  14705. }
  14706. // for graffiti cleaner [Valaris]
  14707. int skill_graffitiremover (struct block_list *bl, va_list ap) {
  14708. struct skill_unit *unit=NULL;
  14709. nullpo_ret(bl);
  14710. nullpo_ret(ap);
  14711. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  14712. return 0;
  14713. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  14714. skill_delunit(unit);
  14715. return 0;
  14716. }
  14717. int skill_greed (struct block_list *bl, va_list ap) {
  14718. struct block_list *src;
  14719. struct map_session_data *sd=NULL;
  14720. struct flooritem_data *fitem=NULL;
  14721. nullpo_ret(bl);
  14722. nullpo_ret(src = va_arg(ap, struct block_list *));
  14723. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  14724. pc_takeitem(sd, fitem);
  14725. return 0;
  14726. }
  14727. //For Ranger's Detonator [Jobbie/3CeAM]
  14728. int skill_detonator(struct block_list *bl, va_list ap)
  14729. {
  14730. struct skill_unit *unit=NULL;
  14731. struct block_list *src;
  14732. int unit_id;
  14733. nullpo_ret(bl);
  14734. nullpo_ret(ap);
  14735. src = va_arg(ap,struct block_list *);
  14736. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  14737. return 0;
  14738. if( unit->group->src_id != src->id )
  14739. return 0;
  14740. unit_id = unit->group->unit_id;
  14741. switch( unit_id )
  14742. { //List of Hunter and Ranger Traps that can be detonate.
  14743. case UNT_BLASTMINE:
  14744. case UNT_SANDMAN:
  14745. case UNT_CLAYMORETRAP:
  14746. case UNT_TALKIEBOX:
  14747. case UNT_CLUSTERBOMB:
  14748. case UNT_FIRINGTRAP:
  14749. case UNT_ICEBOUNDTRAP:
  14750. switch(unit_id) {
  14751. case UNT_TALKIEBOX:
  14752. clif_talkiebox(bl,unit->group->valstr);
  14753. unit->group->val2 = -1;
  14754. break;
  14755. case UNT_CLAYMORETRAP:
  14756. case UNT_FIRINGTRAP:
  14757. case UNT_ICEBOUNDTRAP:
  14758. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  14759. break;
  14760. default:
  14761. 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);
  14762. }
  14763. clif_changetraplook(bl, UNT_USED_TRAPS);
  14764. unit->group->unit_id = UNT_USED_TRAPS;
  14765. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  14766. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  14767. break;
  14768. }
  14769. return 0;
  14770. }
  14771. /*==========================================
  14772. *
  14773. *------------------------------------------*/
  14774. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  14775. {
  14776. uint16 skill_id;
  14777. int *alive;
  14778. struct skill_unit *unit;
  14779. skill_id = va_arg(ap,int);
  14780. alive = va_arg(ap,int *);
  14781. unit = (struct skill_unit *)bl;
  14782. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  14783. return 0;
  14784. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  14785. return 0;
  14786. switch (skill_id) {
  14787. case SA_LANDPROTECTOR:
  14788. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  14789. (*alive) = 0;
  14790. skill_delunit(unit);
  14791. return 1;
  14792. }
  14793. //It deletes everything except traps and barriers
  14794. if( (!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP)) ) || unit->group->skill_id == WZ_FIREPILLAR ) {
  14795. skill_delunit(unit);
  14796. return 1;
  14797. }
  14798. break;
  14799. case HW_GANBANTEIN:
  14800. case LG_EARTHDRIVE:
  14801. // Officially songs/dances are removed
  14802. skill_delunit(unit);
  14803. return 1;
  14804. case SA_VOLCANO:
  14805. case SA_DELUGE:
  14806. case SA_VIOLENTGALE:
  14807. // The official implementation makes them fail to appear when casted on top of ANYTHING
  14808. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  14809. // hence, I leave the alternate implementation here, commented. [Skotlex]
  14810. if (unit->range <= 0)
  14811. {
  14812. (*alive) = 0;
  14813. return 1;
  14814. }
  14815. /*
  14816. switch (unit->group->skill_id)
  14817. { //These cannot override each other.
  14818. case SA_VOLCANO:
  14819. case SA_DELUGE:
  14820. case SA_VIOLENTGALE:
  14821. (*alive) = 0;
  14822. return 1;
  14823. }
  14824. */
  14825. break;
  14826. case PF_FOGWALL:
  14827. switch(unit->group->skill_id) {
  14828. case SA_VOLCANO: //Can't be placed on top of these
  14829. case SA_VIOLENTGALE:
  14830. (*alive) = 0;
  14831. return 1;
  14832. case SA_DELUGE:
  14833. case NJ_SUITON:
  14834. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  14835. (*alive) = 2;
  14836. break;
  14837. }
  14838. break;
  14839. case HP_BASILICA:
  14840. if (unit->group->skill_id == HP_BASILICA)
  14841. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  14842. (*alive) = 0;
  14843. return 1;
  14844. }
  14845. break;
  14846. case GN_CRAZYWEED_ATK:
  14847. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  14848. case UNT_WALLOFTHORN:
  14849. case UNT_THORNS_TRAP:
  14850. case UNT_BLOODYLUST:
  14851. case UNT_CHAOSPANIC:
  14852. case UNT_MAELSTROM:
  14853. case UNT_FIREPILLAR_ACTIVE:
  14854. case UNT_LANDPROTECTOR:
  14855. case UNT_VOLCANO:
  14856. case UNT_DELUGE:
  14857. case UNT_VIOLENTGALE:
  14858. case UNT_SAFETYWALL:
  14859. case UNT_PNEUMA:
  14860. skill_delunit(unit);
  14861. return 1;
  14862. }
  14863. break;
  14864. case RL_FIRE_RAIN:
  14865. switch (unit->group->unit_id) {
  14866. case UNT_LANDPROTECTOR: case UNT_ICEWALL: case UNT_FIREWALL:
  14867. case UNT_WARMER: case UNT_CLOUD_KILL: case UNT_VACUUM_EXTREME:
  14868. case UNT_SPIDERWEB: case UNT_FOGWALL: case UNT_DELUGE:
  14869. case UNT_VIOLENTGALE: case UNT_VOLCANO: case UNT_QUAGMIRE:
  14870. case UNT_GRAVITATION: case UNT_MAGNUS: case UNT_THORNS_TRAP:
  14871. case UNT_WALLOFTHORN: case UNT_DEMONIC_FIRE: case UNT_HELLS_PLANT:
  14872. case UNT_POISONSMOKE: case UNT_VENOMDUST: case UNT_MAELSTROM:
  14873. case UNT_MANHOLE: case UNT_DIMENSIONDOOR: case UNT_GRAFFITI:
  14874. case UNT_LANDMINE: case UNT_SANDMAN: case UNT_SHOCKWAVE:
  14875. case UNT_SKIDTRAP: case UNT_ANKLESNARE: case UNT_CLAYMORETRAP:
  14876. case UNT_TALKIEBOX: case UNT_FREEZINGTRAP: case UNT_VERDURETRAP:
  14877. case UNT_ICEBOUNDTRAP: case UNT_FIRINGTRAP: case UNT_ELECTRICSHOCKER:
  14878. case UNT_DISSONANCE: case UNT_ROKISWEIL: case UNT_ETERNALCHAOS:
  14879. case UNT_SUITON: case UNT_KAEN:
  14880. skill_delunit(unit);
  14881. return 1;
  14882. }
  14883. break;
  14884. }
  14885. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  14886. (*alive) = 0;
  14887. return 1;
  14888. }
  14889. return 0;
  14890. }
  14891. /*==========================================
  14892. *
  14893. *------------------------------------------*/
  14894. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  14895. {
  14896. struct mob_data* md;
  14897. struct unit_data*ud = unit_bl2ud(bl);
  14898. struct block_list *from_bl;
  14899. struct block_list *to_bl;
  14900. md = (struct mob_data*)bl;
  14901. from_bl = va_arg(ap,struct block_list *);
  14902. to_bl = va_arg(ap,struct block_list *);
  14903. if(ud && ud->target == from_bl->id)
  14904. ud->target = to_bl->id;
  14905. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  14906. md->target_id = to_bl->id;
  14907. return 0;
  14908. }
  14909. /*==========================================
  14910. *
  14911. *------------------------------------------*/
  14912. static int skill_trap_splash (struct block_list *bl, va_list ap)
  14913. {
  14914. struct block_list *src;
  14915. int tick;
  14916. struct skill_unit *unit;
  14917. struct skill_unit_group *sg;
  14918. struct block_list *ss; //skill src bl
  14919. src = va_arg(ap,struct block_list *);
  14920. unit = (struct skill_unit *)src;
  14921. tick = va_arg(ap,int);
  14922. if( !unit->alive || bl->prev == NULL )
  14923. return 0;
  14924. nullpo_ret(sg = unit->group);
  14925. nullpo_ret(ss = map_id2bl(sg->src_id));
  14926. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  14927. return 0;
  14928. switch(sg->unit_id){
  14929. case UNT_SHOCKWAVE:
  14930. case UNT_SANDMAN:
  14931. case UNT_FLASHER:
  14932. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  14933. break;
  14934. case UNT_GROUNDDRIFT_WIND:
  14935. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14936. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14937. break;
  14938. case UNT_GROUNDDRIFT_DARK:
  14939. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14940. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14941. break;
  14942. case UNT_GROUNDDRIFT_POISON:
  14943. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14944. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14945. break;
  14946. case UNT_GROUNDDRIFT_WATER:
  14947. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14948. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14949. break;
  14950. case UNT_GROUNDDRIFT_FIRE:
  14951. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14952. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  14953. break;
  14954. case UNT_ELECTRICSHOCKER:
  14955. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  14956. break;
  14957. case UNT_MAGENTATRAP:
  14958. case UNT_COBALTTRAP:
  14959. case UNT_MAIZETRAP:
  14960. case UNT_VERDURETRAP:
  14961. if( bl->type != BL_PC && !is_boss(bl) )
  14962. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  14963. break;
  14964. case UNT_REVERBERATION:
  14965. 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
  14966. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  14967. break;
  14968. case UNT_FIRINGTRAP:
  14969. case UNT_ICEBOUNDTRAP:
  14970. if( src->id == bl->id ) break;
  14971. if( bl->type == BL_SKILL ) {
  14972. struct skill_unit *su = (struct skill_unit *)bl;
  14973. if( su->group->unit_id == UNT_USED_TRAPS )
  14974. break;
  14975. }
  14976. case UNT_CLUSTERBOMB:
  14977. if( ss != bl )
  14978. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  14979. break;
  14980. case UNT_CLAYMORETRAP:
  14981. if( src->id == bl->id ) break;
  14982. if( bl->type == BL_SKILL ) {
  14983. struct skill_unit *su = (struct skill_unit *)bl;
  14984. switch( su->group->unit_id ){
  14985. case UNT_CLAYMORETRAP:
  14986. case UNT_LANDMINE:
  14987. case UNT_BLASTMINE:
  14988. case UNT_SHOCKWAVE:
  14989. case UNT_SANDMAN:
  14990. case UNT_FLASHER:
  14991. case UNT_FREEZINGTRAP:
  14992. case UNT_FIRINGTRAP:
  14993. case UNT_ICEBOUNDTRAP:
  14994. clif_changetraplook(bl, UNT_USED_TRAPS);
  14995. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  14996. su->group->unit_id = UNT_USED_TRAPS;
  14997. break;
  14998. }
  14999. }
  15000. default:
  15001. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15002. break;
  15003. }
  15004. return 1;
  15005. }
  15006. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15007. {
  15008. uint16 skill_id, skill_lv;
  15009. struct skill_unit *unit;
  15010. skill_id = va_arg(ap,int);
  15011. skill_lv = va_arg(ap,int);
  15012. unit = (struct skill_unit *)bl;
  15013. if( unit == NULL || unit->group == NULL )
  15014. return 0;
  15015. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15016. return 0;
  15017. if( unit->group->skill_id == SC_MAELSTROM ){
  15018. struct block_list *src;
  15019. if( (src = map_id2bl(unit->group->src_id)) ){
  15020. int sp = unit->group->skill_lv * skill_lv;
  15021. if( src->type == BL_PC )
  15022. sp += ((TBL_PC*)src)->status.job_level / 5;
  15023. status_heal(src, 0, sp/2, 1);
  15024. }
  15025. }
  15026. return 0;
  15027. }
  15028. /*==========================================
  15029. *
  15030. *------------------------------------------*/
  15031. int skill_enchant_elemental_end (struct block_list *bl, int type)
  15032. {
  15033. struct status_change *sc;
  15034. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15035. int i;
  15036. nullpo_ret(bl);
  15037. nullpo_ret(sc= status_get_sc(bl));
  15038. if (!sc->count) return 0;
  15039. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15040. if (type != scs[i] && sc->data[scs[i]])
  15041. status_change_end(bl, scs[i], INVALID_TIMER);
  15042. return 0;
  15043. }
  15044. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15045. {
  15046. bool wall = true;
  15047. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15048. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15049. { //Check for walls.
  15050. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15051. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15052. int i;
  15053. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15054. if( i == 8 )
  15055. wall = false;
  15056. }
  15057. if( sce ) {
  15058. if( !wall ) {
  15059. if( sce->val1 < 3 ) //End cloaking.
