skill.c 329 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "clif.h"
  14. #include "pc.h"
  15. #include "status.h"
  16. #include "pet.h"
  17. #include "mercenary.h"
  18. #include "mob.h"
  19. #include "npc.h"
  20. #include "battle.h"
  21. #include "party.h"
  22. #include "itemdb.h"
  23. #include "script.h"
  24. #include "intif.h"
  25. #include "log.h"
  26. #include "chrif.h"
  27. #include "guild.h"
  28. #include "date.h"
  29. #include "unit.h"
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <string.h>
  33. #include <time.h>
  34. #define SKILLUNITTIMER_INTERVAL 100
  35. //Guild Skills are shifted to these to make them stick into the skill array.
  36. #define GD_SKILLRANGEMIN 900
  37. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  38. #define HM_SKILLRANGEMIN 800
  39. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  40. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  41. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  42. struct s_skill_db skill_db[MAX_SKILL_DB];
  43. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  44. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  45. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  46. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  47. int firewall_unit_pos;
  48. int icewall_unit_pos;
  49. //Since only mob-casted splash skills can hit ice-walls
  50. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  51. /// Maps skill ids to skill db offsets.
  52. /// Returns the skill's array index, or 0 (Unknown Skill).
  53. static int skill_get_index( int id )
  54. {
  55. // avoid ranges reserved for mapping guild/homun skills
  56. if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX )
  57. return 0;
  58. if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX )
  59. return 0;
  60. // map skill number to skill id
  61. if( id >= GD_SKILLBASE )
  62. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  63. if( id >= HM_SKILLBASE )
  64. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  65. // validate result
  66. if( id <= 0 || id >= MAX_SKILL_DB )
  67. return 0;
  68. return id;
  69. }
  70. const char* skill_get_name( int id )
  71. {
  72. return skill_db[skill_get_index(id)].name;
  73. }
  74. const char* skill_get_desc( int id )
  75. {
  76. return skill_db[skill_get_index(id)].desc;
  77. }
  78. // out of bounds error checking [celest]
  79. // i: Skill ID, l: Skill Level, var: Value to return after checking
  80. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  81. // for values that might need to use a different function just skill_chk would suffice.
  82. static void skill_chk(int* id, int lv)
  83. {
  84. *id = skill_get_index(*id); // checks/adjusts id
  85. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  86. }
  87. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  88. // Skill DB
  89. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  90. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  91. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  92. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  93. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  94. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  95. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  96. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  97. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  98. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  99. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  100. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  101. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  102. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  103. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  104. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  105. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  106. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  107. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  108. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  109. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  110. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  111. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  112. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  113. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  114. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  115. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  116. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  117. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  118. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  119. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  120. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  121. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  122. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  123. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  124. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  125. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  126. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  127. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  128. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  129. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  130. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  131. int skill_tree_get_max(int id, int b_class)
  132. {
  133. int i, skillid;
  134. b_class = pc_class2idx(b_class);
  135. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  136. if (id == skillid) return skill_tree[b_class][i].max;
  137. return skill_get_max (id);
  138. }
  139. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  140. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  141. int status_change_timer_sub(struct block_list *bl, va_list ap);
  142. int skill_attack_area(struct block_list *bl,va_list ap);
  143. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  144. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  145. int skill_greed(struct block_list *bl, va_list ap);
  146. int skill_cell_overlap(struct block_list *bl, va_list ap);
  147. int skill_ganbatein(struct block_list *bl, va_list ap);
  148. int skill_trap_splash(struct block_list *bl, va_list ap);
  149. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  150. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  151. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  152. static int skill_unit_effect(struct block_list *bl,va_list ap);
  153. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  154. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  155. int skill_get_casttype (int id)
  156. {
  157. int inf = skill_get_inf(id);
  158. if (inf&(INF_GROUND_SKILL))
  159. return CAST_GROUND;
  160. if (inf&INF_SUPPORT_SKILL)
  161. return CAST_NODAMAGE;
  162. if (inf&INF_SELF_SKILL) {
  163. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  164. return CAST_DAMAGE; //Combo skill.
  165. return CAST_NODAMAGE;
  166. }
  167. if (skill_get_nk(id)&NK_NO_DAMAGE)
  168. return CAST_NODAMAGE;
  169. return CAST_DAMAGE;
  170. };
  171. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  172. int skill_get_range2 (struct block_list *bl, int id, int lv)
  173. {
  174. int range;
  175. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  176. return 9; //Mobs have a range of 9 regardless of skill used.
  177. range = skill_get_range(id, lv);
  178. if(range < 0) {
  179. if (battle_config.use_weapon_skill_range&bl->type)
  180. return status_get_range(bl);
  181. range *=-1;
  182. }
  183. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  184. switch (id) {
  185. case AC_SHOWER:
  186. case AC_DOUBLE:
  187. case HT_BLITZBEAT:
  188. case AC_CHARGEARROW:
  189. case SN_FALCONASSAULT:
  190. case SN_SHARPSHOOTING:
  191. case HT_POWER:
  192. if (bl->type == BL_PC)
  193. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  194. else
  195. range += 10; //Assume level 10?
  196. break;
  197. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  198. case GS_RAPIDSHOWER:
  199. case GS_PIERCINGSHOT:
  200. case GS_FULLBUSTER:
  201. case GS_SPREADATTACK:
  202. case GS_GROUNDDRIFT:
  203. if (bl->type == BL_PC)
  204. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  205. else
  206. range += 10; //Assume level 10?
  207. break;
  208. case NJ_KIRIKAGE:
  209. if (bl->type == BL_PC)
  210. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  211. break;
  212. }
  213. if(!range && bl->type != BL_PC)
  214. return 9; // Enable non players to use self skills on others. [Skotlex]
  215. return range;
  216. }
  217. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  218. {
  219. int skill, heal;
  220. struct status_change* sc;
  221. if (skill_lv >= battle_config.max_heal_lv)
  222. return battle_config.max_heal;
  223. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  224. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  225. heal += heal * skill * 2 / 100;
  226. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  227. heal += heal * skill * 2 / 100;
  228. sc = status_get_sc(target);
  229. if (sc && sc->count && sc->data[SC_CRITICALWOUND].timer!=-1)
  230. heal -= heal * sc->data[SC_CRITICALWOUND].val2/100;
  231. return heal;
  232. }
  233. // Making plagiarize check its own function [Aru]
  234. int can_copy (struct map_session_data *sd, int skillid)
  235. {
  236. // Never copy NPC/Wedding Skills
  237. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  238. return 0;
  239. // High-class skills
  240. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  241. {
  242. if(battle_config.copyskill_restrict == 2)
  243. return 0;
  244. else if(battle_config.copyskill_restrict)
  245. return (sd->status.class_ == JOB_STALKER);
  246. }
  247. return 1;
  248. }
  249. // [MouseJstr] - skill ok to cast? and when?
  250. int skillnotok (int skillid, struct map_session_data *sd)
  251. {
  252. int i,m;
  253. nullpo_retr (1, sd);
  254. m = sd->bl.m;
  255. i = skill_get_index(skillid);
  256. if (i == 0)
  257. return 1; // invalid skill id
  258. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  259. return 0; // GMs can do any damn thing they want
  260. if (sd->blockskill[i] > 0)
  261. return 1;
  262. // Check skill restrictions [Celest]
  263. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  264. return 1;
  265. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  266. return 1;
  267. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  268. return 1;
  269. if(agit_flag && skill_get_nocast (skillid) & 8)
  270. return 1;
  271. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  272. return 1;
  273. switch (skillid) {
  274. case AL_WARP:
  275. if(map[m].flag.nowarp) {
  276. clif_skill_teleportmessage(sd,0);
  277. return 1;
  278. }
  279. return 0;
  280. break;
  281. case AL_TELEPORT:
  282. if(map[m].flag.noteleport) {
  283. clif_skill_teleportmessage(sd,0);
  284. return 1;
  285. }
  286. return 0;
  287. case WE_CALLPARTNER:
  288. case WE_CALLPARENT:
  289. case WE_CALLBABY:
  290. if (map[m].flag.nomemo) {
  291. clif_skill_teleportmessage(sd,1);
  292. return 1;
  293. }
  294. break;
  295. case MC_VENDING:
  296. case MC_IDENTIFY:
  297. return 0; // always allowed
  298. case WZ_ICEWALL:
  299. // noicewall flag [Valaris]
  300. if (map[m].flag.noicewall) {
  301. clif_skill_fail(sd,skillid,0,0);
  302. return 1;
  303. }
  304. break;
  305. case GD_EMERGENCYCALL:
  306. if (
  307. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  308. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  309. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  310. ) {
  311. clif_skill_fail(sd,skillid,0,0);
  312. return 1;
  313. }
  314. break;
  315. }
  316. return (map[m].flag.noskill);
  317. }
  318. // [orn] - skill ok to cast? and when? //homunculus
  319. int skillnotok_hom (int skillid, struct homun_data *hd)
  320. {
  321. int i = skill_get_index(skillid);
  322. nullpo_retr (1, hd);
  323. if (i == 0)
  324. return 1; // invalid skill id
  325. if (hd->blockskill[i] > 0)
  326. return 1;
  327. //Use master's criteria.