  15060. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15061. else if( sce->val4&1 ) { //Remove wall bonus
  15062. sce->val4&=~1;
  15063. status_calc_bl(bl,SCB_SPEED);
  15064. }
  15065. } else {
  15066. if( !(sce->val4&1) ) { //Add wall speed bonus
  15067. sce->val4|=1;
  15068. status_calc_bl(bl,SCB_SPEED);
  15069. }
  15070. }
  15071. }
  15072. return wall;
  15073. }
  15074. /** Check Shadow Form on the target
  15075. * @param bl: Target
  15076. * @param damage: Damage amount
  15077. * @param hit
  15078. * @return true - in Shadow Form state; false - otherwise
  15079. */
  15080. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit) {
  15081. struct status_change *sc;
  15082. nullpo_retr(false,bl);
  15083. if (!damage)
  15084. return false;
  15085. sc = status_get_sc(bl);
  15086. if( sc && sc->data[SC__SHADOWFORM] ) {
  15087. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15088. if( !src || src->m != bl->m ) {
  15089. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15090. return false;
  15091. }
  15092. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15093. if( src->type == BL_PC )
  15094. ((TBL_PC*)src)->shadowform_id = 0;
  15095. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15096. return false;
  15097. }
  15098. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0);
  15099. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15100. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15101. if( src->type == BL_PC )
  15102. ((TBL_PC*)src)->shadowform_id = 0;
  15103. }
  15104. return true;
  15105. }
  15106. return false;
  15107. }
  15108. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15109. {
  15110. bool wall = true;
  15111. if( bl->type == BL_PC ) { //Check for walls.
  15112. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15113. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15114. int i;
  15115. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15116. if( i == 8 )
  15117. wall = false;
  15118. }
  15119. if( sce ) {
  15120. if( !wall ) {
  15121. if( sce->val1 == 1 ) //End camouflage.
  15122. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15123. }
  15124. status_calc_bl(bl,SCB_SPEED);
  15125. }
  15126. return wall;
  15127. }
  15128. /*==========================================
  15129. *
  15130. *------------------------------------------*/
  15131. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15132. {
  15133. struct skill_unit *unit;
  15134. nullpo_retr(NULL, group);
  15135. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15136. nullpo_retr(NULL, unit=&group->unit[idx]);
  15137. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15138. return unit;
  15139. if(!unit->alive)
  15140. group->alive_count++;
  15141. unit->bl.id=map_get_new_object_id();
  15142. unit->bl.type=BL_SKILL;
  15143. unit->bl.m=group->map;
  15144. unit->bl.x=x;
  15145. unit->bl.y=y;
  15146. unit->group=group;
  15147. unit->alive=1;
  15148. unit->val1=val1;
  15149. unit->val2=val2;
  15150. idb_put(skillunit_db, unit->bl.id, unit);
  15151. map_addiddb(&unit->bl);
  15152. if(map_addblock(&unit->bl))
  15153. return NULL;
  15154. // perform oninit actions
  15155. switch (group->skill_id) {
  15156. case WZ_ICEWALL:
  15157. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15158. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15159. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15160. map[unit->bl.m].icewall_num++;
  15161. break;
  15162. case SA_LANDPROTECTOR:
  15163. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15164. break;
  15165. case HP_BASILICA:
  15166. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15167. break;
  15168. case SC_MAELSTROM:
  15169. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15170. break;
  15171. default:
  15172. if (group->state.song_dance&0x1) //Check for dissonance.
  15173. skill_dance_overlap(unit, 1);
  15174. break;
  15175. }
  15176. clif_skill_setunit(unit);
  15177. return unit;
  15178. }
  15179. /*==========================================
  15180. *
  15181. *------------------------------------------*/
  15182. int skill_delunit (struct skill_unit* unit) {
  15183. struct skill_unit_group *group;
  15184. nullpo_ret(unit);
  15185. if( !unit->alive )
  15186. return 0;
  15187. unit->alive=0;
  15188. nullpo_ret(group=unit->group);
  15189. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15190. skill_dance_overlap(unit, 0);
  15191. // invoke onout event
  15192. if( !unit->range )
  15193. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15194. // perform ondelete actions
  15195. switch (group->skill_id) {
  15196. case HT_ANKLESNARE: {
  15197. struct block_list* target = map_id2bl(group->val2);
  15198. if( target )
  15199. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  15200. }
  15201. break;
  15202. case WZ_ICEWALL:
  15203. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15204. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15205. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15206. map[unit->bl.m].icewall_num--;
  15207. break;
  15208. case SA_LANDPROTECTOR:
  15209. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15210. break;
  15211. case HP_BASILICA:
  15212. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15213. // Because of Basilica's range we need to specifically update the players inside when it's cancelled prematurely
  15214. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,0,4);
  15215. break;
  15216. case RA_ELECTRICSHOCKER: {
  15217. struct block_list* target = map_id2bl(group->val2);
  15218. if( target )
  15219. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15220. }
  15221. break;
  15222. case SC_MAELSTROM:
  15223. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15224. break;
  15225. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15226. if( group->val2 ) { // Someone Traped
  15227. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15228. if( tsc && tsc->data[SC__MANHOLE] )
  15229. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15230. }
  15231. break;
  15232. }
  15233. clif_skill_delunit(unit);
  15234. unit->group=NULL;
  15235. map_delblock(&unit->bl); // don't free yet
  15236. map_deliddb(&unit->bl);
  15237. idb_remove(skillunit_db, unit->bl.id);
  15238. if(--group->alive_count==0)
  15239. skill_delunitgroup(group);
  15240. return 0;
  15241. }
  15242. /*==========================================
  15243. *
  15244. *------------------------------------------*/
  15245. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  15246. /// Returns the target skill_unit_group or NULL if not found.
  15247. struct skill_unit_group* skill_id2group(int group_id)
  15248. {
  15249. return (struct skill_unit_group*)idb_get(group_db, group_id);
  15250. }
  15251. static int skill_unit_group_newid = MAX_SKILL_DB;
  15252. /// Returns a new group_id that isn't being used in group_db.
  15253. /// Fatal error if nothing is available.
  15254. static int skill_get_new_group_id(void)
  15255. {
  15256. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  15257. return skill_unit_group_newid++;// available
  15258. {// find next id
  15259. int base_id = skill_unit_group_newid;
  15260. while( base_id != ++skill_unit_group_newid )
  15261. {
  15262. if( skill_unit_group_newid < MAX_SKILL_DB )
  15263. skill_unit_group_newid = MAX_SKILL_DB;
  15264. if( skill_id2group(skill_unit_group_newid) == NULL )
  15265. return skill_unit_group_newid++;// available
  15266. }
  15267. // full loop, nothing available
  15268. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15269. exit(1);
  15270. }
  15271. }
  15272. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  15273. {
  15274. struct unit_data* ud = unit_bl2ud( src );
  15275. struct skill_unit_group* group;
  15276. int i;
  15277. if(!(skill_id && skill_lv)) return 0;
  15278. nullpo_retr(NULL, src);
  15279. nullpo_retr(NULL, ud);
  15280. // find a free spot to store the new unit group
  15281. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15282. if(i == MAX_SKILLUNITGROUP) {
  15283. // array is full, make room by discarding oldest group
  15284. int j=0;
  15285. unsigned maxdiff=0,tick=gettick();
  15286. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15287. unsigned int x=DIFF_TICK(tick,ud->skillunit[i]->tick);
  15288. if(x>maxdiff){
  15289. maxdiff=x;
  15290. j=i;
  15291. }
  15292. }
  15293. skill_delunitgroup(ud->skillunit[j]);
  15294. //Since elements must have shifted, we use the last slot.
  15295. i = MAX_SKILLUNITGROUP-1;
  15296. }
  15297. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15298. group->src_id = src->id;
  15299. group->party_id = status_get_party_id(src);
  15300. group->guild_id = status_get_guild_id(src);
  15301. group->bg_id = bg_team_get_id(src);
  15302. group->group_id = skill_get_new_group_id();
  15303. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15304. group->unit_count = count;
  15305. group->alive_count = 0;
  15306. group->val1 = 0;
  15307. group->val2 = 0;
  15308. group->val3 = 0;
  15309. group->skill_id = skill_id;
  15310. group->skill_lv = skill_lv;
  15311. group->unit_id = unit_id;
  15312. group->map = src->m;
  15313. group->limit = limit;
  15314. group->interval = interval;
  15315. group->tick = gettick();
  15316. group->valstr = NULL;
  15317. ud->skillunit[i] = group;
  15318. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15319. group->tick += 1500;
  15320. idb_put(group_db, group->group_id, group);
  15321. return group;
  15322. }
  15323. /*==========================================
  15324. *
  15325. *------------------------------------------*/
  15326. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15327. {
  15328. struct block_list* src;
  15329. struct unit_data *ud;
  15330. int i,j;
  15331. if( group == NULL )
  15332. {
  15333. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15334. return 0;
  15335. }
  15336. src=map_id2bl(group->src_id);
  15337. ud = unit_bl2ud(src);
  15338. if(!src || !ud) {
  15339. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15340. return 0;
  15341. }
  15342. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15343. switch( group->skill_id ) {
  15344. case BA_DISSONANCE:
  15345. case BA_POEMBRAGI:
  15346. case BA_WHISTLE:
  15347. case BA_ASSASSINCROSS:
  15348. case BA_APPLEIDUN:
  15349. case DC_UGLYDANCE:
  15350. case DC_HUMMING:
  15351. case DC_DONTFORGETME:
  15352. case DC_FORTUNEKISS:
  15353. case DC_SERVICEFORYOU:
  15354. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15355. break;
  15356. }
  15357. }
  15358. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  15359. {
  15360. struct status_change* sc = status_get_sc(src);
  15361. if (sc && sc->data[SC_DANCING])
  15362. {
  15363. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15364. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15365. }
  15366. }
  15367. // end Gospel's status change on 'src'
  15368. // (needs to be done when the group is deleted by other means than skill deactivation)
  15369. if (group->unit_id == UNT_GOSPEL) {
  15370. struct status_change *sc = status_get_sc(src);
  15371. if(sc && sc->data[SC_GOSPEL]) {
  15372. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  15373. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  15374. }
  15375. }
  15376. switch( group->skill_id ) {
  15377. case SG_SUN_WARM:
  15378. case SG_MOON_WARM:
  15379. case SG_STAR_WARM:
  15380. {
  15381. struct status_change *sc = NULL;
  15382. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15383. sc->data[SC_WARM]->val4 = 0;
  15384. status_change_end(src, SC_WARM, INVALID_TIMER);
  15385. }
  15386. }
  15387. break;
  15388. case NC_NEUTRALBARRIER:
  15389. {
  15390. struct status_change *sc = NULL;
  15391. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15392. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15393. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15394. }
  15395. }
  15396. break;
  15397. case NC_STEALTHFIELD:
  15398. {
  15399. struct status_change *sc = NULL;
  15400. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  15401. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  15402. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  15403. }
  15404. }
  15405. break;
  15406. case LG_BANDING:
  15407. {
  15408. struct status_change *sc = NULL;
  15409. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  15410. sc->data[SC_BANDING]->val4 = 0;
  15411. status_change_end(src,SC_BANDING,INVALID_TIMER);
  15412. }
  15413. }
  15414. break;
  15415. }
  15416. if (src->type==BL_PC && group->state.ammo_consume)
  15417. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  15418. group->alive_count=0;
  15419. // remove all unit cells
  15420. if(group->unit != NULL)
  15421. for( i = 0; i < group->unit_count; i++ )
  15422. skill_delunit(&group->unit[i]);
  15423. // clear Talkie-box string
  15424. if( group->valstr != NULL ) {
  15425. aFree(group->valstr);
  15426. group->valstr = NULL;
  15427. }
  15428. idb_remove(group_db, group->group_id);
  15429. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  15430. group->unit=NULL;
  15431. group->group_id=0;
  15432. group->unit_count=0;
  15433. // locate this group, swap with the last entry and delete it
  15434. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  15435. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  15436. j--;
  15437. if( i < MAX_SKILLUNITGROUP ) {
  15438. ud->skillunit[i] = ud->skillunit[j];
  15439. ud->skillunit[j] = NULL;
  15440. ers_free(skill_unit_ers, group);
  15441. } else
  15442. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15443. return 1;
  15444. }
  15445. /*==========================================
  15446. *
  15447. *------------------------------------------*/
  15448. int skill_clear_unitgroup (struct block_list *src)
  15449. {
  15450. struct unit_data *ud = unit_bl2ud(src);
  15451. nullpo_ret(ud);
  15452. while (ud->skillunit[0])
  15453. skill_delunitgroup(ud->skillunit[0]);
  15454. return 1;
  15455. }
  15456. /*==========================================
  15457. *
  15458. *------------------------------------------*/
  15459. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
  15460. int i,j=-1,s,id;
  15461. struct unit_data *ud;
  15462. struct skill_unit_group_tickset *set;
  15463. nullpo_ret(bl);
  15464. if (group->interval==-1)
  15465. return NULL;
  15466. ud = unit_bl2ud(bl);
  15467. if (!ud) return NULL;
  15468. set = ud->skillunittick;
  15469. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  15470. id = s = group->skill_id;
  15471. else
  15472. id = s = group->group_id;
  15473. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15474. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15475. if (set[k].id == id)
  15476. return &set[k];
  15477. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15478. j=k;
  15479. }
  15480. if (j == -1) {
  15481. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15482. j = id % MAX_SKILLUNITGROUPTICKSET;
  15483. }
  15484. set[j].id = id;
  15485. set[j].tick = tick;
  15486. return &set[j];
  15487. }
  15488. /*==========================================
  15489. *
  15490. *------------------------------------------*/
  15491. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
  15492. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15493. struct skill_unit_group* group = unit->group;
  15494. unsigned int tick = va_arg(ap,unsigned int);
  15495. if( !unit->alive || bl->prev == NULL )
  15496. return 0;
  15497. nullpo_ret(group);
  15498. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  15499. return 0; //AoE skills are ineffective. [Skotlex]
  15500. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15501. return 0;
  15502. skill_unit_onplace_timer(unit,bl,tick);
  15503. return 1;
  15504. }
  15505. /**
  15506. * @see DBApply
  15507. */
  15508. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15509. {
  15510. struct skill_unit* unit = db_data2ptr(data);
  15511. struct skill_unit_group* group = unit->group;
  15512. unsigned int tick = va_arg(ap,unsigned int);
  15513. bool dissonance;
  15514. struct block_list* bl = &unit->bl;
  15515. if( !unit->alive )
  15516. return 0;
  15517. nullpo_ret(group);
  15518. // check for expiration
  15519. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  15520. {// skill unit expired (inlined from skill_unit_onlimit())
  15521. switch( group->unit_id )
  15522. {
  15523. case UNT_BLASTMINE:
  15524. #ifdef RENEWAL
  15525. case UNT_CLAYMORETRAP:
  15526. #endif
  15527. case UNT_GROUNDDRIFT_WIND:
  15528. case UNT_GROUNDDRIFT_DARK:
  15529. case UNT_GROUNDDRIFT_POISON:
  15530. case UNT_GROUNDDRIFT_WATER:
  15531. case UNT_GROUNDDRIFT_FIRE:
  15532. group->unit_id = UNT_USED_TRAPS;
  15533. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  15534. group->limit=DIFF_TICK(tick+1500,group->tick);
  15535. unit->limit=DIFF_TICK(tick+1500,group->tick);
  15536. break;
  15537. case UNT_ANKLESNARE:
  15538. case UNT_ELECTRICSHOCKER:
  15539. if( group->val2 > 0 ) {
  15540. // Used Trap don't returns back to item
  15541. skill_delunit(unit);
  15542. break;
  15543. }
  15544. case UNT_SKIDTRAP:
  15545. case UNT_LANDMINE:
  15546. case UNT_SHOCKWAVE:
  15547. case UNT_SANDMAN:
  15548. case UNT_FLASHER:
  15549. case UNT_FREEZINGTRAP:
  15550. #ifndef RENEWAL
  15551. case UNT_CLAYMORETRAP:
  15552. #endif
  15553. case UNT_TALKIEBOX:
  15554. case UNT_CLUSTERBOMB:
  15555. case UNT_MAGENTATRAP:
  15556. case UNT_COBALTTRAP:
  15557. case UNT_MAIZETRAP:
  15558. case UNT_VERDURETRAP:
  15559. case UNT_FIRINGTRAP:
  15560. case UNT_ICEBOUNDTRAP:
  15561. case UNT_B_TRAP:
  15562. {
  15563. struct block_list* src;
  15564. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  15565. { // revert unit back into a trap
  15566. struct item item_tmp;
  15567. memset(&item_tmp,0,sizeof(item_tmp));
  15568. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  15569. item_tmp.identify = 1;
  15570. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  15571. }
  15572. skill_delunit(unit);
  15573. }
  15574. break;
  15575. case UNT_WARP_ACTIVE:
  15576. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  15577. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  15578. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  15579. // restart timers
  15580. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  15581. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  15582. // apply effect to all units standing on it
  15583. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  15584. break;
  15585. case UNT_CALLFAMILY:
  15586. {
  15587. struct map_session_data *sd = NULL;
  15588. if(group->val1) {
  15589. sd = map_charid2sd(group->val1);
  15590. group->val1 = 0;
  15591. if (sd && !map[sd->bl.m].flag.nowarp)
  15592. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15593. }
  15594. if(group->val2) {
  15595. sd = map_charid2sd(group->val2);
  15596. group->val2 = 0;
  15597. if (sd && !map[sd->bl.m].flag.nowarp)
  15598. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15599. }
  15600. skill_delunit(unit);
  15601. }
  15602. break;
  15603. case UNT_REVERBERATION:
  15604. if( unit->val1 <= 0 ) { // If it was deactivated.