  328. return skillnotok(skillid, hd->master);
  329. }
  330. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  331. {
  332. int pos = skill_get_unit_layout_type(skillid,skilllv);
  333. int dir;
  334. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  335. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  336. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  337. }
  338. if (pos != -1) // simple single-definition layout
  339. return &skill_unit_layout[pos];
  340. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  341. if (skillid == MG_FIREWALL)
  342. return &skill_unit_layout [firewall_unit_pos + dir];
  343. else if (skillid == WZ_ICEWALL)
  344. return &skill_unit_layout [icewall_unit_pos + dir];
  345. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  346. return &skill_unit_layout[0]; // default 1x1 layout
  347. }
  348. /*==========================================
  349. *
  350. *------------------------------------------*/
  351. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  352. {
  353. struct map_session_data *sd, *dstsd;
  354. struct mob_data *md, *dstmd;
  355. struct status_data *sstatus, *tstatus;
  356. struct status_change *sc, *tsc;
  357. int skill;
  358. int rate;
  359. nullpo_retr(0, src);
  360. nullpo_retr(0, bl);
  361. if(skillid < 0) return 0;
  362. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  363. BL_CAST(BL_PC, src, sd);
  364. BL_CAST(BL_MOB, src, md);
  365. BL_CAST(BL_PC, bl, dstsd);
  366. BL_CAST(BL_MOB, bl, dstmd);
  367. sc = status_get_sc(src);
  368. tsc = status_get_sc(bl);
  369. sstatus = status_get_status_data(src);
  370. tstatus = status_get_status_data(bl);
  371. if (!tsc) //skill additional effect is about adding effects to the target...
  372. //So if the target can't be inflicted with statuses, this is pointless.
  373. return 0;
  374. switch(skillid)
  375. {
  376. case 0: // Normal attacks (no skill used)
  377. {
  378. if(sd) {
  379. // Automatic trigger of Blitz Beat
  380. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  381. rand()%1000 <= sstatus->luk*10/3+1 ) {
  382. rate=(sd->status.job_level+9)/10;
  383. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  384. }
  385. // Gank
  386. if(dstmd && sd->status.weapon != W_BOW &&
  387. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  388. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  389. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  390. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  391. else
  392. clif_skill_fail(sd,RG_SNATCHER,0,0);
  393. }
  394. // Chance to trigger Taekwon kicks [Dralnu]
  395. if(sc && sc->data[SC_COMBO].timer == -1) {
  396. if(sc->data[SC_READYSTORM].timer != -1 &&
  397. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  398. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  399. ; //Stance triggered
  400. else if(sc->data[SC_READYDOWN].timer != -1 &&
  401. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  402. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  403. ; //Stance triggered
  404. else if(sc->data[SC_READYTURN].timer != -1 &&
  405. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  406. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  407. ; //Stance triggered
  408. else if(sc->data[SC_READYCOUNTER].timer != -1)
  409. { //additional chance from SG_FRIEND [Komurka]
  410. rate = 20;
  411. if (sc->data[SC_SKILLRATE_UP].timer != -1 && sc->data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  412. rate += rate*sc->data[SC_SKILLRATE_UP].val2/100;
  413. status_change_end(src,SC_SKILLRATE_UP,-1);
  414. }
  415. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  416. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  417. }
  418. }
  419. if (sd->special_state.bonus_coma) {
  420. rate = sd->weapon_coma_ele[tstatus->def_ele];
  421. rate += sd->weapon_coma_race[tstatus->race];
  422. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  423. if (rate)
  424. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  425. }
  426. }
  427. if (sc) {
  428. // Enchant Poison gives a chance to poison attacked enemies
  429. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  430. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  431. sc->data[SC_ENCPOISON].val1,0,0,0,
  432. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  433. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  434. if(sc->data[SC_EDP].timer != -1)
  435. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  436. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  437. }
  438. }
  439. break;
  440. case SM_BASH:
  441. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  442. //TODO: How much % per base level it actually is?
  443. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  444. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  445. }
  446. break;
  447. case AS_VENOMKNIFE:
  448. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  449. skilllv = pc_checkskill(sd, TF_POISON);
  450. case TF_POISON:
  451. case AS_SPLASHER:
  452. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  453. && sd && skillid==TF_POISON
  454. )
  455. clif_skill_fail(sd,skillid,0,0);
  456. break;
  457. case AS_SONICBLOW:
  458. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  459. break;
  460. case AS_GRIMTOOTH:
  461. skill = dstsd?SC_SLOWDOWN:SC_STOP;
  462. if (tsc->data[skill].timer == -1)
  463. sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
  464. break;
  465. case MG_FROSTDIVER:
  466. case WZ_FROSTNOVA:
  467. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  468. break;
  469. case WZ_STORMGUST:
  470. //Use two since the counter is increased AFTER the attack.
  471. if(tsc->data[SC_FREEZE].val3 >= 2) //Tharis pointed out that this is normal freeze chance with a base of 300%
  472. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  473. break;
  474. case WZ_METEOR:
  475. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  476. break;
  477. case WZ_VERMILION:
  478. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  479. break;
  480. case HT_FREEZINGTRAP:
  481. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  482. break;
  483. case HT_FLASHER:
  484. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  485. break;
  486. case HT_LANDMINE:
  487. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  488. break;
  489. case HT_SHOCKWAVE:
  490. status_percent_damage(src, bl, 0, 15*skilllv+5);
  491. break;
  492. case HT_SANDMAN:
  493. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  494. break;
  495. case TF_SPRINKLESAND:
  496. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  497. break;
  498. case TF_THROWSTONE:
  499. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  500. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  501. break;
  502. case NPC_DARKCROSS:
  503. case CR_HOLYCROSS:
  504. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  505. break;
  506. case CR_GRANDCROSS:
  507. case NPC_GRANDDARKNESS:
  508. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  509. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  510. break;
  511. case AM_ACIDTERROR:
  512. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  513. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  514. clif_emotion(bl,23);
  515. break;
  516. case AM_DEMONSTRATION:
  517. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  518. break;
  519. case CR_SHIELDCHARGE:
  520. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  521. break;
  522. case PA_PRESSURE:
  523. status_percent_damage(src, bl, 0, 15+5*skilllv);
  524. break;
  525. case RG_RAID:
  526. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  527. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  528. break;
  529. case BA_FROSTJOKE:
  530. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  531. break;
  532. case DC_SCREAM:
  533. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  534. break;
  535. case BD_LULLABY:
  536. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  537. break;
  538. case DC_UGLYDANCE:
  539. rate = 5+5*skilllv;
  540. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  541. rate += 5+skill;
  542. status_zap(bl, 0, rate);
  543. break;
  544. case SL_STUN:
  545. if (tstatus->size==1) //Only stuns mid-sized mobs.
  546. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  547. break;
  548. case NPC_PETRIFYATTACK:
  549. sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
  550. skilllv,0,0,skill_get_time(skillid,skilllv),
  551. skill_get_time2(skillid,skilllv));
  552. break;
  553. case NPC_CURSEATTACK:
  554. case NPC_SLEEPATTACK:
  555. case NPC_BLINDATTACK:
  556. case NPC_POISON:
  557. case NPC_SILENCEATTACK:
  558. case NPC_STUNATTACK:
  559. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  560. break;
  561. case NPC_ACIDBREATH:
  562. case NPC_ICEBREATH:
  563. sc_start(bl,SkillStatusChangeTable(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  564. break;
  565. case NPC_BLEEDING:
  566. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  567. break;
  568. case NPC_MENTALBREAKER:
  569. { //Based on observations by Tharis, Mental Breaker should do SP damage
  570. //equal to Matk*skLevel.
  571. rate = sstatus->matk_min;
  572. if (rate < sstatus->matk_max)
  573. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  574. rate*=skilllv;
  575. status_zap(bl, 0, rate);
  576. break;
  577. }
  578. // Equipment breaking monster skills [Celest]
  579. case NPC_WEAPONBRAKER:
  580. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  581. break;
  582. case NPC_ARMORBRAKE:
  583. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  584. break;
  585. case NPC_HELMBRAKE:
  586. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  587. break;
  588. case NPC_SHIELDBRAKE:
  589. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  590. break;
  591. case CH_TIGERFIST:
  592. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  593. break;
  594. case LK_SPIRALPIERCE:
  595. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  596. break;
  597. case ST_REJECTSWORD:
  598. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  599. break;
  600. case PF_FOGWALL:
  601. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  602. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  603. break;
  604. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  605. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  606. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  607. break;
  608. case LK_JOINTBEAT:
  609. skill = SkillStatusChangeTable(skillid);
  610. if (tsc->data[skill].val4) {
  611. sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->data[skill].val4&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  612. tsc->data[skill].val4 = 0;
  613. }
  614. break;
  615. case ASC_METEORASSAULT:
  616. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  617. switch(rand()%3) {
  618. case 0:
  619. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  620. break;
  621. case 1:
  622. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  623. break;
  624. default:
  625. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  626. }
  627. break;
  628. case HW_NAPALMVULCAN:
  629. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  630. break;
  631. case WS_CARTTERMINATION: // Cart termination
  632. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  633. break;
  634. case CR_ACIDDEMONSTRATION:
  635. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  636. break;
  637. case TK_DOWNKICK:
  638. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  639. break;
  640. case TK_JUMPKICK:
  641. //Cancel out Soul Linker status of the target. [Skotlex]
  642. if (tsc->count) {
  643. //Remove NORMAL potions effect.