  15605. skill_delunit(unit);
  15606. break;
  15607. }
  15608. clif_changetraplook(bl,UNT_USED_TRAPS);
  15609. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15610. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15611. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15612. group->unit_id = UNT_USED_TRAPS;
  15613. break;
  15614. case UNT_FEINTBOMB: {
  15615. struct block_list *src = map_id2bl(group->src_id);
  15616. struct status_change *sc;
  15617. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  15618. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  15619. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  15620. }
  15621. skill_delunit(unit);
  15622. }
  15623. break;
  15624. case UNT_BANDING:
  15625. {
  15626. struct block_list *src = map_id2bl(group->src_id);
  15627. struct status_change *sc;
  15628. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  15629. skill_delunit(unit);
  15630. break;
  15631. }
  15632. // This unit isn't removed while SC_BANDING is active.
  15633. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  15634. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  15635. }
  15636. break;
  15637. default:
  15638. skill_delunit(unit);
  15639. }
  15640. } else {// skill unit is still active
  15641. switch( group->unit_id ) {
  15642. case UNT_ICEWALL:
  15643. // icewall loses 50 hp every second
  15644. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  15645. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  15646. unit->limit = DIFF_TICK(tick+700,group->tick);
  15647. break;
  15648. case UNT_BLASTMINE:
  15649. case UNT_SKIDTRAP:
  15650. case UNT_LANDMINE:
  15651. case UNT_SHOCKWAVE:
  15652. case UNT_SANDMAN:
  15653. case UNT_FLASHER:
  15654. case UNT_CLAYMORETRAP:
  15655. case UNT_FREEZINGTRAP:
  15656. case UNT_TALKIEBOX:
  15657. case UNT_ANKLESNARE:
  15658. case UNT_B_TRAP:
  15659. if( unit->val1 <= 0 ) {
  15660. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  15661. skill_delunit(unit);
  15662. else {
  15663. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  15664. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15665. group->unit_id = UNT_USED_TRAPS;
  15666. }
  15667. }
  15668. break;
  15669. case UNT_REVERBERATION:
  15670. if( unit->val1 <= 0 ){
  15671. clif_changetraplook(bl,UNT_USED_TRAPS);
  15672. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15673. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15674. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15675. group->unit_id = UNT_USED_TRAPS;
  15676. }
  15677. break;
  15678. case UNT_WALLOFTHORN:
  15679. if( unit->val1 <= 0 ) {
  15680. group->unit_id = UNT_USED_TRAPS;
  15681. group->limit = DIFF_TICK(tick, group->tick);
  15682. }
  15683. break;
  15684. }
  15685. }
  15686. //Don't continue if unit or even group is expired and has been deleted.
  15687. if( !group || !unit->alive )
  15688. return 0;
  15689. dissonance = skill_dance_switch(unit, 0);
  15690. if( unit->range >= 0 && group->interval != -1 )
  15691. {
  15692. if( battle_config.skill_wall_check )
  15693. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15694. else
  15695. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15696. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  15697. group->unit_id = UNT_USED_TRAPS;
  15698. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  15699. unit->range = -1; //Disable processed cell.
  15700. if (--group->val1 <= 0) { // number of live cells
  15701. //All tiles were processed, disable skill.
  15702. group->target_flag=BCT_NOONE;
  15703. group->bl_flag= BL_NUL;
  15704. }
  15705. }
  15706. }
  15707. if( dissonance ) skill_dance_switch(unit, 1);
  15708. return 0;
  15709. }
  15710. /*==========================================
  15711. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  15712. *------------------------------------------*/
  15713. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
  15714. map_freeblock_lock();
  15715. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  15716. map_freeblock_unlock();
  15717. return 0;
  15718. }
  15719. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  15720. /*==========================================
  15721. * flag :
  15722. * 1 : store that skill_unit in array
  15723. * 2 : clear that skill_unit
  15724. * 4 : call_on_left
  15725. *------------------------------------------*/
  15726. int skill_unit_move_sub (struct block_list* bl, va_list ap) {
  15727. struct skill_unit* unit = (struct skill_unit *)bl;
  15728. struct skill_unit_group* group = unit->group;
  15729. struct block_list* target = va_arg(ap,struct block_list*);
  15730. unsigned int tick = va_arg(ap,unsigned int);
  15731. int flag = va_arg(ap,int);
  15732. bool dissonance;
  15733. uint16 skill_id;
  15734. int i;
  15735. nullpo_ret(group);
  15736. if( !unit->alive || target->prev == NULL )
  15737. return 0;
  15738. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  15739. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  15740. dissonance = skill_dance_switch(unit, 0);
  15741. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15742. skill_id = unit->group->skill_id;
  15743. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  15744. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  15745. if( dissonance ) {
  15746. skill_dance_switch(unit, 1);
  15747. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  15748. }
  15749. return 0;
  15750. }
  15751. //Target-type check.
  15752. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  15753. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  15754. if( flag&1 ) {
  15755. if( flag&2 ) { //Clear this skill id.
  15756. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  15757. if( i < ARRAYLENGTH(skill_unit_temp) )
  15758. skill_unit_temp[i] = 0;
  15759. }
  15760. } else {
  15761. if( flag&2 ) { //Store this skill id.
  15762. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15763. if( i < ARRAYLENGTH(skill_unit_temp) )
  15764. skill_unit_temp[i] = skill_id;
  15765. else
  15766. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15767. }
  15768. }
  15769. if( flag&4 )
  15770. skill_unit_onleft(skill_id,target,tick);
  15771. }
  15772. if( dissonance ) skill_dance_switch(unit, 1);
  15773. return 0;
  15774. } else {
  15775. if( flag&1 ) {
  15776. int result = skill_unit_onplace(unit,target,tick);
  15777. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  15778. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  15779. if( i < ARRAYLENGTH(skill_unit_temp) )
  15780. skill_unit_temp[i] = 0;
  15781. }
  15782. } else {
  15783. int result = skill_unit_onout(unit,target,tick);
  15784. if( flag&2 && result ) { //Store this unit id.
  15785. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15786. if( i < ARRAYLENGTH(skill_unit_temp) )
  15787. skill_unit_temp[i] = skill_id;
  15788. else
  15789. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15790. }
  15791. }
  15792. //TODO: Normally, this is dangerous since the unit and group could be freed
  15793. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  15794. //cells do not get deleted within them. [Skotlex]
  15795. if( dissonance ) skill_dance_switch(unit, 1);
  15796. if( flag&4 )
  15797. skill_unit_onleft(skill_id,target,tick);
  15798. return 1;
  15799. }
  15800. }
  15801. /*==========================================
  15802. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  15803. * Flag values:
  15804. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  15805. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  15806. * units to figure out when they have left a group.
  15807. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  15808. *------------------------------------------*/
  15809. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
  15810. nullpo_ret(bl);
  15811. if( bl->prev == NULL )
  15812. return 0;
  15813. if( flag&2 && !(flag&1) ) { //Onout, clear data
  15814. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  15815. }
  15816. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  15817. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  15818. int i;
  15819. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  15820. if( skill_unit_temp[i] )
  15821. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  15822. }
  15823. return 0;
  15824. }
  15825. /*==========================================
  15826. *
  15827. *------------------------------------------*/
  15828. int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  15829. {
  15830. int i,j;
  15831. unsigned int tick = gettick();
  15832. int *m_flag;
  15833. struct skill_unit *unit1;
  15834. struct skill_unit *unit2;
  15835. if (group == NULL)
  15836. return 0;
  15837. if (group->unit_count<=0)
  15838. return 0;
  15839. if (group->unit==NULL)
  15840. return 0;
  15841. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  15842. return 0; //Ensembles may not be moved around.
  15843. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  15844. return 0; //Icewalls and Wall of Thorns don't get knocked back
  15845. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  15846. // m_flag
  15847. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  15848. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  15849. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  15850. // 3: Both 1+2.
  15851. for(i=0;i<group->unit_count;i++){
  15852. unit1=&group->unit[i];
  15853. if (!unit1->alive || unit1->bl.m!=m)
  15854. continue;
  15855. for(j=0;j<group->unit_count;j++){
  15856. unit2=&group->unit[j];
  15857. if (!unit2->alive)
  15858. continue;
  15859. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  15860. m_flag[i] |= 0x1;
  15861. }
  15862. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  15863. m_flag[i] |= 0x2;
  15864. }
  15865. }
  15866. }
  15867. j = 0;
  15868. for (i=0;i<group->unit_count;i++) {
  15869. unit1=&group->unit[i];
  15870. if (!unit1->alive)
  15871. continue;
  15872. if (!(m_flag[i]&0x2)) {
  15873. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  15874. skill_dance_overlap(unit1, 0);
  15875. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  15876. }
  15877. //Move Cell using "smart" criteria (avoid useless moving around)
  15878. switch(m_flag[i])
  15879. {
  15880. case 0:
  15881. //Cell moves independently, safely move it.
  15882. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  15883. break;
  15884. case 1:
  15885. //Cell moves unto another cell, look for a replacement cell that won't collide
  15886. //and has no cell moving into it (flag == 2)
  15887. for(;j<group->unit_count;j++)
  15888. {
  15889. if(m_flag[j]!=2 || !group->unit[j].alive)
  15890. continue;
  15891. //Move to where this cell would had moved.
  15892. unit2 = &group->unit[j];
  15893. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  15894. j++; //Skip this cell as we have used it.
  15895. break;
  15896. }
  15897. break;
  15898. case 2:
  15899. case 3:
  15900. break; //Don't move the cell as a cell will end on this tile anyway.
  15901. }
  15902. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  15903. if (group->state.song_dance&0x1) //Check for dissonance effect.