  644. if (tsc->data[SC_ASPDPOTION0].timer != -1 && !tsc->data[SC_ASPDPOTION0].val4)
  645. status_change_end(bl, SC_ASPDPOTION0, -1);
  646. if (tsc->data[SC_ASPDPOTION1].timer != -1 && !tsc->data[SC_ASPDPOTION1].val4)
  647. status_change_end(bl, SC_ASPDPOTION1, -1);
  648. if (tsc->data[SC_ASPDPOTION2].timer != -1 && !tsc->data[SC_ASPDPOTION2].val4)
  649. status_change_end(bl, SC_ASPDPOTION2, -1);
  650. if (tsc->data[SC_ASPDPOTION3].timer != -1 && !tsc->data[SC_ASPDPOTION3].val4)
  651. status_change_end(bl, SC_ASPDPOTION3, -1);
  652. if (tsc->data[SC_SPEEDUP0].timer != -1 && !tsc->data[SC_SPEEDUP0].val4)
  653. status_change_end(bl, SC_SPEEDUP0, -1);
  654. if (tsc->data[SC_SPEEDUP1].timer != -1 && !tsc->data[SC_SPEEDUP1].val4)
  655. status_change_end(bl, SC_SPEEDUP1, -1);
  656. if (tsc->data[SC_SPIRIT].timer != -1)
  657. status_change_end(bl, SC_SPIRIT, -1);
  658. if (tsc->data[SC_ONEHAND].timer != -1)
  659. status_change_end(bl, SC_ONEHAND, -1);
  660. if (tsc->data[SC_ADRENALINE2].timer != -1)
  661. status_change_end(bl, SC_ADRENALINE2, -1);
  662. }
  663. break;
  664. case TK_TURNKICK:
  665. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  666. if(attack_type&BF_MISC) //70% base stun chance...
  667. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  668. break;
  669. case GS_BULLSEYE: //0.1% coma rate.
  670. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  671. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  672. break;
  673. case GS_PIERCINGSHOT:
  674. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  675. break;
  676. case NJ_HYOUSYOURAKU:
  677. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  678. break;
  679. case GS_FLING:
  680. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  681. break;
  682. case GS_DISARM:
  683. rate = 3*skilllv;
  684. if (sstatus->dex > tstatus->dex)
  685. rate += (sstatus->dex - tstatus->dex)/5;
  686. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  687. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  688. break;
  689. case NPC_EVILLAND:
  690. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  691. break;
  692. case NPC_HELLJUDGEMENT:
  693. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  694. break;
  695. case NPC_CRITICALWOUND:
  696. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  697. break;
  698. }
  699. if(sd && attack_type&BF_WEAPON &&
  700. skillid != WS_CARTTERMINATION &&
  701. skillid != AM_DEMONSTRATION &&
  702. skillid != CR_REFLECTSHIELD
  703. ){ //Trigger status effects
  704. int i, type;
  705. for(i=0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++)
  706. {
  707. rate = sd->addeff[i].rate;
  708. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  709. rate += sd->addeff[i].arrow_rate;
  710. if (!rate) continue;
  711. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  712. { //Trigger has range consideration.
  713. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  714. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  715. continue; //Range Failed.
  716. }
  717. type = sd->addeff[i].id;
  718. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  719. if (sd->addeff[i].flag&ATF_TARGET)
  720. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  721. if (sd->addeff[i].flag&ATF_SELF)
  722. status_change_start(src,type,rate,7,0,0,0,skill,0);
  723. }
  724. }
  725. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  726. { //Pass heritage to Master for status causing effects. [Skotlex]
  727. sd = map_id2sd(md->master_id);
  728. src = sd?&sd->bl:src;
  729. }
  730. // Autospell when attacking
  731. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  732. struct block_list *tbl;
  733. struct unit_data *ud;
  734. int i, skilllv;
  735. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  736. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  737. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  738. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  739. continue; // one or more trigger conditions were not fulfilled
  740. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  741. if (skillnotok(skill, sd))
  742. continue;
  743. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  744. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  745. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  746. if (rand()%1000 > rate)
  747. continue;
  748. if (sd->autospell[i].id < 0)
  749. tbl = src;
  750. else
  751. tbl = bl;
  752. switch (skill_get_casttype(skill)) {
  753. case CAST_GROUND:
  754. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  755. break;
  756. case CAST_NODAMAGE:
  757. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  758. break;
  759. case CAST_DAMAGE:
  760. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  761. break;
  762. }
  763. //Set canact delay. [Skotlex]
  764. ud = unit_bl2ud(src);
  765. if (ud) {
  766. rate = skill_delayfix(src, skill, skilllv);
  767. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  768. ud->canact_tick = tick+rate;
  769. }
  770. break; //Only one auto skill comes off at a time.
  771. }
  772. }
  773. //Auto-script when attacking
  774. if(sd && src != bl && sd->autoscript[0].script) {
  775. int i;
  776. for (i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++) {
  777. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  778. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  779. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  780. continue; // one or more trigger conditions were not fulfilled
  781. if (rand()%1000 > sd->autoscript[i].rate)
  782. continue;
  783. run_script(sd->autoscript[i].script,0,sd->bl.id,0);
  784. break; //Have only one script execute at a time.
  785. }
  786. }
  787. //Polymorph
  788. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  789. dstmd && !(tstatus->mode&MD_BOSS) &&
  790. (rand()%10000 < sd->classchange))
  791. {
  792. struct mob_db *mob;
  793. int class_;
  794. skill = 0;
  795. do {
  796. do {
  797. class_ = rand() % MAX_MOB_DB;
  798. } while (!mobdb_checkid(class_));
  799. rate = rand() % 1000000;
  800. mob = mob_db(class_);
  801. } while (
  802. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  803. (skill++) < 2000);
  804. if (skill < 2000)
  805. mob_class_change(dstmd,class_);
  806. }
  807. return 0;
  808. }
  809. /* Splitted off from skill_additional_effect, which is never called when the
  810. * attack skill kills the enemy. Place in this function counter status effects
  811. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  812. * from cards) that will take effect on the source, not the target. [Skotlex]
  813. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  814. * type of skills, so not every instance of skill_additional_effect needs a call
  815. * to this one.
  816. */
  817. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  818. {
  819. int rate;
  820. struct map_session_data *sd=NULL;
  821. struct map_session_data *dstsd=NULL;
  822. struct status_change *tsc;
  823. nullpo_retr(0, src);
  824. nullpo_retr(0, bl);
  825. if(skillid < 0) return 0;
  826. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  827. tsc = status_get_sc(bl);
  828. if (tsc && !tsc->count)
  829. tsc = NULL;
  830. BL_CAST(BL_PC, src, sd);
  831. BL_CAST(BL_PC, bl, dstsd);
  832. switch(skillid){
  833. case 0: //Normal Attack
  834. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  835. tsc->data[SC_KAAHI].val4 = add_timer(
  836. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  837. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  838. break;
  839. case MO_EXTREMITYFIST:
  840. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  841. break;
  842. case GS_FULLBUSTER:
  843. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  844. break;
  845. case HFLI_SBR44: //[orn]
  846. case HVAN_EXPLOSION:
  847. if(src->type == BL_HOM){
  848. TBL_HOM *hd = (TBL_HOM*)src;
  849. hd->homunculus.intimacy = 200;
  850. if (hd->master)
  851. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  852. }
  853. break;
  854. }
  855. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  856. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  857. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  858. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  859. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  860. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  861. ){ //Soul Drain should only work on targetted spells [Skotlex]
  862. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  863. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  864. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  865. }
  866. if(dstsd && attack_type&BF_WEAPON)
  867. { //Counter effects.
  868. int i, type, time;
  869. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  870. {
  871. rate = dstsd->addeff2[i].rate;
  872. if (attack_type&BF_LONG)
  873. rate+=dstsd->addeff2[i].arrow_rate;
  874. if (!rate) continue;
  875. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  876. { //Trigger has range consideration.
  877. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  878. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  879. continue; //Range Failed.
  880. }
  881. type = dstsd->addeff2[i].id;
  882. time = skill_get_time2(StatusSkillChangeTable[type],7);
  883. if (dstsd->addeff2[i].flag&ATF_TARGET)
  884. status_change_start(src,type,rate,7,0,0,0,time,0);
  885. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  886. status_change_start(bl,type,rate,7,0,0,0,time,0);
  887. }
  888. }
  889. // Trigger counter-spells to retaliate against damage causing skills.
  890. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  891. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  892. {
  893. struct block_list *tbl;
  894. struct unit_data *ud;
  895. int i, skillid, skilllv, rate;
  896. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  897. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  898. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  899. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  900. continue; // one or more trigger conditions were not fulfilled
  901. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  902. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  903. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  904. rate = dstsd->autospell2[i].rate;
  905. if (attack_type&BF_LONG)
  906. rate>>=1;
  907. if (skillnotok(skillid, dstsd))
  908. continue;
  909. if (rand()%1000 > rate)
  910. continue;
  911. if (dstsd->autospell2[i].id < 0)
  912. tbl = bl;
  913. else
  914. tbl = src;
  915. switch (skill_get_casttype(skillid)) {
  916. case CAST_GROUND:
  917. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  918. break;
  919. case CAST_NODAMAGE:
  920. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  921. break;
  922. case CAST_DAMAGE:
  923. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  924. break;
  925. }
  926. //Set canact delay. [Skotlex]
  927. ud = unit_bl2ud(bl);
  928. if (ud) {
  929. rate = skill_delayfix(bl, skillid, skilllv);
  930. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  931. ud->canact_tick = tick+rate;
  932. }
  933. break; //trigger only one auto-spell per hit.
  934. }
  935. }
  936. //Auto-script when attacked
  937. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script &&
  938. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  939. {
  940. int i;
  941. for (i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++) {
  942. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  943. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  944. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  945. continue; // one or more trigger conditions were not fulfilled
  946. if (rand()%1000 > dstsd->autoscript2[i].rate)
  947. continue;
  948. run_script(dstsd->autoscript2[i].script,0,dstsd->bl.id,0);
  949. break; //Have only one script execute at a time.