  15904. skill_dance_overlap(unit1, 1);
  15905. clif_skill_setunit(unit1);
  15906. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  15907. }
  15908. }
  15909. aFree(m_flag);
  15910. return 0;
  15911. }
  15912. /*==========================================
  15913. *
  15914. *------------------------------------------*/
  15915. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  15916. {
  15917. int i,j;
  15918. nullpo_ret(sd);
  15919. if(nameid<=0)
  15920. return 0;
  15921. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  15922. if(skill_produce_db[i].nameid == nameid ){
  15923. if((j=skill_produce_db[i].req_skill)>0 &&
  15924. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  15925. continue; // must iterate again to check other skills that produce it. [malufett]
  15926. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  15927. continue; // special case
  15928. break;
  15929. }
  15930. }
  15931. if( i >= MAX_SKILL_PRODUCE_DB )
  15932. return 0;
  15933. if( pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT )
  15934. {// cannot carry the produced stuff
  15935. return 0;
  15936. }
  15937. if(trigger>=0){
  15938. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  15939. if(skill_produce_db[i].itemlv!=trigger)
  15940. return 0;
  15941. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  15942. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  15943. return 0;
  15944. } else { // Weapon (itemlv must be higher or equal)
  15945. if(skill_produce_db[i].itemlv>trigger)
  15946. return 0;
  15947. }
  15948. }
  15949. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  15950. int id;
  15951. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  15952. continue;
  15953. if(skill_produce_db[i].mat_amount[j] <= 0) {
  15954. if(pc_search_inventory(sd,id) < 0)
  15955. return 0;
  15956. }
  15957. else {
  15958. int x,y;
  15959. for(y=0,x=0;y<MAX_INVENTORY;y++)
  15960. if( sd->status.inventory[y].nameid == id )
  15961. x+=sd->status.inventory[y].amount;
  15962. if(x<qty*skill_produce_db[i].mat_amount[j])
  15963. return 0;
  15964. }
  15965. }
  15966. return i+1;
  15967. }
  15968. /*==========================================
  15969. *
  15970. *------------------------------------------*/
  15971. int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  15972. {
  15973. int slot[3];
  15974. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
  15975. int num = -1; // exclude the recipe
  15976. struct status_data *status;
  15977. struct item_data* data;
  15978. nullpo_ret(sd);
  15979. status = status_get_status_data(&sd->bl);
  15980. if( sd->skill_id_old == skill_id )
  15981. skill_lv = sd->skill_lv_old;
  15982. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  15983. return 0;
  15984. idx--;
  15985. if (qty < 1)
  15986. qty = 1;
  15987. if (!skill_id) //A skill can be specified for some override cases.
  15988. skill_id = skill_produce_db[idx].req_skill;
  15989. if( skill_id == GC_RESEARCHNEWPOISON )
  15990. skill_id = GC_CREATENEWPOISON;
  15991. slot[0]=slot1;
  15992. slot[1]=slot2;
  15993. slot[2]=slot3;
  15994. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  15995. int j;
  15996. if( slot[i]<=0 )
  15997. continue;
  15998. j = pc_search_inventory(sd,slot[i]);
  15999. if(j < 0)
  16000. continue;
  16001. if(slot[i]==ITEMID_STAR_CRUMB){
  16002. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16003. sc++;
  16004. }
  16005. if(slot[i]>=ITEMID_FLAME_HEART && slot[i]<=ITEMID_GREAT_NATURE && ele==0){
  16006. static const int ele_table[4]={3,1,4,2};
  16007. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16008. ele=ele_table[slot[i]-ITEMID_FLAME_HEART];
  16009. }
  16010. }
  16011. if( skill_id == RK_RUNEMASTERY ) {
  16012. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  16013. data = itemdb_search(nameid);
  16014. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  16015. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  16016. else temp_qty = 1;
  16017. if (data->stack.inventory) {
  16018. for( i = 0; i < MAX_INVENTORY; i++ ) {
  16019. if( sd->status.inventory[i].nameid == nameid ) {
  16020. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  16021. clif_msgtable(sd->fd,RUNE_CANT_CREATE);
  16022. return 0;
  16023. } else {
  16024. /**
  16025. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16026. **/
  16027. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  16028. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16029. }
  16030. break;
  16031. }
  16032. }
  16033. }
  16034. qty = temp_qty;
  16035. }
  16036. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  16037. int j,id,x;
  16038. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  16039. continue;
  16040. num++;
  16041. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  16042. do{
  16043. int y=0;
  16044. j = pc_search_inventory(sd,id);
  16045. if(j >= 0){
  16046. y = sd->status.inventory[j].amount;
  16047. if(y>x)y=x;
  16048. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16049. } else {
  16050. ShowError("skill_produce_mix: material item error\n");
  16051. return 0;
  16052. }
  16053. x-=y;
  16054. }while( j>=0 && x>0 );
  16055. }
  16056. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  16057. wlv = itemdb_wlv(nameid);
  16058. if(!equip) {
  16059. switch(skill_id){
  16060. case BS_IRON:
  16061. case BS_STEEL:
  16062. case BS_ENCHANTEDSTONE:
  16063. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16064. i = pc_checkskill(sd,skill_id);
  16065. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16066. switch(nameid){
  16067. case ITEMID_IRON:
  16068. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16069. break;
  16070. case ITEMID_STEEL:
  16071. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16072. break;
  16073. case ITEMID_STAR_CRUMB:
  16074. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16075. break;
  16076. default: // Enchanted Stones
  16077. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  16078. break;
  16079. }
  16080. break;
  16081. case ASC_CDP:
  16082. make_per = (2000 + 40*status->dex + 20*status->luk);
  16083. break;
  16084. case AL_HOLYWATER:
  16085. /**
  16086. * Arch Bishop
  16087. **/
  16088. case AB_ANCILLA:
  16089. make_per = 100000; //100% success
  16090. break;
  16091. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16092. case AM_TWILIGHT1:
  16093. case AM_TWILIGHT2:
  16094. case AM_TWILIGHT3:
  16095. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16096. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16097. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16098. if(hom_is_active(sd->hd)) {//Player got a homun
  16099. int skill;
  16100. if((skill=hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16101. make_per += skill*100; //+1% bonus per level
  16102. }
  16103. switch(nameid){
  16104. case ITEMID_RED_POTION:
  16105. case ITEMID_YELLOW_POTION:
  16106. case ITEMID_WHITE_POTION:
  16107. make_per += (1+rnd()%100)*10 + 2000;
  16108. break;
  16109. case ITEMID_ALCOHOL:
  16110. make_per += (1+rnd()%100)*10 + 1000;
  16111. break;
  16112. case ITEMID_FIRE_BOTTLE:
  16113. case ITEMID_ACID_BOTTLE:
  16114. case ITEMID_MAN_EATER_BOTTLE:
  16115. case ITEMID_MINI_BOTTLE:
  16116. make_per += (1+rnd()%100)*10;
  16117. break;
  16118. case ITEMID_YELLOW_SLIM_POTION:
  16119. make_per -= (1+rnd()%50)*10;
  16120. break;
  16121. case ITEMID_WHITE_SLIM_POTION:
  16122. case ITEMID_COATING_BOTTLE:
  16123. make_per -= (1+rnd()%100)*10;
  16124. break;
  16125. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  16126. case ITEMID_BLUE_POTION:
  16127. case ITEMID_RED_SLIM_POTION:
  16128. case ITEMID_ANODYNE:
  16129. case ITEMID_ALOEBERA:
  16130. default:
  16131. break;
  16132. }
  16133. if(battle_config.pp_rate != 100)
  16134. make_per = make_per * battle_config.pp_rate / 100;
  16135. break;
  16136. case SA_CREATECON: // Elemental Converter Creation
  16137. make_per = 100000; // should be 100% success rate
  16138. break;
  16139. /**
  16140. * Rune Knight
  16141. **/
  16142. case RK_RUNEMASTERY:
  16143. {
  16144. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16145. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16146. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16147. int D = 0;
  16148. switch (nameid) { //rune rank it_diff 9 craftable rune
  16149. case ITEMID_BERKANA:
  16150. D = -2000;
  16151. break; //Rank S
  16152. case ITEMID_NAUTHIZ:
  16153. case ITEMID_URUZ:
  16154. D = -1500;
  16155. break; //Rank A
  16156. case ITEMID_ISA:
  16157. case ITEMID_WYRD:
  16158. D = -1000;
  16159. break; //Rank B
  16160. case ITEMID_RAIDO:
  16161. case ITEMID_THURISAZ:
  16162. case ITEMID_HAGALAZ:
  16163. case ITEMID_OTHILA:
  16164. D = -500;
  16165. break; //Rank C
  16166. default: D = -1500;
  16167. break; //not specified =-15%
  16168. }
  16169. make_per = A + B + C + D;
  16170. break;
  16171. }
  16172. /**
  16173. * Guilotine Cross
  16174. **/
  16175. case GC_CREATENEWPOISON:
  16176. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16177. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16178. break;
  16179. case GN_CHANGEMATERIAL:
  16180. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  16181. if( skill_changematerial_db[i].itemid == nameid ){
  16182. make_per = skill_changematerial_db[i].rate * 10;
  16183. break;
  16184. }
  16185. break;
  16186. case GN_S_PHARMACY:
  16187. {
  16188. int difficulty = 0;
  16189. difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16190. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  16191. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  16192. switch(nameid){// difficulty factor
  16193. case ITEMID_HP_INCREASE_POTION_SMALL: case ITEMID_SP_INCREASE_POTION_SMALL:
  16194. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16195. difficulty += 10;
  16196. break;
  16197. case ITEMID_BOMB_MUSHROOM_SPORE: case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16198. difficulty += 15;
  16199. break;
  16200. case ITEMID_BANANA_BOMB: case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16201. case ITEMID_SP_INCREASE_POTION_LARGE: case ITEMID_VITATA500:
  16202. difficulty += 20;
  16203. break;
  16204. case ITEMID_SEED_OF_HORNY_PLANT: case ITEMID_BLOODSUCK_PLANT_SEED:
  16205. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16206. difficulty += 30;
  16207. break;
  16208. case ITEMID_HP_INCREASE_POTION_LARGE: case ITEMID_CURE_FREE:
  16209. difficulty += 40;
  16210. break;
  16211. }
  16212. if( make_per >= 400 && make_per > difficulty)
  16213. qty = 10;
  16214. else if( make_per >= 300 && make_per > difficulty)
  16215. qty = 7;
  16216. else if( make_per >= 100 && make_per > difficulty)
  16217. qty = 6;
  16218. else if( make_per >= 1 && make_per > difficulty)
  16219. qty = 5;
  16220. else
  16221. qty = 4;
  16222. make_per = 10000;
  16223. }
  16224. break;
  16225. case GN_MAKEBOMB:
  16226. case GN_MIX_COOKING:
  16227. {
  16228. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16229. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  16230. qty = ~(5 + rnd()%5) + 1;
  16231. switch(nameid){// difficulty factor
  16232. case ITEMID_APPLE_BOMB:
  16233. difficulty += 5;
  16234. break;
  16235. case ITEMID_COCONUT_BOMB: case ITEMID_MELON_BOMB:
  16236. difficulty += 10;
  16237. break;
  16238. case ITEMID_SAVAGE_FULL_ROAST: case ITEMID_COCKTAIL_WARG_BLOOD: case ITEMID_MINOR_STEW:
  16239. case ITEMID_SIROMA_ICED_TEA: case ITEMID_DROSERA_HERB_SALAD: case ITEMID_PETITE_TAIL_NOODLES:
  16240. case ITEMID_PINEAPPLE_BOMB:
  16241. difficulty += 15;
  16242. break;
  16243. case ITEMID_BANANA_BOMB:
  16244. difficulty += 20;
  16245. break;
  16246. }
  16247. if( make_per >= 30 && make_per > difficulty)
  16248. qty = 10 + rnd()%2;
  16249. else if( make_per >= 10 && make_per > difficulty)
  16250. qty = 10;
  16251. else if( make_per == 10 && make_per > difficulty)
  16252. qty = 8;
  16253. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16254. ;// Food/Bomb creation fails.
  16255. else if( make_per >= 30 && make_per < difficulty)
  16256. qty = 5;
  16257. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16258. qty = ~qty + 1;
  16259. make_per = 0;
  16260. }else
  16261. make_per = 10000;
  16262. qty = (skill_lv > 1 ? qty : 1);
  16263. }
  16264. break;
  16265. default:
  16266. if (sd->menuskill_id == AM_PHARMACY &&
  16267. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16268. { //Assume Cooking Dish
  16269. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16270. make_per = 10000; //100% Success
  16271. else
  16272. make_per = 1200 * (sd->menuskill_val - 10)
  16273. + 20 * (sd->status.base_level + 1)
  16274. + 20 * (status->dex + 1)
  16275. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16276. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16277. - 10 * (100 - status->luk + 1)
  16278. - 500 * (num - 1)
  16279. - 100 * (rnd()%4 + 1);
  16280. break;
  16281. }
  16282. make_per = 5000;
  16283. break;
  16284. }
  16285. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16286. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16287. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16288. 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
  16289. 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
  16290. if(pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16291. else if(pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16292. else if(pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16293. else if(pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16294. if(battle_config.wp_rate != 100)
  16295. make_per = make_per * battle_config.wp_rate / 100;
  16296. }
  16297. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16298. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16299. if(make_per < 1) make_per = 1;
  16300. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  16301. struct item tmp_item;
  16302. memset(&tmp_item,0,sizeof(tmp_item));
  16303. tmp_item.nameid=nameid;
  16304. tmp_item.amount=1;
  16305. tmp_item.identify=1;
  16306. if(equip){
  16307. tmp_item.card[0]=CARD0_FORGE;
  16308. tmp_item.card[1]=((sc*5)<<8)+ele;
  16309. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16310. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16311. } else {
  16312. //Flag is only used on the end, so it can be used here. [Skotlex]
  16313. switch (skill_id) {
  16314. case BS_DAGGER:
  16315. case BS_SWORD:
  16316. case BS_TWOHANDSWORD:
  16317. case BS_AXE:
  16318. case BS_MACE:
  16319. case BS_KNUCKLE:
  16320. case BS_SPEAR:
  16321. flag = battle_config.produce_item_name_input&0x1;
  16322. break;
  16323. case AM_PHARMACY:
  16324. case AM_TWILIGHT1:
  16325. case AM_TWILIGHT2:
  16326. case AM_TWILIGHT3:
  16327. flag = battle_config.produce_item_name_input&0x2;
  16328. break;
  16329. case AL_HOLYWATER:
  16330. /**
  16331. * Arch Bishop
  16332. **/
  16333. case AB_ANCILLA:
  16334. flag = battle_config.produce_item_name_input&0x8;
  16335. break;
  16336. case ASC_CDP:
  16337. flag = battle_config.produce_item_name_input&0x10;
  16338. break;
  16339. default:
  16340. flag = battle_config.produce_item_name_input&0x80;
  16341. break;
  16342. }
  16343. if (flag) {
  16344. tmp_item.card[0]=CARD0_CREATE;
  16345. tmp_item.card[1]=0;
  16346. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16347. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16348. }
  16349. }
  16350. // if(log_config.produce > 0)
  16351. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  16352. //TODO update PICKLOG
  16353. if(equip){
  16354. clif_produceeffect(sd,0,nameid);
  16355. clif_misceffect(&sd->bl,3);
  16356. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  16357. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  16358. } else {
  16359. int fame = 0;
  16360. tmp_item.amount = 0;
  16361. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  16362. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  16363. tmp_item.amount = qty;
  16364. break;
  16365. }
  16366. if (rnd()%10000 < make_per || qty == 1) { //Success
  16367. tmp_item.amount++;
  16368. if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  16369. continue;
  16370. if( skill_id != AM_PHARMACY &&
  16371. skill_id != AM_TWILIGHT1 &&
  16372. skill_id != AM_TWILIGHT2 &&
  16373. skill_id != AM_TWILIGHT3 )
  16374. continue;
  16375. //Add fame as needed.