  950. }
  951. }
  952. return 0;
  953. }
  954. /*=========================================================================
  955. Breaks equipment. On-non players causes the corresponding strip effect.
  956. - rate goes from 0 to 10000 (100.00%)
  957. - flag is a BCT_ flag to indicate which type of adjustment should be used
  958. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  959. --------------------------------------------------------------------------*/
  960. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  961. {
  962. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  963. const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  964. const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  965. struct status_change *sc = status_get_sc(bl);
  966. int i,j;
  967. TBL_PC *sd;
  968. BL_CAST(BL_PC, bl, sd);
  969. if (sc && !sc->count)
  970. sc = NULL;
  971. if (sd) {
  972. if (sd->unbreakable_equip)
  973. where &= ~sd->unbreakable_equip;
  974. if (sd->unbreakable)
  975. rate -= rate*sd->unbreakable/100;
  976. if (where&EQP_WEAPON) {
  977. switch (sd->status.weapon) {
  978. case W_FIST: //Bare fists should not break :P
  979. case W_1HAXE:
  980. case W_2HAXE:
  981. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  982. case W_STAFF:
  983. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  984. case W_HUUMA:
  985. where &= ~EQP_WEAPON;
  986. }
  987. }
  988. }
  989. if (flag&BCT_ENEMY) {
  990. if (battle_config.equip_skill_break_rate != 100)
  991. rate = rate*battle_config.equip_skill_break_rate/100;
  992. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  993. if (battle_config.equip_self_break_rate != 100)
  994. rate = rate*battle_config.equip_self_break_rate/100;
  995. }
  996. for (i = 0; i < 4; i++) {
  997. if (where&where_list[i]) {
  998. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  999. where&=~where_list[i];
  1000. else if (rand()%10000 >= rate)
  1001. where&=~where_list[i];
  1002. else if (!sd) //Cause Strip effect.
  1003. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1004. }
  1005. }
  1006. if (!where) //Nothing to break.
  1007. return 0;
  1008. if (sd) {
  1009. for (i = 0; i < EQI_MAX; i++) {
  1010. j = sd->equip_index[i];
  1011. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1012. continue;
  1013. flag = 0;
  1014. switch(i) {
  1015. case EQI_HEAD_TOP: //Upper Head
  1016. flag = (where&EQP_HELM);
  1017. break;
  1018. case EQI_ARMOR: //Body
  1019. flag = (where&EQP_ARMOR);
  1020. break;
  1021. case EQI_HAND_R: //Left/Right hands
  1022. case EQI_HAND_L:
  1023. flag = (
  1024. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1025. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1026. break;
  1027. default:
  1028. continue;
  1029. }
  1030. if (flag) {
  1031. sd->status.inventory[j].attribute = 1;
  1032. pc_unequipitem(sd, j, 3);
  1033. }
  1034. }
  1035. clif_equiplist(sd);
  1036. }
  1037. return where; //Return list of pieces broken.
  1038. }
  1039. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1040. {
  1041. struct status_change *sc;
  1042. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1043. const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1044. const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1045. int i;
  1046. if (rand()%100 >= rate)
  1047. return 0;
  1048. sc = status_get_sc(bl);
  1049. if (!sc)
  1050. return 0;
  1051. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1052. if (where&pos[i] && sc->data[sc_def[i]].timer != -1)
  1053. where&=~pos[i];
  1054. }
  1055. if (!where) return 0;
  1056. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1057. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1058. where&=~pos[i];
  1059. }
  1060. return where?1:0;
  1061. }
  1062. /*=========================================================================
  1063. Used to knock back players, monsters, traps, etc
  1064. - 'count' is the number of squares to knock back
  1065. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1066. - if 'flag&0x1', position update packets must not be sent.
  1067. -------------------------------------------------------------------------*/
  1068. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1069. {
  1070. int dx = 0, dy = 0, nx, ny;
  1071. int ret;
  1072. struct skill_unit* su = NULL;
  1073. nullpo_retr(0, src);
  1074. if (src != target && map_flag_gvg(target->m))
  1075. return 0; //No knocking back in WoE
  1076. if (count == 0)
  1077. return 0; //Actual knockback distance is 0.
  1078. switch (target->type)
  1079. {
  1080. case BL_MOB:
  1081. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1082. return 0;
  1083. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1084. return 0;
  1085. break;
  1086. case BL_PC:
  1087. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1088. return 0;
  1089. break;
  1090. case BL_SKILL:
  1091. su = (struct skill_unit *)target;
  1092. break;
  1093. }
  1094. if (direction == -1) // <optimized>: do the computation here instead of outside
  1095. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1096. if (direction >= 0 && direction < 8)
  1097. { // take the reversed 'direction' and reverse it
  1098. dx = -dirx[direction];
  1099. dy = -diry[direction];
  1100. }
  1101. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1102. nx = ret>>16;
  1103. ny = ret&0xffff;
  1104. if (!su)
  1105. unit_stop_walking(target,0);
  1106. dx = nx - target->x;
  1107. dy = ny - target->y;
  1108. if (!dx && !dy) //Could not knockback.
  1109. return 0;
  1110. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1111. if(su)
  1112. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1113. else
  1114. map_moveblock(target, nx, ny, gettick());
  1115. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1116. if(!(flag&0x1))
  1117. clif_blown(target);
  1118. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1119. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1120. return count; //Return amount of knocked back cells.
  1121. }
  1122. //Checks if bl should reflect back a spell.
  1123. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1124. static int skill_magic_reflect(struct block_list *bl, int type)
  1125. {
  1126. struct status_change *sc = status_get_sc(bl);
  1127. struct map_session_data *sd;
  1128. BL_CAST(BL_PC, bl, sd);
  1129. if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
  1130. return 1;
  1131. if(sc && sc->count)
  1132. {
  1133. if(sc->data[SC_MAGICMIRROR].timer != -1 && rand()%100 < sc->data[SC_MAGICMIRROR].val2)
  1134. return 1;
  1135. if(sc->data[SC_KAITE].timer != -1 && (sd || status_get_lv(bl) <= 80))
  1136. { //Works on players or mobs with level under 80.
  1137. clif_specialeffect(bl, 438, AREA);
  1138. if (--sc->data[SC_KAITE].val2 <= 0)
  1139. status_change_end(bl, SC_KAITE, -1);
  1140. return 1;
  1141. }
  1142. }
  1143. return 0;
  1144. }
  1145. /*
  1146. * =========================================================================
  1147. * Does a skill attack with the given properties.
  1148. * src is the master behind the attack (player/mob/pet)
  1149. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1150. * bl is the target to be attacked.
  1151. * flag can hold a bunch of information:
  1152. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1153. * (usually holds number of targets, or just 1 for simple splash attacks)
  1154. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1155. * packet shouldn't display a skill animation)
  1156. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1157. * client (causes player characters to not scream skill name)
  1158. *-------------------------------------------------------------------------*/
  1159. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1160. {
  1161. struct Damage dmg;
  1162. struct status_data *sstatus, *tstatus;
  1163. struct status_change *sc;
  1164. struct map_session_data *sd, *tsd;
  1165. int type,damage,rdamage=0;
  1166. if(skillid > 0 && skilllv <= 0) return 0;
  1167. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1168. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1169. nullpo_retr(0, bl); //Target to be attacked.
  1170. if (src != dsrc) {
  1171. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1172. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1173. return 0;
  1174. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1175. //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]
  1176. if (!status_check_skilluse(src, bl, skillid, 2))
  1177. return 0;
  1178. }
  1179. BL_CAST(BL_PC, src, sd);
  1180. BL_CAST(BL_PC, bl, tsd);
  1181. sstatus = status_get_status_data(src);
  1182. tstatus = status_get_status_data(bl);
  1183. sc= status_get_sc(bl);
  1184. if (sc && !sc->count) sc = NULL; //Don't need it.
  1185. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1186. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1187. return 0;
  1188. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1189. if (sc && sc->data[SC_TRICKDEAD].timer != -1 && !(sstatus->mode&MD_BOSS))
  1190. return 0;
  1191. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1192. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1193. //Skotlex: Adjusted to the new system
  1194. if(src->type==BL_PET)
  1195. { // [Valaris]
  1196. struct pet_data *pd = (TBL_PET*)src;
  1197. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1198. {
  1199. int element = skill_get_ele(skillid, skilllv);
  1200. if (skillid == -1)
  1201. element = sstatus->rhw.ele;
  1202. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1203. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1204. else
  1205. dmg.damage= skilllv;
  1206. dmg.damage2=0;
  1207. dmg.div_= pd->a_skill->div_;
  1208. }
  1209. }
  1210. if (attack_type&BF_MAGIC) {
  1211. if (!(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) &&
  1212. skill_magic_reflect(bl, src==dsrc))
  1213. { //Magic reflection, switch caster/target
  1214. struct block_list *tbl = bl;
  1215. bl = src;
  1216. src = tbl;
  1217. BL_CAST(BL_PC, src, sd);
  1218. BL_CAST(BL_PC, bl, tsd);
  1219. sc = status_get_sc(bl);
  1220. if (sc && !sc->count)
  1221. sc = NULL; //Don't need it.
  1222. //Spirit of Wizard blocks bounced back spells.
  1223. if (sc && sc->data[SC_SPIRIT].timer != -1 &&
  1224. sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1225. {
  1226. //It should only consume once per skill casted. Val3 is the skill
  1227. //id and val4 is the ID of the damage src, this should account for
  1228. //ground spells (and single target spells will be completed on
  1229. //castend_id) [Skotlex]
  1230. if (tsd && !(
  1231. sc->data[SC_SPIRIT].val3 == skillid &&
  1232. sc->data[SC_SPIRIT].val4 == dsrc->id)
  1233. ) { //Check if you have stone to consume.
  1234. type = pc_search_inventory (tsd, 7321);
  1235. if (type >= 0)
  1236. pc_delitem(tsd, type, 1, 0);
  1237. } else
  1238. type = 0;
  1239. if (type >= 0) {
  1240. dmg.damage = dmg.damage2 = 0;
  1241. dmg.dmg_lv = ATK_FLEE;
  1242. sc->data[SC_SPIRIT].val3 = skillid;
  1243. sc->data[SC_SPIRIT].val4 = dsrc->id;
  1244. }
  1245. }
  1246. }
  1247. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1248. int sp = skill_get_sp(skillid,skilllv);
  1249. dmg.damage = dmg.damage2 = 0;
  1250. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1251. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1252. if(skillid == WZ_WATERBALL && skilllv > 1)
  1253. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1254. status_heal(bl, 0, sp, 2);
  1255. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1256. }
  1257. }
  1258. damage = dmg.damage + dmg.damage2;
  1259. if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc &&
  1260. skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1261. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1262. //Skill hit type
  1263. type=(skillid==0)?5:skill_get_hit(skillid);
  1264. if(damage < dmg.div_
  1265. //Only skills that knockback even when they miss. [Skotlex]
  1266. && skillid != CH_PALMSTRIKE)
  1267. dmg.blewcount = 0;
  1268. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1269. if(battle_config.gx_disptype) dsrc = src;
  1270. if(src == bl) type = 4;
  1271. else flag|=SD_ANIMATION;
  1272. }
  1273. if(skillid == NJ_TATAMIGAESHI) {
  1274. dsrc = src; //For correct knockback.
  1275. flag|=SD_ANIMATION;
  1276. }
  1277. if(sd) {
  1278. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1279. if (sd->sc.data[SC_COMBO].timer!=-1)
  1280. { //End combo state after skill is invoked. [Skotlex]
  1281. switch (skillid) {
  1282. case TK_TURNKICK:
  1283. case TK_STORMKICK:
  1284. case TK_DOWNKICK:
  1285. case TK_COUNTER:
  1286. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1287. { //Extend combo time.
  1288. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1289. sd->skilllv_old = skilllv;
  1290. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1291. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1292. sd->sc.data[SC_COMBO].timer = add_timer(
  1293. tick+sd->sc.data[SC_COMBO].val4,
  1294. status_change_timer, src->id, SC_COMBO);
  1295. break;
  1296. }
  1297. default:
  1298. status_change_end(src,SC_COMBO,-1);
  1299. }
  1300. }
  1301. switch(skillid)
  1302. {
  1303. case MO_TRIPLEATTACK:
  1304. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1305. flag=1;
  1306. break;
  1307. case MO_CHAINCOMBO:
  1308. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1309. flag=1;
  1310. break;
  1311. case MO_COMBOFINISH:
  1312. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1313. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1314. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1315. flag=1;
  1316. case CH_TIGERFIST:
  1317. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1318. flag=1;
  1319. case CH_CHAINCRUSH:
  1320. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1321. flag=1;
  1322. break;
  1323. case AC_DOUBLE:
  1324. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1325. pc_checkskill(sd, HT_POWER))
  1326. {
  1327. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1328. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1329. clif_combo_delay(src,2000);
  1330. }
  1331. break;
  1332. case TK_COUNTER:
  1333. { //bonus from SG_FRIEND [Komurka]
  1334. int level;
  1335. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1336. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1337. }
  1338. break;
  1339. case SL_STIN:
  1340. case SL_STUN:
  1341. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1342. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1343. break;
  1344. case GS_FULLBUSTER:
  1345. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1346. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1347. break;
  1348. } //Switch End
  1349. if (flag) { //Possible to chain
  1350. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1351. if (flag < 0) flag = 0;
  1352. flag += 300 * battle_config.combo_delay_rate/100;
  1353. sc_start(src,SC_COMBO,100,skillid,flag);
  1354. clif_combo_delay(src, flag);
  1355. }
  1356. }
  1357. // Cart Revolution and Grimtooth need this weirdo dummy packet for the first target to display correctly
  1358. if( flag&SD_PREAMBLE )
  1359. clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, -30000, dmg.div_, skillid, skilllv, 6);
  1360. //Display damage.
  1361. switch( skillid )
  1362. {
  1363. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1364. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1365. break;
  1366. //Skills that need be passed as a normal attack for the client to display correctly.
  1367. case HVAN_EXPLOSION:
  1368. case NPC_SELFDESTRUCTION:
  1369. if(src->type==BL_PC)
  1370. dmg.blewcount = 10;
  1371. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1372. // fall through
  1373. case KN_AUTOCOUNTER:
  1374. case NPC_CRITICALSLASH:
  1375. case TF_DOUBLE:
  1376. case GS_CHAINACTION:
  1377. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1378. break;
  1379. case AS_SPLASHER:
  1380. if( flag&SD_ANIMATION ) // the surrounding targets
  1381. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1382. else // the central target doesn't display an animation
  1383. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1384. break;
  1385. default:
  1386. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1387. type = 5;
  1388. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1389. break;
  1390. }
  1391. map_freeblock_lock();
  1392. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1393. && pc_checkskill(tsd,RG_PLAGIARISM)
  1394. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1395. && damage < tsd->status.hp)
  1396. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1397. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1398. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1399. {
  1400. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1401. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1402. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1403. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1404. }
  1405. tsd->cloneskill_id = skillid;
  1406. tsd->status.skill[skillid].id = skillid;
  1407. tsd->status.skill[skillid].lv = skilllv;
  1408. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1409. tsd->status.skill[skillid].lv = type;
  1410. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1411. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1412. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1413. clif_skillinfoblock(tsd);
  1414. }
  1415. }
  1416. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1417. struct skill_unit* su = (struct skill_unit*)bl;
  1418. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1419. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1420. }
  1421. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1422. { //Skills with can't walk delay also stop normal attacking for that
  1423. //duration when the attack connects. [Skotlex]
  1424. struct unit_data *ud = unit_bl2ud(src);
  1425. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1426. ud->attackabletime = tick + type;
  1427. }
  1428. if (!dmg.amotion) {
  1429. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1430. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1431. if (!status_isdead(bl))
  1432. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1433. //Counter status effects [Skotlex]
  1434. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1435. }
  1436. }
  1437. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1438. if (dmg.blewcount > 0 && !status_isdead(bl))
  1439. {
  1440. int direction = -1; // default
  1441. switch(skillid)
  1442. {
  1443. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1444. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1445. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1446. }
  1447. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1448. }
  1449. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1450. if (dmg.amotion)
  1451. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1452. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1453. int rate = 50 + skilllv * 5;
  1454. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1455. if(rand()%100 < rate)
  1456. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1457. }
  1458. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1459. if (battle_config.left_cardfix_to_right)
  1460. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1461. else
  1462. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1463. }
  1464. if (rdamage>0) {
  1465. if (dmg.amotion)
  1466. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1467. else
  1468. status_fix_damage(bl,src,rdamage,0);
  1469. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1470. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1471. if (tsd && src != bl)
  1472. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1473. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1474. }
  1475. if (!(flag&2) &&
  1476. (
  1477. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1478. ) &&
  1479. (sc = status_get_sc(src)) &&
  1480. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1481. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1482. {
  1483. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1484. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1485. }
  1486. map_freeblock_unlock();
  1487. return damage;
  1488. }
  1489. /*==========================================
  1490. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1491. * flagについて?F16?i?を確認
  1492. * MSB <- 00fTffff ->LSB
  1493. * T =タ?ゲット選?用(BCT_*)
  1494. * ffff=自由に使用可能
  1495. * 0 =予約?B0に固定
  1496. *------------------------------------------*/
  1497. static int skill_area_temp[8];
  1498. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1499. int skill_area_sub (struct block_list *bl, va_list ap)
  1500. {
  1501. struct block_list *src;
  1502. int skill_id,skill_lv,flag;
  1503. unsigned int tick;
  1504. SkillFunc func;
  1505. nullpo_retr(0, bl);
  1506. nullpo_retr(0, ap);
  1507. src=va_arg(ap,struct block_list *);
  1508. skill_id=va_arg(ap,int);
  1509. skill_lv=va_arg(ap,int);
  1510. tick=va_arg(ap,unsigned int);
  1511. flag=va_arg(ap,int);
  1512. func=va_arg(ap,SkillFunc);
  1513. if(battle_check_target(src,bl,flag) > 0)
  1514. return func(src,bl,skill_id,skill_lv,tick,flag);
  1515. return 0;
  1516. }
  1517. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1518. {
  1519. struct skill_unit *unit;
  1520. int skillid,g_skillid;
  1521. unit = (struct skill_unit *)bl;
  1522. if(bl->prev == NULL || bl->type != BL_SKILL)
  1523. return 0;
  1524. if(!unit->alive)
  1525. return 0;
  1526. skillid = va_arg(ap,int);
  1527. g_skillid = unit->group->skill_id;
  1528. switch (skillid)
  1529. {
  1530. case MG_SAFETYWALL:
  1531. case AL_PNEUMA:
  1532. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1533. return 0;
  1534. break;
  1535. case AL_WARP:
  1536. case HT_SKIDTRAP:
  1537. case HT_LANDMINE:
  1538. case HT_ANKLESNARE:
  1539. case HT_SHOCKWAVE:
  1540. case HT_SANDMAN:
  1541. case HT_FLASHER:
  1542. case HT_FREEZINGTRAP:
  1543. case HT_BLASTMINE:
  1544. case HT_CLAYMORETRAP:
  1545. case HT_TALKIEBOX:
  1546. case HP_BASILICA:
  1547. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1548. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1549. return 0;
  1550. break;
  1551. default: //Avoid stacking with same kind of trap. [Skotlex]
  1552. if (g_skillid != skillid)
  1553. return 0;
  1554. break;
  1555. }
  1556. return 1;
  1557. }
  1558. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1559. {
  1560. //Non players do not check for the skill's splash-trigger area.