  16376. switch(++sd->potion_success_counter) {
  16377. case 3:
  16378. fame+=1; // Success to prepare 3 Condensed Potions in a row
  16379. break;
  16380. case 5:
  16381. fame+=3; // Success to prepare 5 Condensed Potions in a row
  16382. break;
  16383. case 7:
  16384. fame+=10; // Success to prepare 7 Condensed Potions in a row
  16385. break;
  16386. case 10:
  16387. fame+=50; // Success to prepare 10 Condensed Potions in a row
  16388. sd->potion_success_counter = 0;
  16389. break;
  16390. }
  16391. } else //Failure
  16392. sd->potion_success_counter = 0;
  16393. }
  16394. if (fame)
  16395. pc_addfame(sd,fame);
  16396. //Visual effects and the like.
  16397. switch (skill_id) {
  16398. case AM_PHARMACY:
  16399. case AM_TWILIGHT1:
  16400. case AM_TWILIGHT2:
  16401. case AM_TWILIGHT3:
  16402. case ASC_CDP:
  16403. clif_produceeffect(sd,2,nameid);
  16404. clif_misceffect(&sd->bl,5);
  16405. break;
  16406. case BS_IRON:
  16407. case BS_STEEL:
  16408. case BS_ENCHANTEDSTONE:
  16409. clif_produceeffect(sd,0,nameid);
  16410. clif_misceffect(&sd->bl,3);
  16411. break;
  16412. case RK_RUNEMASTERY:
  16413. case GC_CREATENEWPOISON:
  16414. clif_produceeffect(sd,2,nameid);
  16415. clif_misceffect(&sd->bl,5);
  16416. break;
  16417. default: //Those that don't require a skill?
  16418. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  16419. { //Cooking items.
  16420. clif_specialeffect(&sd->bl, 608, AREA);
  16421. if( sd->cook_mastery < 1999 )
  16422. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  16423. }
  16424. break;
  16425. }
  16426. }
  16427. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  16428. int j, k = 0;
  16429. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  16430. if( skill_changematerial_db[i].itemid == nameid ){
  16431. for(j=0; j<5; j++){
  16432. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  16433. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  16434. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16435. clif_additem(sd,0,0,flag);
  16436. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16437. }
  16438. k++;
  16439. }
  16440. }
  16441. break;
  16442. }
  16443. if( k ) {
  16444. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16445. return 1;
  16446. }
  16447. } else if (tmp_item.amount) { //Success
  16448. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16449. clif_additem(sd,0,0,flag);
  16450. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16451. }
  16452. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  16453. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  16454. return 1;
  16455. }
  16456. }
  16457. //Failure
  16458. // if(log_config.produce)
  16459. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  16460. //TODO update PICKLOG
  16461. if(equip){
  16462. clif_produceeffect(sd,1,nameid);
  16463. clif_misceffect(&sd->bl,2);
  16464. } else {
  16465. switch (skill_id) {
  16466. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  16467. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  16468. case AM_PHARMACY:
  16469. case AM_TWILIGHT1:
  16470. case AM_TWILIGHT2:
  16471. case AM_TWILIGHT3:
  16472. clif_produceeffect(sd,3,nameid);
  16473. clif_misceffect(&sd->bl,6);
  16474. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  16475. break;
  16476. case BS_IRON:
  16477. case BS_STEEL:
  16478. case BS_ENCHANTEDSTONE:
  16479. clif_produceeffect(sd,1,nameid);
  16480. clif_misceffect(&sd->bl,2);
  16481. break;
  16482. case RK_RUNEMASTERY:
  16483. case GC_CREATENEWPOISON:
  16484. clif_produceeffect(sd,3,nameid);
  16485. clif_misceffect(&sd->bl,6);
  16486. break;
  16487. case GN_MIX_COOKING: {
  16488. struct item tmp_item;
  16489. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  16490. int rate = rnd()%500;
  16491. memset(&tmp_item,0,sizeof(tmp_item));
  16492. if( rate < 50) i = 4;
  16493. else if( rate < 100) i = 2+rnd()%1;
  16494. else if( rate < 250 ) i = 1;
  16495. else if( rate < 500 ) i = 0;
  16496. tmp_item.nameid = compensation[i];
  16497. tmp_item.amount = qty;
  16498. tmp_item.identify = 1;
  16499. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  16500. clif_additem(sd,0,0,flag);
  16501. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16502. }
  16503. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  16504. }
  16505. break;
  16506. case GN_MAKEBOMB:
  16507. case GN_S_PHARMACY:
  16508. case GN_CHANGEMATERIAL:
  16509. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  16510. break;
  16511. default:
  16512. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  16513. { //Cooking items.
  16514. clif_specialeffect(&sd->bl, 609, AREA);
  16515. if( sd->cook_mastery > 0 )
  16516. 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 ));
  16517. }
  16518. }
  16519. }
  16520. return 0;
  16521. }
  16522. int skill_arrow_create (struct map_session_data *sd, int nameid)
  16523. {
  16524. int i,j,flag,index=-1;
  16525. struct item tmp_item;
  16526. nullpo_ret(sd);
  16527. if(nameid <= 0)
  16528. return 1;
  16529. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  16530. if(nameid == skill_arrow_db[i].nameid) {
  16531. index = i;
  16532. break;
  16533. }
  16534. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  16535. return 1;
  16536. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  16537. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  16538. memset(&tmp_item,0,sizeof(tmp_item));
  16539. tmp_item.identify = 1;
  16540. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  16541. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  16542. if(battle_config.produce_item_name_input&0x4) {
  16543. tmp_item.card[0]=CARD0_CREATE;
  16544. tmp_item.card[1]=0;
  16545. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16546. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16547. }
  16548. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  16549. continue;
  16550. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16551. clif_additem(sd,0,0,flag);
  16552. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16553. }
  16554. }
  16555. return 0;
  16556. }
  16557. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  16558. sc_type type;
  16559. int chance, i;
  16560. //uint16 msg = 1443; //Official is using msgstringtable.txt
  16561. char output[CHAT_SIZE_MAX];
  16562. const char *msg;
  16563. nullpo_ret(sd);
  16564. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16565. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16566. return 0;
  16567. }
  16568. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  16569. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  16570. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  16571. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  16572. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  16573. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  16574. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  16575. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  16576. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  16577. default:
  16578. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16579. return 0;
  16580. }
  16581. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  16582. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  16583. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  16584. sprintf(output, msg_txt(sd,721), msg);
  16585. clif_colormes(sd,color_table[COLOR_WHITE],output);
  16586. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  16587. clif_msg(sd,msg);
  16588. #endif*/
  16589. return 0;
  16590. }
  16591. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  16592. {
  16593. struct status_change *sc = status_get_sc(bl);
  16594. // non-offensive and non-magic skills do not affect the status
  16595. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  16596. return;
  16597. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  16598. if (sc->data[SC_MAGICPOWER]->val4) {
  16599. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  16600. } else {
  16601. sc->data[SC_MAGICPOWER]->val4 = 1;
  16602. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  16603. #ifndef RENEWAL
  16604. if(bl->type == BL_PC){// update current display.
  16605. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  16606. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  16607. }
  16608. #endif
  16609. }
  16610. }
  16611. }
  16612. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  16613. int x, y, i, class_, skill;
  16614. struct mob_data *md;
  16615. nullpo_ret(sd);
  16616. skill = sd->menuskill_val;
  16617. 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) ) {
  16618. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16619. return 0;
  16620. }
  16621. // Spawn Position
  16622. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  16623. x = sd->sc.comet_x;
  16624. y = sd->sc.comet_y;
  16625. sd->sc.comet_x = sd->sc.comet_y = 0;
  16626. sd->menuskill_val = 0;
  16627. // Item picked decides the mob class
  16628. switch(nameid) {
  16629. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  16630. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  16631. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  16632. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  16633. default:
  16634. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16635. return 0;
  16636. }
  16637. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  16638. if( md ) {
  16639. struct unit_data *ud = unit_bl2ud(&md->bl);
  16640. md->master_id = sd->bl.id;
  16641. md->special_state.ai = AI_FAW;
  16642. if(ud) {
  16643. ud->skill_id = NC_MAGICDECOY;
  16644. ud->skill_lv = skill;
  16645. }
  16646. if( md->deletetimer != INVALID_TIMER )
  16647. delete_timer(md->deletetimer, mob_timer_delete);
  16648. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  16649. mob_spawn(md);
  16650. }
  16651. return 0;
  16652. }
  16653. // Warlock Spellbooks. [LimitLine/3CeAM]
  16654. int skill_spellbook (struct map_session_data *sd, int nameid) {
  16655. int i, max_preserve, skill_id, point;
  16656. struct status_change *sc;
  16657. nullpo_ret(sd);
  16658. sc = status_get_sc(&sd->bl);
  16659. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  16660. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  16661. if( i > SC_MAXSPELLBOOK ) {
  16662. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  16663. return 0;
  16664. }
  16665. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  16666. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  16667. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  16668. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  16669. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  16670. return 0;
  16671. }
  16672. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  16673. point = skill_spellbook_db[i].point;
  16674. if( sc && sc->data[SC_READING_SB] ) {
  16675. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
  16676. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  16677. return 0;
  16678. }
  16679. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  16680. if( !sc->data[i] ){
  16681. sc->data[SC_READING_SB]->val2 += point; // increase points
  16682. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16683. break;
  16684. }
  16685. }
  16686. } else {
  16687. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  16688. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16689. }
  16690. return 1;
  16691. }
  16692. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  16693. int id, lv, prob, aslvl = 0;
  16694. nullpo_ret(sd);
  16695. if (sd->sc.data[SC_STOP]) {
  16696. aslvl = sd->sc.data[SC_STOP]->val1;
  16697. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  16698. }
  16699. if( !(skill_get_inf2(sd->status.skill[skill_id].id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  16700. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  16701. return 0;
  16702. }
  16703. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  16704. lv = min(lv,sd->status.skill[skill_id].lv);
  16705. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  16706. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  16707. return 0;
  16708. }
  16709. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  16710. int i;
  16711. nullpo_ret(sd);
  16712. nullpo_ret(item_list);
  16713. if( n <= 0 )
  16714. return 1;
  16715. for( i = 0; i < n; i++ ) {
  16716. int nameid, add_amount, del_amount, idx, product;
  16717. struct item tmp_item;
  16718. idx = item_list[i*2+0]-2;
  16719. del_amount = item_list[i*2+1];
  16720. if( skill_lv == 2 )
  16721. del_amount -= (del_amount % 10);
  16722. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  16723. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  16724. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16725. return 1;
  16726. }
  16727. switch( nameid ) {
  16728. // Level 1
  16729. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  16730. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  16731. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  16732. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  16733. // Level 2
  16734. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  16735. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  16736. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  16737. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  16738. default:
  16739. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16740. return 1;
  16741. }
  16742. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  16743. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16744. return 1;
  16745. }
  16746. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  16747. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16748. return 1;
  16749. }
  16750. memset(&tmp_item,0,sizeof(tmp_item));
  16751. tmp_item.nameid = product;
  16752. tmp_item.amount = add_amount;
  16753. tmp_item.identify = 1;
  16754. if( tmp_item.amount ) {
  16755. int flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  16756. if( flag != 0 ) {
  16757. clif_additem(sd,0,0,flag);
  16758. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16759. }
  16760. }
  16761. }
  16762. return 0;
  16763. }
  16764. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  16765. int i, j, k, c, p = 0, nameid, amount;
  16766. nullpo_ret(sd);
  16767. nullpo_ret(item_list);
  16768. // Search for objects that can be created.
  16769. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  16770. if( skill_produce_db[i].itemlv == 26 ) {
  16771. p = 0;
  16772. do {
  16773. c = 0;
  16774. // Verification of overlap between the objects required and the list submitted.
  16775. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  16776. if( skill_produce_db[i].mat_id[j] > 0 ) {
  16777. for( k = 0; k < n; k++ ) {
  16778. int idx = item_list[k*2+0]-2;
  16779. nameid = sd->status.inventory[idx].nameid;
  16780. amount = item_list[k*2+1];
  16781. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  16782. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  16783. return 0;
  16784. }
  16785. 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]
  16786. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  16787. c++; // match
  16788. }
  16789. }
  16790. else
  16791. break; // No more items required
  16792. }
  16793. p++;
  16794. } while(n == j && c == n);
  16795. p--;
  16796. if ( p > 0 ) {
  16797. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  16798. return 1;
  16799. }
  16800. }
  16801. }
  16802. if( p == 0)
  16803. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  16804. return 0;
  16805. }
  16806. /**
  16807. * for Royal Guard's LG_TRAMPLE
  16808. **/
  16809. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  16810. struct skill_unit *su = (struct skill_unit *)bl;
  16811. struct skill_unit_group *sg;
  16812. unsigned int tick;
  16813. nullpo_ret(su);
  16814. tick = va_arg(ap, unsigned int);
  16815. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  16816. switch( sg->unit_id ) {
  16817. case UNT_CLAYMORETRAP:
  16818. case UNT_FIRINGTRAP:
  16819. case UNT_ICEBOUNDTRAP:
  16820. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  16821. break;
  16822. case UNT_LANDMINE:
  16823. case UNT_BLASTMINE:
  16824. case UNT_SHOCKWAVE:
  16825. case UNT_SANDMAN:
  16826. case UNT_FLASHER:
  16827. case UNT_FREEZINGTRAP:
  16828. case UNT_CLUSTERBOMB:
  16829. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  16830. break;
  16831. }
  16832. // Traps aren't recovered.
  16833. skill_delunit(su);
  16834. }
  16835. return 0;
  16836. }
  16837. /*==========================================
  16838. *
  16839. *------------------------------------------*/
  16840. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  16841. int i;
  16842. nullpo_retr(-1, sd);
  16843. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16844. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  16845. }
  16846. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  16847. struct map_session_data *sd = map_id2sd(id);
  16848. int i = (int) data;
  16849. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  16850. return 0;
  16851. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  16852. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  16853. return 0;
  16854. }
  16855. aFree(sd->scd[i]);
  16856. sd->scd[i] = NULL;
  16857. return 1;
  16858. }
  16859. /**
  16860. * flags a singular skill as being blocked from persistent usage.
  16861. * @param sd the player the skill delay affects
  16862. * @param skill_id the skill which should be delayed
  16863. * @param tick the length of time the delay should last
  16864. * @param load whether this assignment is being loaded upon player login
  16865. * @return 0 if successful, -1 otherwise
  16866. */
  16867. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick) {
  16868. int i;
  16869. nullpo_retr(-1, sd);
  16870. if (skillid == 0 || tick < 1)
  16871. return -1;
  16872. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16873. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  16874. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16875. aFree(sd->scd[i]);
  16876. sd->scd[i] = NULL;
  16877. }
  16878. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  16879. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  16880. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  16881. sd->scd[i]->skill_id = skillid;
  16882. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  16883. if (battle_config.display_status_timers && tick > 0)
  16884. clif_skill_cooldown(sd, skillid, tick);
  16885. return 1;
  16886. } else {
  16887. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  16888. return 0;
  16889. }
  16890. }
  16891. int skill_blockpc_clear(struct map_session_data *sd) {
  16892. int i;
  16893. nullpo_ret(sd);
  16894. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  16895. if (!sd->scd[i])
  16896. continue;
  16897. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16898. aFree(sd->scd[i]);
  16899. sd->scd[i] = NULL;
  16900. }
  16901. return 1;
  16902. }
  16903. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16904. {
  16905. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  16906. if (data <= 0 || data >= MAX_SKILL)
  16907. return 0;
  16908. if (hd) hd->blockskill[data] = 0;
  16909. return 1;
  16910. }
  16911. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  16912. {
  16913. uint16 idx = skill_get_index(skill_id);
  16914. nullpo_retr (-1, hd);
  16915. if (idx == 0)
  16916. return -1;
  16917. if (tick < 1) {
  16918. hd->blockskill[idx] = 0;
  16919. return -1;
  16920. }
  16921. hd->blockskill[idx] = 1;
  16922. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  16923. }
  16924. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16925. {
  16926. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  16927. if( data <= 0 || data >= MAX_SKILL )
  16928. return 0;
  16929. if( md ) md->blockskill[data] = 0;
  16930. return 1;
  16931. }
  16932. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  16933. {
  16934. uint16 idx = skill_get_index(skill_id);
  16935. nullpo_retr (-1, md);
  16936. if (idx == 0)
  16937. return -1;
  16938. if( tick < 1 )
  16939. {
  16940. md->blockskill[idx] = 0;
  16941. return -1;
  16942. }
  16943. md->blockskill[idx] = 1;
  16944. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  16945. }
  16946. /**
  16947. * Adds a new skill unit entry for this player to recast after map load
  16948. **/
  16949. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  16950. struct skill_usave * sus = NULL;
  16951. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  16952. idb_remove(skillusave_db,sd->status.char_id);
  16953. }
  16954. CREATE( sus, struct skill_usave, 1 );
  16955. idb_put( skillusave_db, sd->status.char_id, sus );
  16956. sus->skill_id = skill_id;
  16957. sus->skill_lv = skill_lv;
  16958. return;
  16959. }
  16960. void skill_usave_trigger(struct map_session_data *sd) {
  16961. struct skill_usave * sus = NULL;
  16962. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  16963. return;
  16964. }
  16965. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  16966. idb_remove(skillusave_db,sd->status.char_id);
  16967. return;
  16968. }
  16969. /*
  16970. *
  16971. */
  16972. int skill_split_str (char *str, char **val, int num) {
  16973. int i;
  16974. for( i = 0; i < num && str; i++ ) {
  16975. val[i] = str;
  16976. str = strchr(str,',');
  16977. if( str )
  16978. *str++=0;
  16979. }
  16980. return i;
  16981. }
  16982. /**
  16983. * Split the string with ':' as separator and put each value for a skilllv
  16984. * if no more value found put the latest to fill the array
  16985. * @param str : string to split
  16986. * @param val : array of MAX_SKILL_LEVEL to put value into
  16987. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  16988. */
  16989. int skill_split_atoi (char *str, int *val) {
  16990. int i, j, step = 1;
  16991. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  16992. if (!str) break;
  16993. val[i] = atoi(str);
  16994. str = strchr(str,':');
  16995. if (str)
  16996. *str++=0;
  16997. }
  16998. if(i==0) //No data found.
  16999. return 0;
  17000. if(i==1) { //Single value, have the whole range have the same value.
  17001. for (; i < MAX_SKILL_LEVEL; i++)
  17002. val[i] = val[i-1];
  17003. return i;
  17004. }
  17005. //Check for linear change with increasing steps until we reach half of the data acquired.
  17006. for (step = 1; step <= i/2; step++) {
  17007. int diff = val[i-1] - val[i-step-1];
  17008. for(j = i-1; j >= step; j--)
  17009. if ((val[j]-val[j-step]) != diff)
  17010. break;
  17011. if (j>=step) //No match, try next step.
  17012. continue;
  17013. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17014. val[i] = val[i-step]+diff;
  17015. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17016. { val[i] = 1; diff = 0; step = 1; }
  17017. }
  17018. return i;
  17019. }
  17020. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17021. for (;i<MAX_SKILL_LEVEL; i++)
  17022. val[i] = val[i-1];
  17023. return i;
  17024. }
  17025. /*
  17026. *
  17027. */
  17028. void skill_init_unit_layout (void) {
  17029. int i,j,pos = 0;
  17030. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17031. // standard square layouts go first
  17032. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17033. int size = i*2+1;
  17034. skill_unit_layout[i].count = size*size;
  17035. for (j=0; j<size*size; j++) {
  17036. skill_unit_layout[i].dx[j] = (j%size-i);
  17037. skill_unit_layout[i].dy[j] = (j/size-i);
  17038. }
  17039. }
  17040. // afterwards add special ones
  17041. pos = i;
  17042. for (i=0;i<MAX_SKILL_DB;i++) {
  17043. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  17044. continue;
  17045. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  17046. int skill = i;
  17047. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  17048. skill -= EL_SKILLRANGEMIN;
  17049. skill += EL_SKILLBASE;
  17050. }
  17051. if( skill == EL_FIRE_MANTLE ) {
  17052. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17053. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17054. skill_unit_layout[pos].count = 8;
  17055. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17056. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17057. }
  17058. } else {
  17059. switch (i) {
  17060. case MG_FIREWALL:
  17061. case WZ_ICEWALL:
  17062. case WL_EARTHSTRAIN:
  17063. case RL_FIRE_RAIN:
  17064. // these will be handled later
  17065. break;
  17066. case PR_SANCTUARY:
  17067. case NPC_EVILLAND: {
  17068. static const int dx[] = {
  17069. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17070. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17071. static const int dy[]={
  17072. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17073. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17074. skill_unit_layout[pos].count = 21;
  17075. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17076. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17077. }
  17078. break;
  17079. case PR_MAGNUS: {
  17080. static const int dx[] = {
  17081. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17082. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17083. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17084. static const int dy[] = {
  17085. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17086. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17087. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17088. skill_unit_layout[pos].count = 33;
  17089. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17090. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17091. }
  17092. break;
  17093. case AS_VENOMDUST: {
  17094. static const int dx[] = {-1, 0, 0, 0, 1};
  17095. static const int dy[] = { 0,-1, 0, 1, 0};
  17096. skill_unit_layout[pos].count = 5;
  17097. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17098. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17099. }
  17100. break;
  17101. case CR_GRANDCROSS:
  17102. case NPC_GRANDDARKNESS: {
  17103. static const int dx[] = {
  17104. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17105. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17106. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17107. static const int dy[] = {
  17108. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17109. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17110. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17111. skill_unit_layout[pos].count = 29;
  17112. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17113. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17114. }
  17115. break;
  17116. case PF_FOGWALL: {
  17117. static const int dx[] = {
  17118. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17119. static const int dy[] = {
  17120. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17121. skill_unit_layout[pos].count = 15;
  17122. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17123. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17124. }
  17125. break;
  17126. case PA_GOSPEL: {
  17127. static const int dx[] = {
  17128. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17129. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17130. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17131. -1, 0, 1};
  17132. static const int dy[] = {
  17133. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17134. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17135. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17136. 3, 3, 3};
  17137. skill_unit_layout[pos].count = 33;
  17138. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17139. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17140. }
  17141. break;
  17142. case NJ_KAENSIN: {
  17143. 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};
  17144. 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};
  17145. skill_unit_layout[pos].count = 24;
  17146. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17147. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17148. }
  17149. break;
  17150. case NJ_TATAMIGAESHI: {
  17151. //Level 1 (count 4, cross of 3x3)
  17152. static const int dx1[] = {-1, 1, 0, 0};
  17153. static const int dy1[] = { 0, 0,-1, 1};
  17154. //Level 2-3 (count 8, cross of 5x5)
  17155. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17156. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17157. //Level 4-5 (count 12, cross of 7x7
  17158. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17159. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17160. //lv1
  17161. j = 0;
  17162. skill_unit_layout[pos].count = 4;
  17163. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17164. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17165. skill_db[i].unit_layout_type[j] = pos;
  17166. //lv2/3
  17167. j++;
  17168. pos++;
  17169. skill_unit_layout[pos].count = 8;
  17170. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17171. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17172. skill_db[i].unit_layout_type[j] = pos;
  17173. skill_db[i].unit_layout_type[++j] = pos;
  17174. //lv4/5
  17175. j++;
  17176. pos++;
  17177. skill_unit_layout[pos].count = 12;
  17178. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17179. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17180. skill_db[i].unit_layout_type[j] = pos;
  17181. skill_db[i].unit_layout_type[++j] = pos;
  17182. //Fill in the rest using lv 5.
  17183. for (;j<MAX_SKILL_LEVEL;j++)
  17184. skill_db[i].unit_layout_type[j] = pos;
  17185. //Skip, this way the check below will fail and continue to the next skill.