  1561. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1562. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1563. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1564. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1565. return 0;
  1566. }
  1567. range += layout_type;
  1568. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1569. }
  1570. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1571. {
  1572. int skillid;
  1573. if(bl->prev == NULL)
  1574. return 0;
  1575. if(status_isdead(bl))
  1576. return 0;
  1577. skillid = va_arg(ap,int);
  1578. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1579. return 0;
  1580. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  1581. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1582. return 1;
  1583. }
  1584. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1585. {
  1586. int range, type;
  1587. switch (skillid) { // to be expanded later
  1588. case WZ_ICEWALL:
  1589. range = 2;
  1590. break;
  1591. default:
  1592. {
  1593. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1594. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1595. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1596. return 0;
  1597. }
  1598. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1599. }
  1600. break;
  1601. }
  1602. // if the caster is a monster/NPC, only check for players
  1603. // otherwise just check characters
  1604. if (bl->type == BL_PC)
  1605. type = BL_CHAR;
  1606. else
  1607. type = BL_PC;
  1608. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1609. x - range, y - range, x + range, y + range,
  1610. type, skillid);
  1611. }
  1612. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1613. {
  1614. struct map_session_data *sd;
  1615. int gid, id, strvit, agidex;
  1616. sd = (struct map_session_data *)bl;
  1617. id = va_arg(ap,int);
  1618. gid = va_arg(ap,int);
  1619. if (sd->status.guild_id != gid)
  1620. return 0;
  1621. if(id == sd->bl.id && battle_config.guild_aura&16)
  1622. return 0;
  1623. strvit = va_arg(ap,int);
  1624. agidex = va_arg(ap,int);
  1625. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  1626. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  1627. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  1628. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  1629. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  1630. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1631. }
  1632. return 0;
  1633. }
  1634. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1635. return 1;
  1636. }
  1637. /*==========================================
  1638. * [orn]
  1639. * Checks that you have the requirements for casting a skill for homunculus.
  1640. * Flag:
  1641. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1642. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1643. *------------------------------------------*/
  1644. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  1645. {
  1646. struct status_data *status;
  1647. struct status_change *sc;
  1648. TBL_PC * sd;
  1649. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  1650. int itemid[10],amount[10];
  1651. int delitem_flag = 1;
  1652. nullpo_retr(0, hd);
  1653. sd = hd->master;
  1654. if (lv <= 0) return 0;
  1655. status = &hd->battle_status;
  1656. sc = &hd->sc;
  1657. if (!sc->count)
  1658. sc = NULL;
  1659. //Code speedup, rather than using skill_get_* over and over again.
  1660. j = skill_get_index(skill);
  1661. if( j == 0 )
  1662. return 0;
  1663. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1664. return 0;
  1665. for(i = 0; i < 10; i++) {
  1666. itemid[i] = skill_db[j].itemid[i];
  1667. amount[i] = skill_db[j].amount[i];
  1668. }
  1669. hp = skill_db[j].hp[lv-1];
  1670. sp = skill_db[j].sp[lv-1];
  1671. hp_rate = skill_db[j].hp_rate[lv-1];
  1672. sp_rate = skill_db[j].sp_rate[lv-1];
  1673. state = skill_db[j].state;
  1674. mhp = skill_db[j].mhp[lv-1];
  1675. if(mhp > 0)
  1676. hp += (status->max_hp * mhp)/100;
  1677. if(hp_rate > 0)
  1678. hp += (status->hp * hp_rate)/100;
  1679. else
  1680. hp += (status->max_hp * (-hp_rate))/100;
  1681. if(sp_rate > 0)
  1682. sp += (status->sp * sp_rate)/100;
  1683. else
  1684. sp += (status->max_sp * (-sp_rate))/100;
  1685. switch(skill) { // Check for cost reductions due to skills & SCs
  1686. case HFLI_SBR44:
  1687. if(hd->homunculus.intimacy <= 200)
  1688. return 0;
  1689. break;
  1690. case HVAN_EXPLOSION:
  1691. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  1692. return 0;
  1693. break;
  1694. }
  1695. if(!(type&2)){
  1696. if( hp>0 && status->hp <= (unsigned int)hp) {
  1697. clif_skill_fail(sd,skill,2,0);
  1698. return 0;
  1699. }
  1700. if( sp>0 && status->sp < (unsigned int)sp) {
  1701. clif_skill_fail(sd,skill,1,0);
  1702. return 0;
  1703. }
  1704. }
  1705. if (!type) //States are only checked on begin casting.
  1706. switch(state) {
  1707. case ST_MOVE_ENABLE:
  1708. if(!unit_can_move(&hd->bl)) {
  1709. clif_skill_fail(sd,skill,0,0);
  1710. return 0;
  1711. }
  1712. break;
  1713. }
  1714. if(!(type&1))
  1715. return 1;
  1716. if( delitem_flag )
  1717. {
  1718. int index[ARRAYLENGTH(itemid)];
  1719. // Check items and reduce required amounts
  1720. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1721. {
  1722. index[i] = -1;
  1723. if(itemid[i] <= 0)
  1724. continue;// no item
  1725. index[i] = pc_search_inventory(sd,itemid[i]);
  1726. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  1727. {
  1728. clif_skill_fail(sd,skill,0,0);
  1729. return 0;
  1730. }
  1731. }
  1732. // Consume items
  1733. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1734. {
  1735. if(index[i] >= 0)
  1736. pc_delitem(sd,index[i],amount[i],0);
  1737. }
  1738. }
  1739. if(type&2)
  1740. return 1;
  1741. if(sp || hp)
  1742. status_zap(&hd->bl, hp, sp);
  1743. return 1;
  1744. }
  1745. /*==========================================
  1746. *
  1747. *------------------------------------------*/
  1748. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1749. {
  1750. return 1;
  1751. }
  1752. int skill_count_water (struct block_list *src, int range)
  1753. {
  1754. int i,x,y,cnt = 0,size = range*2+1;
  1755. struct skill_unit *unit;
  1756. for (i=0;i<size*size;i++) {
  1757. x = src->x+(i%size-range);
  1758. y = src->y+(i/size-range);
  1759. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  1760. cnt++;
  1761. continue;
  1762. }
  1763. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  1764. if (!unit)
  1765. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  1766. if (unit) {
  1767. cnt++;
  1768. skill_delunit(unit);
  1769. }
  1770. }
  1771. return cnt;
  1772. }
  1773. /*==========================================
  1774. *
  1775. *------------------------------------------*/
  1776. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  1777. {
  1778. struct block_list *src = map_id2bl(id),*target;
  1779. struct unit_data *ud = unit_bl2ud(src);
  1780. struct skill_timerskill *skl = NULL;
  1781. int range;
  1782. nullpo_retr(0, src);
  1783. nullpo_retr(0, ud);
  1784. skl = ud->skilltimerskill[data];
  1785. nullpo_retr(0, skl);
  1786. ud->skilltimerskill[data] = NULL;
  1787. do {
  1788. if(src->prev == NULL)
  1789. break;
  1790. if(skl->target_id) {
  1791. target = map_id2bl(skl->target_id);
  1792. if(!target && skl->skill_id == RG_INTIMIDATE)
  1793. target = src; //Required since it has to warp.
  1794. if(target == NULL)
  1795. break;
  1796. if(target->prev == NULL)
  1797. break;
  1798. if(src->m != target->m)
  1799. break;
  1800. if(status_isdead(src))
  1801. break;
  1802. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  1803. break;
  1804. switch(skl->skill_id) {
  1805. case RG_INTIMIDATE:
  1806. if (unit_warp(src,-1,-1,-1,3) == 0) {
  1807. short x,y;
  1808. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  1809. if (target != src && !status_isdead(target))
  1810. unit_warp(target, -1, x, y, 3);
  1811. }
  1812. break;
  1813. case BA_FROSTJOKE:
  1814. case DC_SCREAM:
  1815. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  1816. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  1817. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  1818. break;
  1819. case WZ_WATERBALL:
  1820. if (!status_isdead(target))
  1821. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1822. if (skl->type>1 && !status_isdead(target)) {
  1823. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  1824. } else {
  1825. struct status_change *sc = status_get_sc(src);
  1826. if(sc) {
  1827. if(sc->data[SC_MAGICPOWER].timer != -1)
  1828. status_change_end(src,SC_MAGICPOWER,-1);
  1829. if(sc->data[SC_SPIRIT].timer != -1 &&
  1830. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  1831. sc->data[SC_SPIRIT].val3 == skl->skill_id)
  1832. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  1833. }
  1834. }
  1835. break;
  1836. default:
  1837. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1838. break;
  1839. }
  1840. }
  1841. else {
  1842. if(src->m != skl->map)
  1843. break;
  1844. switch(skl->skill_id) {
  1845. case WZ_METEOR:
  1846. if(skl->type >= 0) {
  1847. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  1848. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1849. }
  1850. else
  1851. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  1852. break;
  1853. }
  1854. }
  1855. } while (0);
  1856. //Free skl now that it is no longer needed.
  1857. ers_free(skill_timer_ers, skl);
  1858. return 0;
  1859. }
  1860. /*==========================================
  1861. *
  1862. *------------------------------------------*/
  1863. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  1864. {
  1865. int i;
  1866. struct unit_data *ud;
  1867. nullpo_retr(1, src);
  1868. ud = unit_bl2ud(src);
  1869. nullpo_retr(1, ud);
  1870. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  1871. if( i == MAX_SKILLTIMERSKILL ) return 1;
  1872. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  1873. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  1874. ud->skilltimerskill[i]->src_id = src->id;
  1875. ud->skilltimerskill[i]->target_id = target;
  1876. ud->skilltimerskill[i]->skill_id = skill_id;
  1877. ud->skilltimerskill[i]->skill_lv = skill_lv;
  1878. ud->skilltimerskill[i]->map = src->m;
  1879. ud->skilltimerskill[i]->x = x;
  1880. ud->skilltimerskill[i]->y = y;
  1881. ud->skilltimerskill[i]->type = type;
  1882. ud->skilltimerskill[i]->flag = flag;
  1883. return 0;
  1884. }
  1885. /*==========================================
  1886. *
  1887. *------------------------------------------*/
  1888. int skill_cleartimerskill (struct block_list *src)
  1889. {
  1890. int i;
  1891. struct unit_data *ud;
  1892. nullpo_retr(0, src);
  1893. ud = unit_bl2ud(src);
  1894. nullpo_retr(0, ud);
  1895. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  1896. if(ud->skilltimerskill[i]) {
  1897. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  1898. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  1899. ud->skilltimerskill[i]=NULL;
  1900. }
  1901. }
  1902. return 1;
  1903. }
  1904. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  1905. {
  1906. TBL_SKILL *su = (TBL_SKILL*)bl;
  1907. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1908. { //Reveal trap.
  1909. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  1910. //clif_changetraplook(bl, su->group->unit_id);
  1911. clif_skill_setunit(su);
  1912. return 1;
  1913. }
  1914. return 0;
  1915. }
  1916. /*==========================================
  1917. *
  1918. *
  1919. *------------------------------------------*/
  1920. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1921. {
  1922. struct map_session_data *sd = NULL, *tsd = NULL;
  1923. struct status_data *tstatus;
  1924. struct status_change *sc;
  1925. if (skillid > 0 && skilllv <= 0) return 0;
  1926. nullpo_retr(1, src);
  1927. nullpo_retr(1, bl);
  1928. if (src->m != bl->m)
  1929. return 1;
  1930. if (bl->prev == NULL)
  1931. return 1;
  1932. BL_CAST(BL_PC, src, sd);
  1933. BL_CAST(BL_PC, bl, tsd);
  1934. if (status_isdead(bl))
  1935. return 1;
  1936. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  1937. { //GTB makes all targetted magic display miss with a single bolt.
  1938. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  1939. return 1;
  1940. }
  1941. sc = status_get_sc(src);
  1942. if (sc && !sc->count)
  1943. sc = NULL; //Unneeded
  1944. tstatus = status_get_status_data(bl);
  1945. map_freeblock_lock();
  1946. switch(skillid)
  1947. {
  1948. case SM_BASH:
  1949. case MC_MAMMONITE:
  1950. case TF_DOUBLE:
  1951. case AC_DOUBLE:
  1952. case AS_SONICBLOW:
  1953. case KN_PIERCE:
  1954. case KN_SPEARBOOMERANG:
  1955. case TF_POISON:
  1956. case TF_SPRINKLESAND:
  1957. case AC_CHARGEARROW:
  1958. case RG_INTIMIDATE:
  1959. case AM_ACIDTERROR:
  1960. case BA_MUSICALSTRIKE:
  1961. case DC_THROWARROW:
  1962. case BA_DISSONANCE:
  1963. case CR_HOLYCROSS:
  1964. case NPC_DARKCROSS:
  1965. case CR_SHIELDCHARGE:
  1966. case CR_SHIELDBOOMERANG:
  1967. case NPC_PIERCINGATT:
  1968. case NPC_MENTALBREAKER:
  1969. case NPC_RANGEATTACK:
  1970. case NPC_CRITICALSLASH:
  1971. case NPC_COMBOATTACK:
  1972. case NPC_GUIDEDATTACK:
  1973. case NPC_POISON:
  1974. case NPC_RANDOMATTACK:
  1975. case NPC_WATERATTACK:
  1976. case NPC_GROUNDATTACK:
  1977. case NPC_FIREATTACK:
  1978. case NPC_WINDATTACK:
  1979. case NPC_POISONATTACK:
  1980. case NPC_HOLYATTACK:
  1981. case NPC_DARKNESSATTACK:
  1982. case NPC_TELEKINESISATTACK:
  1983. case NPC_UNDEADATTACK:
  1984. case NPC_ARMORBRAKE:
  1985. case NPC_WEAPONBRAKER:
  1986. case NPC_HELMBRAKE:
  1987. case NPC_SHIELDBRAKE:
  1988. case NPC_BLINDATTACK:
  1989. case NPC_SILENCEATTACK:
  1990. case NPC_STUNATTACK:
  1991. case NPC_PETRIFYATTACK:
  1992. case NPC_CURSEATTACK:
  1993. case NPC_SLEEPATTACK:
  1994. case LK_AURABLADE:
  1995. case LK_SPIRALPIERCE:
  1996. case LK_HEADCRUSH:
  1997. case CG_ARROWVULCAN:
  1998. case HW_MAGICCRASHER:
  1999. case ITM_TOMAHAWK:
  2000. case MO_TRIPLEATTACK:
  2001. case CH_CHAINCRUSH:
  2002. case CH_TIGERFIST:
  2003. case PA_SHIELDCHAIN: // Shield Chain
  2004. case PA_SACRIFICE:
  2005. case WS_CARTTERMINATION: // Cart Termination
  2006. case AS_VENOMKNIFE:
  2007. case HT_PHANTASMIC:
  2008. case HT_POWER:
  2009. case TK_DOWNKICK:
  2010. case TK_COUNTER:
  2011. case GS_CHAINACTION:
  2012. case GS_TRIPLEACTION:
  2013. case GS_MAGICALBULLET:
  2014. case GS_TRACKING:
  2015. case GS_PIERCINGSHOT:
  2016. case GS_RAPIDSHOWER:
  2017. case GS_DUST:
  2018. case GS_DISARM: // Added disarm. [Reddozen]
  2019. case GS_FULLBUSTER:
  2020. case NJ_SYURIKEN:
  2021. case NJ_KUNAI:
  2022. case ASC_BREAKER:
  2023. case HFLI_MOON: //[orn]
  2024. case HFLI_SBR44: //[orn]
  2025. case NPC_BLEEDING:
  2026. case NPC_CRITICALWOUND:
  2027. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2028. break;
  2029. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2030. switch( rand()%6 ){
  2031. case 0: flag |= BREAK_ANKLE; break;
  2032. case 1: flag |= BREAK_WRIST; break;
  2033. case 2: flag |= BREAK_KNEE; break;
  2034. case 3: flag |= BREAK_SHOULDER; break;
  2035. case 4: flag |= BREAK_WAIST; break;
  2036. case 5: flag |= BREAK_NECK; break;
  2037. }
  2038. //Seems a little ugly, but we have done this or worse with other skills like Storm Gust. [Skotlex]
  2039. //val3 holds the status that it should start when it connects.
  2040. sc = status_get_sc(bl);
  2041. if (sc) sc->data[SkillStatusChangeTable(skillid)].val4 = flag;
  2042. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2043. break;
  2044. case MO_COMBOFINISH:
  2045. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2046. { //Becomes a splash attack when Soul Linked.
  2047. map_foreachinrange(skill_area_sub, bl,
  2048. skill_get_splash(skillid, skilllv),splash_target(src),
  2049. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2050. skill_castend_damage_id);
  2051. } else
  2052. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2053. break;
  2054. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2055. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2056. skill_area_temp[1] = 0;
  2057. map_foreachinrange(skill_attack_area, src,
  2058. skill_get_splash(skillid, skilllv), splash_target(src),
  2059. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2060. break;
  2061. case KN_CHARGEATK:
  2062. {
  2063. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y);
  2064. unsigned int dist = distance_bl(src, bl);
  2065. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2066. // teleport to target (if not on WoE grounds)
  2067. if( !map_flag_gvg(src->m) && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2068. clif_slide(src, bl->x, bl->y);
  2069. // cause damage and knockback if the path to target was a straight one
  2070. if( path )
  2071. {
  2072. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2073. skill_blown(src, bl, dist, dir, 0);
  2074. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2075. // make the caster look in the direction of the target
  2076. unit_setdir(src, (dir+4)%8);
  2077. }
  2078. }
  2079. break;
  2080. case TK_JUMPKICK:
  2081. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2082. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2083. clif_slide(src,bl->x,bl->y);
  2084. break;
  2085. case SN_SHARPSHOOTING:
  2086. case NJ_KAMAITACHI:
  2087. //It won't shoot through walls since on castend there has to be a direct
  2088. //line of sight between caster and target.