  17186. pos++;
  17187. }
  17188. break;
  17189. case GN_WALLOFTHORN: {
  17190. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17191. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17192. skill_unit_layout[pos].count = 16;
  17193. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17194. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17195. }
  17196. break;
  17197. default:
  17198. ShowError("unknown unit layout at skill %d\n",i);
  17199. break;
  17200. }
  17201. }
  17202. if (!skill_unit_layout[pos].count)
  17203. continue;
  17204. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17205. skill_db[i].unit_layout_type[j] = pos;
  17206. pos++;
  17207. }
  17208. // firewall and icewall have 8 layouts (direction-dependent)
  17209. firewall_unit_pos = pos;
  17210. for (i=0;i<8;i++) {
  17211. if (i&1) {
  17212. skill_unit_layout[pos].count = 5;
  17213. if (i&0x2) {
  17214. int dx[] = {-1,-1, 0, 0, 1};
  17215. int dy[] = { 1, 0, 0,-1,-1};
  17216. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17217. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17218. } else {
  17219. int dx[] = { 1, 1 ,0, 0,-1};
  17220. int dy[] = { 1, 0, 0,-1,-1};
  17221. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17222. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17223. }
  17224. } else {
  17225. skill_unit_layout[pos].count = 3;
  17226. if (i%4==0) {
  17227. int dx[] = {-1, 0, 1};
  17228. int dy[] = { 0, 0, 0};
  17229. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17230. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17231. } else {
  17232. int dx[] = { 0, 0, 0};
  17233. int dy[] = {-1, 0, 1};
  17234. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17235. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17236. }
  17237. }
  17238. pos++;
  17239. }
  17240. icewall_unit_pos = pos;
  17241. for (i=0;i<8;i++) {
  17242. skill_unit_layout[pos].count = 5;
  17243. if (i&1) {
  17244. if (i&0x2) {
  17245. int dx[] = {-2,-1, 0, 1, 2};
  17246. int dy[] = { 2, 1, 0,-1,-2};
  17247. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17248. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17249. } else {
  17250. int dx[] = { 2, 1 ,0,-1,-2};
  17251. int dy[] = { 2, 1, 0,-1,-2};
  17252. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17253. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17254. }
  17255. } else {
  17256. if (i%4==0) {
  17257. int dx[] = {-2,-1, 0, 1, 2};
  17258. int dy[] = { 0, 0, 0, 0, 0};
  17259. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17260. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17261. } else {
  17262. int dx[] = { 0, 0, 0, 0, 0};
  17263. int dy[] = {-2,-1, 0, 1, 2};
  17264. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17265. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17266. }
  17267. }
  17268. pos++;
  17269. }
  17270. earthstrain_unit_pos = pos;
  17271. for( i = 0; i < 8; i++ )
  17272. { // For each Direction
  17273. skill_unit_layout[pos].count = 15;
  17274. switch( i )
  17275. {
  17276. case 0: case 1: case 3: case 4: case 5: case 7:
  17277. {
  17278. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17279. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17280. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17281. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17282. }
  17283. break;
  17284. case 2:
  17285. case 6:
  17286. {
  17287. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17288. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17289. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17290. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17291. }
  17292. break;
  17293. }
  17294. pos++;
  17295. }
  17296. firerain_unit_pos = pos;
  17297. for( i = 0; i < 8; i++ ) {
  17298. skill_unit_layout[pos].count = 3;
  17299. switch( i ) {
  17300. case 0: case 1: case 3: case 4: case 5: case 7:
  17301. {
  17302. static const int dx[] = {-1, 0, 1};
  17303. static const int dy[] = { 0, 0, 0};
  17304. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17305. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17306. }
  17307. break;
  17308. case 2:
  17309. case 6:
  17310. {
  17311. static const int dx[] = { 0, 0, 0};
  17312. static const int dy[] = {-1, 0, 1};
  17313. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17314. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17315. }
  17316. break;
  17317. }
  17318. pos++;
  17319. }
  17320. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  17321. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17322. }
  17323. void skill_init_nounit_layout (void) {
  17324. int i, pos = 0;
  17325. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  17326. overbrand_nounit_pos = pos;
  17327. for( i = 0; i < 8; i++ ) {
  17328. if( i&1 ) {
  17329. skill_nounit_layout[pos].count = 33;
  17330. if( i&2 ) {
  17331. if( i&4 ) { // 7
  17332. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17333. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17334. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17335. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17336. } else { // 3
  17337. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17338. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17339. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17340. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17341. }
  17342. } else {
  17343. if( i&4 ) { // 5
  17344. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17345. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17346. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17347. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17348. } else { // 1
  17349. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17350. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17351. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17352. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17353. }
  17354. }
  17355. } else {
  17356. skill_nounit_layout[pos].count = 21;
  17357. if( i&2 ) {
  17358. if( i&4 ) { // 6
  17359. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  17360. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17361. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17362. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17363. } else { // 2
  17364. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  17365. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17366. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17367. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17368. }
  17369. } else {
  17370. if( i&4 ) { // 4
  17371. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17372. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  17373. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17374. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17375. } else { // 0
  17376. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17377. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  17378. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17379. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17380. }
  17381. }
  17382. }
  17383. pos++;
  17384. }
  17385. overbrand_brandish_nounit_pos = pos;
  17386. for( i = 0; i < 8; i++ ) {
  17387. if( i&1 ) {
  17388. skill_nounit_layout[pos].count = 74;
  17389. if( i&2 ) {
  17390. if( i&4 ) { // 7
  17391. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17392. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  17393. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  17394. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17395. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17396. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17397. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17398. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17399. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17400. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17401. } else { // 3
  17402. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17403. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17404. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17405. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17406. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17407. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17408. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17409. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17410. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17411. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17412. }
  17413. } else {
  17414. if( i&4 ) { // 5
  17415. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17416. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17417. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17418. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17419. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17420. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17421. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17422. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17423. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17424. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17425. } else { // 1
  17426. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17427. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17428. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17429. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17430. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17431. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  17432. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  17433. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17434. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17435. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17436. }
  17437. }
  17438. } else {
  17439. skill_nounit_layout[pos].count = 44;
  17440. if( i&2 ) {
  17441. if( i&4 ) { // 6
  17442. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  17443. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  17444. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17445. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17446. } else { // 2
  17447. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  17448. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  17449. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17450. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17451. }
  17452. } else {
  17453. if( i&4 ) { // 4
  17454. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17455. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17456. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17457. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17458. } else { // 0
  17459. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17460. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17461. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17462. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17463. }
  17464. }
  17465. }
  17466. pos++;
  17467. }
  17468. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  17469. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17470. }
  17471. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  17472. int inf = 0;
  17473. int inf3 = 0;
  17474. struct status_change *sc = status_get_sc(bl);
  17475. if( !sc || !bl || !skill_id )
  17476. return 0; // Can do it
  17477. inf3 = skill_get_inf3(skill_id);
  17478. switch(type){
  17479. case SC_STASIS:
  17480. inf = skill_get_inf2(skill_id);
  17481. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  17482. return 1; // Can't do it.
  17483. if( inf3&INF3_STATIS_BL)
  17484. return 1;
  17485. break;
  17486. case SC_KAGEHUMI:
  17487. if( inf3&INF3_KAGEHUMI_BL)
  17488. return 1;
  17489. break;
  17490. }
  17491. return 0;
  17492. }
  17493. /* Determines whether a skill is currently active or not
  17494. * Used for purposes of cancelling SP usage when disabling a skill
  17495. */
  17496. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  17497. {
  17498. switch( skill_id ){ // HP & SP Consumption Check
  17499. case BS_MAXIMIZE:
  17500. case NV_TRICKDEAD:
  17501. case TF_HIDING:
  17502. case AS_CLOAKING:
  17503. case GC_CLOAKINGEXCEED:
  17504. case ST_CHASEWALK:
  17505. case CR_DEFENDER:
  17506. case CR_SHRINK:
  17507. case CR_AUTOGUARD:
  17508. case ML_DEFENDER:
  17509. case ML_AUTOGUARD:
  17510. case PA_GOSPEL:
  17511. case GS_GATLINGFEVER:
  17512. case TK_READYCOUNTER:
  17513. case TK_READYDOWN:
  17514. case TK_READYSTORM:
  17515. case TK_READYTURN:
  17516. case TK_RUN:
  17517. case SG_FUSION:
  17518. case KO_YAMIKUMO:
  17519. case RA_WUGDASH:
  17520. case RA_CAMOUFLAGE:
  17521. if( sc->data[status_skill2sc(skill_id)] )
  17522. return 1;
  17523. break;
  17524. // These 2 skills contain a master and are not correctly pulled using skill2sc
  17525. case NC_NEUTRALBARRIER:
  17526. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17527. return 1;
  17528. break;
  17529. case NC_STEALTHFIELD:
  17530. if( sc->data[SC_STEALTHFIELD_MASTER] )
  17531. return 1;
  17532. break;
  17533. }
  17534. return 0;
  17535. }
  17536. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  17537. int type = 0;
  17538. switch( skill_id ) {
  17539. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  17540. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  17541. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  17542. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  17543. }
  17544. type += skill_lv - 1;
  17545. return type;
  17546. }
  17547. /*==========================================
  17548. * sub-function of DB reading.
  17549. * skill_db.txt
  17550. *------------------------------------------*/
  17551. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  17552. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  17553. uint16 skill_id = atoi(split[0]);
  17554. uint16 idx;
  17555. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  17556. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  17557. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  17558. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  17559. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  17560. return false;
  17561. }
  17562. idx = skill_get_index(skill_id);
  17563. if( !idx ) // invalid skill id
  17564. return false;
  17565. skill_split_atoi(split[1],skill_db[idx].range);
  17566. skill_db[idx].hit = atoi(split[2]);
  17567. skill_db[idx].inf = atoi(split[3]);
  17568. skill_split_atoi(split[4],skill_db[idx].element);
  17569. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  17570. skill_split_atoi(split[6],skill_db[idx].splash);
  17571. skill_db[idx].max = atoi(split[7]);
  17572. skill_split_atoi(split[8],skill_db[idx].num);
  17573. if( strcmpi(split[9],"yes") == 0 )
  17574. skill_db[idx].castcancel = 1;
  17575. else
  17576. skill_db[idx].castcancel = 0;
  17577. skill_db[idx].cast_def_rate = atoi(split[10]);
  17578. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  17579. skill_split_atoi(split[12],skill_db[idx].maxcount);
  17580. if( strcmpi(split[13],"weapon") == 0 )
  17581. skill_db[idx].skill_type = BF_WEAPON;
  17582. else if( strcmpi(split[13],"magic") == 0 )
  17583. skill_db[idx].skill_type = BF_MAGIC;
  17584. else if( strcmpi(split[13],"misc") == 0 )
  17585. skill_db[idx].skill_type = BF_MISC;
  17586. else
  17587. skill_db[idx].skill_type = 0;
  17588. skill_split_atoi(split[14],skill_db[idx].blewcount);
  17589. skill_db[idx].inf3 = (int)strtol(split[15], NULL,0);
  17590. safestrncpy(skill_db[idx].name, trim(split[16]), sizeof(skill_db[idx].name));
  17591. safestrncpy(skill_db[idx].desc, trim(split[17]), sizeof(skill_db[idx].desc));
  17592. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  17593. return true;
  17594. }
  17595. /** Split string to int or constanta value (const.txt)
  17596. * @param *str: String input
  17597. * @param *val: Temporary storage
  17598. * @param *delim: Delimiter (for multiple value support)
  17599. * @param useConst: 'true' uses const.txt as reference, 'false' uses atoi()
  17600. * @param min: Min value of each const. Example: SC has min value SC_NONE (-1), so the value that less or equal won't be counted
  17601. * @return count: Number of success
  17602. */
  17603. uint8 skill_split2(char *str, int *val, const char *delim, bool useConst, short min) {
  17604. uint8 i = 0;
  17605. char *p = strtok(str,delim);
  17606. while (p != NULL) {
  17607. int n = -1;
  17608. if (useConst)
  17609. script_get_constant(trim(p),&n);
  17610. else
  17611. n = atoi(p);
  17612. if (n > min) {
  17613. val[i] = n;
  17614. i++;
  17615. }
  17616. p = strtok(NULL,delim);
  17617. }
  17618. return i;
  17619. }
  17620. /// Clear status data from skill requirement
  17621. static void skill_destroy_requirement(void) {
  17622. uint16 i;
  17623. for (i = 0; i < MAX_SKILL; i++) {
  17624. if (skill_db[i].require.status_count)
  17625. aFree(skill_db[i].require.status);
  17626. if (skill_db[i].require.eqItem_count)
  17627. aFree(skill_db[i].require.eqItem);
  17628. }
  17629. }
  17630. /**
  17631. * Read skill requirement from skill_require_db.txt
  17632. **/
  17633. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  17634. {// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  17635. char* p;
  17636. uint16 skill_id = atoi(split[0]), idx, i;
  17637. if (!skill_get_index(skill_id)) // invalid skill id
  17638. return false;
  17639. idx = skill_get_index(skill_id);
  17640. skill_split_atoi(split[1],skill_db[idx].require.hp);
  17641. skill_split_atoi(split[2],skill_db[idx].require.mhp);
  17642. skill_split_atoi(split[3],skill_db[idx].require.sp);
  17643. skill_split_atoi(split[4],skill_db[idx].require.hp_rate);
  17644. skill_split_atoi(split[5],skill_db[idx].require.sp_rate);
  17645. skill_split_atoi(split[6],skill_db[idx].require.zeny);
  17646. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  17647. p = split[7];
  17648. while (p) {
  17649. int l = atoi(p);
  17650. if( l == 99 ) { // Any weapon
  17651. skill_db[idx].require.weapon = 0;
  17652. break;
  17653. } else
  17654. skill_db[idx].require.weapon |= 1<<l;
  17655. p = strchr(p,':');
  17656. if(!p)
  17657. break;
  17658. p++;
  17659. }
  17660. //Ammo type that required, see doc/item_db for ammo types (View column)
  17661. p = split[8];
  17662. while (p) {
  17663. int l = atoi(p);
  17664. if( l == 99 ) { // Any ammo type
  17665. skill_db[idx].require.ammo = 0xFFFFFFFF;
  17666. break;
  17667. } else if( l ) // 0 stands for no requirement
  17668. skill_db[idx].require.ammo |= 1<<l;
  17669. p = strchr(p,':');
  17670. if( !p )
  17671. break;
  17672. p++;
  17673. }
  17674. skill_split_atoi(split[9],skill_db[idx].require.ammo_qty);
  17675. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].require.state = ST_HIDDEN;
  17676. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].require.state = ST_RIDING;
  17677. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].require.state = ST_FALCON;
  17678. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].require.state = ST_CART;
  17679. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].require.state = ST_SHIELD;
  17680. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].require.state = ST_RECOV_WEIGHT_RATE;
  17681. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].require.state = ST_MOVE_ENABLE;
  17682. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].require.state = ST_WATER;
  17683. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].require.state = ST_RIDINGDRAGON;
  17684. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].require.state = ST_WUG;
  17685. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].require.state = ST_RIDINGWUG;
  17686. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].require.state = ST_MADO;
  17687. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].require.state = ST_ELEMENTALSPIRIT;
  17688. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].require.state = ST_PECO;
  17689. else skill_db[idx].require.state = ST_NONE; // Unknown or no state
  17690. //Status requirements
  17691. trim(split[11]);
  17692. if (split[11][0] != '\0') {
  17693. int require[MAX_SKILL_STATUS_REQUIRE];
  17694. if ((skill_db[idx].require.status_count = skill_split2(split[11],require,":",true,SC_NONE))) {
  17695. skill_db[idx].require.status = aMalloc(skill_db[idx].require.status_count * sizeof(sc_type));
  17696. for (i = 0; i < skill_db[idx].require.status_count; i++)
  17697. skill_db[idx].require.status[i] = (sc_type)require[i];
  17698. }
  17699. }
  17700. skill_split_atoi(split[12],skill_db[idx].require.spiritball);
  17701. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  17702. skill_db[idx].require.itemid[i] = atoi(split[13+ 2*i]);
  17703. skill_db[idx].require.amount[i] = atoi(split[14+ 2*i]);
  17704. }
  17705. //Equipped Item requirements.
  17706. //NOTE: We don't check the item is exist or not here
  17707. trim(split[33]);
  17708. if (split[33][0] != '\0') {
  17709. int require[MAX_SKILL_EQUIP_REQUIRE];
  17710. if ((skill_db[idx].require.eqItem_count = skill_split2(split[33],require,":",false,501))) {
  17711. skill_db[idx].require.eqItem = aMalloc(skill_db[idx].require.eqItem_count * sizeof(short));
  17712. for (i = 0; i < skill_db[idx].require.eqItem_count; i++)
  17713. skill_db[idx].require.eqItem[i] = require[i];
  17714. }
  17715. }
  17716. return true;
  17717. }
  17718. /** Reads skill cast db
  17719. * SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  17720. */
  17721. static bool skill_parse_row_castdb(char* split[], int columns, int current) {
  17722. uint16 skill_id = atoi(split[0]);
  17723. uint16 idx = skill_get_index(skill_id);
  17724. if( !idx ) // invalid skill id
  17725. return false;
  17726. skill_split_atoi(split[1],skill_db[idx].cast);
  17727. skill_split_atoi(split[2],skill_db[idx].delay);
  17728. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  17729. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  17730. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  17731. skill_split_atoi(split[6],skill_db[idx].cooldown);
  17732. #ifdef RENEWAL_CAST
  17733. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  17734. #endif
  17735. return true;
  17736. }
  17737. /** Reads skill cast no dex db
  17738. * SkillID,Cast,Delay (optional)
  17739. */
  17740. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current) {
  17741. uint16 skill_id = atoi(split[0]);
  17742. uint16 idx = skill_get_index(skill_id);
  17743. if( !idx ) // invalid skill id
  17744. return false;
  17745. skill_split_atoi(split[1],skill_db[idx].castnodex);
  17746. if( split[2] ) // optional column
  17747. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  17748. return true;
  17749. }
  17750. /** Reads skill no cast db
  17751. * SkillID,Flag
  17752. */
  17753. static bool skill_parse_row_nocastdb(char* split[], int columns, int current) {
  17754. uint16 skill_id = atoi(split[0]);
  17755. uint16 idx = skill_get_index(skill_id);
  17756. if( !idx ) // invalid skill id
  17757. return false;
  17758. skill_db[idx].nocast |= atoi(split[1]);
  17759. return true;
  17760. }
  17761. /** Reads skill unit db
  17762. * ID,unit ID,unit ID 2,layout,range,interval,target,flag
  17763. */
  17764. static bool skill_parse_row_unitdb(char* split[], int columns, int current) {
  17765. uint16 skill_id = atoi(split[0]);
  17766. uint16 idx = skill_get_index(skill_id);
  17767. if( !idx ) // invalid skill id
  17768. return false;
  17769. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  17770. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  17771. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  17772. skill_split_atoi(split[4],skill_db[idx].unit_range);
  17773. skill_db[idx].unit_interval = atoi(split[5]);
  17774. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17775. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17776. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  17777. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  17778. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  17779. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  17780. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  17781. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  17782. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD;
  17783. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  17784. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  17785. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  17786. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  17787. skill_db[idx].unit_target = BCT_NOENEMY;
  17788. //By default, target just characters.
  17789. skill_db[idx].unit_target |= BL_CHAR;
  17790. if (skill_db[idx].unit_flag&UF_NOPC)
  17791. skill_db[idx].unit_target &= ~BL_PC;
  17792. if (skill_db[idx].unit_flag&UF_NOMOB)
  17793. skill_db[idx].unit_target &= ~BL_MOB;
  17794. if (skill_db[idx].unit_flag&UF_SKILL)
  17795. skill_db[idx].unit_target |= BL_SKILL;
  17796. return true;
  17797. }
  17798. /** Reads Produce db
  17799. * ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
  17800. */
  17801. static bool skill_parse_row_producedb(char* split[], int columns, int current) {
  17802. int x,y;
  17803. int i = atoi(split[0]);
  17804. if( !i )
  17805. return false;
  17806. skill_produce_db[current].nameid = i;
  17807. skill_produce_db[current].itemlv = atoi(split[1]);
  17808. skill_produce_db[current].req_skill = atoi(split[2]);
  17809. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  17810. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
  17811. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  17812. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  17813. }
  17814. return true;
  17815. }
  17816. /** Reads create arrow db
  17817. * SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  17818. */
  17819. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current) {
  17820. int x,y;
  17821. int i = atoi(split[0]);
  17822. if( !i )
  17823. return false;
  17824. skill_arrow_db[current].nameid = i;
  17825. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
  17826. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  17827. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  17828. }
  17829. return true;
  17830. }
  17831. /** Reads Spell book db
  17832. * SkillID,PreservePoints
  17833. */
  17834. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current) {
  17835. uint16 skill_id = atoi(split[0]);
  17836. int points = atoi(split[1]);
  17837. int nameid = atoi(split[2]);
  17838. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17839. ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
  17840. if ( !skill_get_inf(skill_id) )
  17841. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17842. if( points < 1 )
  17843. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17844. else {
  17845. skill_spellbook_db[current].skill_id = skill_id;
  17846. skill_spellbook_db[current].point = points;
  17847. skill_spellbook_db[current].nameid = nameid;
  17848. return true;
  17849. }
  17850. return false;
  17851. }
  17852. /** Reads improvise db
  17853. * SkillID,Rate
  17854. */
  17855. static bool skill_parse_row_improvisedb(char* split[], int columns, int current) {
  17856. uint16 skill_id = atoi(split[0]);
  17857. short j = atoi(split[1]);
  17858. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  17859. ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
  17860. return false;
  17861. }
  17862. if ( !skill_get_inf(skill_id) ) {
  17863. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17864. return false;
  17865. }
  17866. if( j < 1 ) {
  17867. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17868. return false;
  17869. }
  17870. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  17871. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  17872. }
  17873. skill_improvise_db[current].skill_id = skill_id;
  17874. skill_improvise_db[current].per = j; // Still need confirm it.
  17875. return true;
  17876. }
  17877. /** Reads Magic mushroom db
  17878. * SkillID
  17879. */
  17880. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) {
  17881. uint16 skill_id = atoi(split[0]);
  17882. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17883. {
  17884. ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
  17885. return false;
  17886. }
  17887. if ( !skill_get_inf(skill_id) )
  17888. {
  17889. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17890. return false;
  17891. }
  17892. skill_magicmushroom_db[current].skill_id = skill_id;
  17893. return true;
  17894. }
  17895. /** Reads db of copyable skill
  17896. * SkillName,Option{,JobAllowed{,RequirementRemoved}}
  17897. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  17898. */
  17899. static bool skill_parse_row_copyabledb(char* split[], int column, int current) {
  17900. int16 id;
  17901. uint8 option;
  17902. trim(split[0]);
  17903. if(ISDIGIT(split[0][0]))
  17904. id = atoi(split[0]);
  17905. else
  17906. id = skill_name2id(split[0]);
  17907. if ((id = skill_get_index(id)) < 0) {
  17908. ShowError("skill_parse_row_copyabledb: Invalid skill '%s'\n",split[0]);
  17909. return false;
  17910. }
  17911. if ((option = atoi(split[1])) > 3) {
  17912. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  17913. return false;
  17914. }
  17915. skill_db[id].copyable.option = option;
  17916. skill_db[id].copyable.joballowed = 63;
  17917. if (atoi(split[2]))
  17918. skill_db[id].copyable.joballowed = cap_value(atoi(split[2]),1,63);
  17919. skill_db[id].copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  17920. return true;
  17921. }
  17922. /** Reads additional range for distance checking from NPC [Cydh]
  17923. * SkillName,AdditionalRange{,NPC Type}
  17924. * SkillID,AdditionalRange{,NPC Type}
  17925. */
  17926. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current) {
  17927. int16 id;
  17928. trim(split[0]);
  17929. if(ISDIGIT(split[0][0]))
  17930. id = atoi(split[0]);
  17931. else
  17932. id = skill_name2id(split[0]);
  17933. if ((id = skill_get_index(id)) < 0) { // invalid skill id
  17934. ShowError("skill_parse_row_nonearnpcrangedb: Invalid skill '%s'\n",split[0]);
  17935. return false;
  17936. }
  17937. skill_db[id].unit_nonearnpc_range = max(atoi(split[1]),0);
  17938. skill_db[id].unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  17939. return true;
  17940. }
  17941. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  17942. * SkillID,DummyName,RatePerLvl
  17943. */
  17944. static bool skill_parse_row_abradb(char* split[], int columns, int current) {
  17945. uint16 skill_id = atoi(split[0]);
  17946. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17947. {
  17948. ShowError("abra_db: Invalid skill ID %d\n", skill_id);
  17949. return false;
  17950. }
  17951. if ( !skill_get_inf(skill_id) )
  17952. {
  17953. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17954. return false;
  17955. }
  17956. skill_abra_db[current].skill_id = skill_id;
  17957. safestrncpy(skill_abra_db[current].name, trim(split[1]), sizeof(skill_abra_db[current].name)); //store dummyname
  17958. skill_split_atoi(split[2],skill_abra_db[current].per);
  17959. return true;
  17960. }
  17961. /** Reads change material db
  17962. * ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  17963. */
  17964. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
  17965. uint16 skill_id = atoi(split[0]);
  17966. short j = atoi(split[1]);
  17967. int x,y;
  17968. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  17969. if( skill_produce_db[x].nameid == skill_id )
  17970. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  17971. break;
  17972. }
  17973. if( x >= MAX_SKILL_PRODUCE_DB ){
  17974. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
  17975. return false;
  17976. }
  17977. if( current >= MAX_SKILL_PRODUCE_DB ) {
  17978. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  17979. }
  17980. skill_changematerial_db[current].itemid = skill_id;
  17981. skill_changematerial_db[current].rate = j;
  17982. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
  17983. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  17984. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  17985. }
  17986. return true;
  17987. }
  17988. /*==========================================
  17989. * Manage Skill Damage database [Lilith]
  17990. *------------------------------------------*/
  17991. #ifdef ADJUST_SKILL_DAMAGE
  17992. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  17993. {
  17994. uint16 skill_id = skill_name2id(split[0]), idx;
  17995. if ((idx = skill_get_index(skill_id)) < 0) { // invalid skill id
  17996. ShowWarning("skill_parse_row_skilldamage: Invalid skill '%s'. Skipping..",split[0]);
  17997. return false;
  17998. }
  17999. memset(&skill_db[idx].damage,0,sizeof(struct s_skill_damage));
  18000. skill_db[idx].damage.caster |= atoi(split[1]);
  18001. skill_db[idx].damage.map |= atoi(split[2]);
  18002. skill_db[idx].damage.pc = cap_value(atoi(split[3]),-100,MAX_SKILL_DAMAGE_RATE);
  18003. if (split[3])
  18004. skill_db[idx].damage.mob = cap_value(atoi(split[4]),-100,MAX_SKILL_DAMAGE_RATE);
  18005. if (split[4])
  18006. skill_db[idx].damage.boss = cap_value(atoi(split[5]),-100,MAX_SKILL_DAMAGE_RATE);
  18007. if (split[5])
  18008. skill_db[idx].damage.other = cap_value(atoi(split[6]),-100,MAX_SKILL_DAMAGE_RATE);
  18009. return true;
  18010. }
  18011. #endif
  18012. /*===============================
  18013. * DB reading.
  18014. * skill_db.txt
  18015. * skill_require_db.txt
  18016. * skill_cast_db.txt
  18017. * skill_castnodex_db.txt
  18018. * skill_nocast_db.txt
  18019. * skill_unit_db.txt
  18020. * produce_db.txt
  18021. * create_arrow_db.txt
  18022. * abra_db.txt
  18023. *------------------------------*/
  18024. static void skill_readdb(void) {
  18025. int i;
  18026. const char* dbsubpath[] = {
  18027. "",
  18028. "/"DBIMPORT,
  18029. //add other path here
  18030. };
  18031. // init skill db structures
  18032. db_clear(skilldb_name2id);
  18033. memset(skill_db,0,sizeof(skill_db));
  18034. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18035. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18036. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18037. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18038. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18039. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18040. // load skill databases
  18041. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  18042. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  18043. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18044. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18045. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18046. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18047. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18048. if(i==0) {
  18049. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18050. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18051. }
  18052. else {
  18053. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18054. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18055. }
  18056. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, MAX_SKILL_DB, skill_parse_row_skilldb, i);
  18057. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, MAX_SKILL_DB, skill_parse_row_requiredb, i);
  18058. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, MAX_SKILL_DB, skill_parse_row_castdb, i);
  18059. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb, i);
  18060. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb, i);
  18061. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb, i);
  18062. sv_readdb(dbsubpath1, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18063. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18064. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18065. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i); //Warlock
  18066. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i); //Guillotine Cross
  18067. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, MAX_SKILL_DB, skill_parse_row_copyabledb, i);
  18068. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18069. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb, i);
  18070. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, MAX_SKILL_DB, skill_parse_row_nonearnpcrangedb, i);
  18071. #ifdef ADJUST_SKILL_DAMAGE
  18072. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, MAX_SKILL_DB, skill_parse_row_skilldamage, i);
  18073. #endif
  18074. aFree(dbsubpath1);
  18075. aFree(dbsubpath2);
  18076. }
  18077. skill_init_unit_layout();
  18078. skill_init_nounit_layout();
  18079. }
  18080. void skill_reload (void) {
  18081. struct s_mapiterator *iter;
  18082. struct map_session_data *sd;
  18083. skill_destroy_requirement();
  18084. skill_readdb();
  18085. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  18086. iter = mapit_getallusers();
  18087. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  18088. clif_skillinfoblock(sd);
  18089. mapit_free(iter);
  18090. }
  18091. /*==========================================
  18092. *
  18093. *------------------------------------------*/
  18094. void do_init_skill (void){
  18095. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  18096. skill_readdb();
  18097. group_db = idb_alloc(DB_OPT_BASE);
  18098. skillunit_db = idb_alloc(DB_OPT_BASE);
  18099. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  18100. bowling_db = idb_alloc(DB_OPT_BASE);
  18101. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  18102. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  18103. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  18104. add_timer_func_list(skill_castend_id,"skill_castend_id");
  18105. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  18106. add_timer_func_list(skill_timerskill,"skill_timerskill");
  18107. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  18108. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  18109. }
  18110. void do_final_skill(void){
  18111. skill_destroy_requirement();
  18112. db_destroy(skilldb_name2id);
  18113. db_destroy(group_db);
  18114. db_destroy(skillunit_db);
  18115. db_destroy(skillusave_db);
  18116. db_destroy(bowling_db);
  18117. ers_destroy(skill_unit_ers);
  18118. ers_destroy(skill_timer_ers);
  18119. }