  2089. skill_area_temp[1] = bl->id;
  2090. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2091. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2092. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2093. break;
  2094. case NPC_ACIDBREATH:
  2095. case NPC_DARKNESSBREATH:
  2096. case NPC_FIREBREATH:
  2097. case NPC_ICEBREATH:
  2098. case NPC_THUNDERBREATH:
  2099. skill_area_temp[1] = bl->id;
  2100. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2101. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2102. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2103. break;
  2104. case MO_INVESTIGATE:
  2105. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2106. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2107. status_change_end(src,SC_BLADESTOP,-1);
  2108. break;
  2109. case RG_BACKSTAP:
  2110. {
  2111. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2112. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2113. if (sc && sc->data[SC_HIDING].timer != -1)
  2114. status_change_end(src, SC_HIDING, -1);
  2115. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2116. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2117. unit_setdir(bl,dir);
  2118. }
  2119. else if (sd)
  2120. clif_skill_fail(sd,skillid,0,0);
  2121. }
  2122. break;
  2123. case MO_FINGEROFFENSIVE:
  2124. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2125. if (battle_config.finger_offensive_type && sd) {
  2126. int i;
  2127. for (i = 1; i < sd->spiritball_old; i++)
  2128. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2129. }
  2130. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2131. status_change_end(src,SC_BLADESTOP,-1);
  2132. break;
  2133. case MO_CHAINCOMBO:
  2134. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2135. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2136. status_change_end(src,SC_BLADESTOP,-1);
  2137. break;
  2138. case NJ_ISSEN:
  2139. if (sc) {
  2140. if (sc->data[SC_NEN].timer != -1)
  2141. status_change_end(src,SC_NEN,-1);
  2142. if (sc->data[SC_HIDING].timer != -1)
  2143. status_change_end(src,SC_HIDING,-1);
  2144. }
  2145. case MO_EXTREMITYFIST:
  2146. if (sc && skillid == MO_EXTREMITYFIST)
  2147. {
  2148. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2149. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2150. if (sc->data[SC_BLADESTOP].timer != -1)
  2151. status_change_end(src,SC_BLADESTOP,-1);
  2152. }
  2153. //Client expects you to move to target regardless of distance
  2154. {
  2155. struct unit_data *ud = unit_bl2ud(src);
  2156. short dx,dy;
  2157. int i,speed;
  2158. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2159. dx = bl->x - src->x;
  2160. dy = bl->y - src->y;
  2161. if (dx < 0) dx-=i;
  2162. else if (dx > 0) dx+=i;
  2163. if (dy < 0) dy-=i;
  2164. else if (dy > 0) dy+=i;
  2165. if (!dx && !dy) dy++;
  2166. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2167. {
  2168. dx = bl->x;
  2169. dy = bl->y;
  2170. } else {
  2171. dx = src->x + dx;
  2172. dy = src->y + dy;
  2173. }
  2174. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2175. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2176. //Increase can't walk delay to not alter your walk path
  2177. ud->canmove_tick = tick;
  2178. speed = status_get_speed(src);
  2179. for (i = 0; i < ud->walkpath.path_len; i ++)
  2180. {
  2181. if(ud->walkpath.path[i]&1)
  2182. ud->canmove_tick+=7*speed/5;
  2183. else
  2184. ud->canmove_tick+=speed;
  2185. }
  2186. }
  2187. }
  2188. break;
  2189. //Splash attack skills.
  2190. case AS_GRIMTOOTH:
  2191. case AS_SPLASHER:
  2192. case SM_MAGNUM:
  2193. case HT_BLITZBEAT:
  2194. case MC_CARTREVOLUTION:
  2195. case NPC_SPLASHATTACK:
  2196. case AC_SHOWER:
  2197. case MG_NAPALMBEAT:
  2198. case MG_FIREBALL:
  2199. case RG_RAID:
  2200. case HW_NAPALMVULCAN:
  2201. case NJ_HUUMA:
  2202. case NJ_BAKUENRYU:
  2203. case ASC_METEORASSAULT:
  2204. case GS_DESPERADO:
  2205. case GS_SPREADATTACK:
  2206. case NPC_EARTHQUAKE:
  2207. case NPC_PULSESTRIKE:
  2208. case NPC_HELLJUDGEMENT:
  2209. if( flag&1 )
  2210. { //Recursive invocation
  2211. // skill_area_temp[0] holds number of targets in area
  2212. // skill_area_temp[1] holds the id of the original target
  2213. // skill_area_temp[2] counts how many targets have already been processed
  2214. int sflag = skill_area_temp[0] & 0xFFF;
  2215. if( flag&SD_LEVEL )
  2216. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2217. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2218. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2219. if( skill_area_temp[2] == 0 && (skillid == AS_GRIMTOOTH || skillid == MC_CARTREVOLUTION || skillid == NPC_SPLASHATTACK) )
  2220. sflag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2221. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2222. skill_area_temp[2]++;
  2223. }
  2224. else
  2225. {
  2226. if ( skillid == NJ_BAKUENRYU )
  2227. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2228. skill_area_temp[0] = 0;
  2229. skill_area_temp[1] = bl->id;
  2230. skill_area_temp[2] = 0;
  2231. // if skill damage should be split among targets, count them
  2232. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2233. //special case: Venom Splasher uses a different range for searching than for splashing
  2234. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2235. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2236. // recursive invocation of skill_castend_damage_id() with flag|1
  2237. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2238. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2239. if (skillid == SM_MAGNUM) {
  2240. //Initiate 10% of your damage becomes fire element.
  2241. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2242. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2243. }
  2244. }
  2245. break;
  2246. case KN_BRANDISHSPEAR:
  2247. //Coded apart for it needs the flag passed to the damage calculation.
  2248. if (skill_area_temp[1] != bl->id)
  2249. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2250. else
  2251. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2252. break;
  2253. case KN_BOWLINGBASH:
  2254. if(flag&1){
  2255. if(bl->id==skill_area_temp[1])
  2256. break;
  2257. //two hits for 500%
  2258. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2259. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2260. } else {
  2261. int i,c;
  2262. c = skill_get_blewcount(skillid,skilllv);
  2263. // keep moving target in the direction that src is looking, square by square
  2264. for(i=0;i<c;i++){
  2265. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2266. break; //Can't knockback
  2267. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2268. if( skill_area_temp[0] > 1 ) break; // collision
  2269. }
  2270. clif_blown(bl); //Update target pos.
  2271. if (i!=c) { //Splash
  2272. skill_area_temp[1] = bl->id;
  2273. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2274. }
  2275. //Weirdo dual-hit property, two attacks for 500%
  2276. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2277. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2278. }
  2279. break;
  2280. case KN_SPEARSTAB:
  2281. if(flag&1) {
  2282. if (bl->id==skill_area_temp[1])
  2283. break;
  2284. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2285. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2286. } else {
  2287. int x=bl->x,y=bl->y,i,dir;
  2288. dir = map_calc_dir(bl,src->x,src->y);
  2289. skill_area_temp[1] = bl->id;
  2290. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2291. // all the enemies between the caster and the target are hit, as well as the target
  2292. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2293. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2294. for (i=0;i<4;i++) {
  2295. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2296. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2297. x += dirx[dir];
  2298. y += diry[dir];
  2299. }
  2300. }
  2301. break;
  2302. case TK_TURNKICK:
  2303. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2304. {
  2305. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2306. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2307. map_foreachinrange(skill_area_sub,bl,
  2308. skill_get_splash(skillid, skilllv),BL_CHAR,
  2309. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2310. skill_castend_nodamage_id);
  2311. }
  2312. break;
  2313. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2314. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2315. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2316. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2317. break;
  2318. case PR_TURNUNDEAD:
  2319. case ALL_RESURRECTION:
  2320. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2321. break;
  2322. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2323. break;
  2324. case MG_SOULSTRIKE:
  2325. case NPC_DARKSTRIKE:
  2326. case MG_COLDBOLT:
  2327. case MG_FIREBOLT:
  2328. case MG_LIGHTNINGBOLT:
  2329. case WZ_EARTHSPIKE:
  2330. case AL_HEAL:
  2331. case AL_HOLYLIGHT:
  2332. case WZ_JUPITEL:
  2333. case NPC_DARKTHUNDER:
  2334. case PR_ASPERSIO:
  2335. case MG_FROSTDIVER:
  2336. case WZ_SIGHTBLASTER:
  2337. case WZ_SIGHTRASHER:
  2338. case NJ_KOUENKA:
  2339. case NJ_HYOUSENSOU:
  2340. case NJ_HUUJIN:
  2341. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2342. break;
  2343. case NPC_MAGICALATTACK:
  2344. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2345. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2346. break;
  2347. case HVAN_CAPRICE: //[blackhole89]
  2348. {
  2349. int ran=rand()%4;
  2350. int sid = 0;
  2351. switch(ran)
  2352. {
  2353. case 0: sid=MG_COLDBOLT; break;
  2354. case 1: sid=MG_FIREBOLT; break;
  2355. case 2: sid=MG_LIGHTNINGBOLT; break;
  2356. case 3: sid=WZ_EARTHSPIKE; break;
  2357. }
  2358. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2359. }
  2360. break;
  2361. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2362. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2363. if (skilllv>1) {
  2364. int range = skilllv/2;
  2365. int cnt;
  2366. if (sd)
  2367. cnt = skill_count_water(src,range);
  2368. else {
  2369. range = 2*range+1;
  2370. cnt = range*range;
  2371. }
  2372. cnt--;
  2373. if (cnt > 0)
  2374. skill_addtimerskill(src,tick+125,bl->id,0,0,skillid,skilllv,cnt,flag);
  2375. } else if (sd) //Eat up deluge tiles.
  2376. skill_count_water(src,0);
  2377. break;
  2378. case PR_BENEDICTIO:
  2379. //Should attack undead and demons. [Skotlex]
  2380. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2381. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2382. break;
  2383. case SL_SMA:
  2384. if (sc && sc->data[SC_SMA].timer != -1)
  2385. status_change_end(src,SC_SMA,-1);
  2386. case SL_STIN:
  2387. case SL_STUN:
  2388. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2389. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2390. clif_skill_fail(sd,skillid,0,0);
  2391. break;
  2392. }
  2393. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2394. break;
  2395. case NPC_DARKBREATH:
  2396. clif_emotion(src,7);
  2397. case SN_FALCONASSAULT:
  2398. case PA_PRESSURE:
  2399. case CR_ACIDDEMONSTRATION:
  2400. case TF_THROWSTONE:
  2401. case NPC_SMOKING:
  2402. case GS_FLING:
  2403. case NJ_ZENYNAGE:
  2404. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2405. break;
  2406. case HVAN_EXPLOSION:
  2407. case NPC_SELFDESTRUCTION:
  2408. if (src != bl)
  2409. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2410. break;
  2411. // Celest
  2412. case PF_SOULBURN:
  2413. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2414. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2415. if (skilllv == 5)
  2416. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2417. status_percent_damage(src, bl, 0, 100);
  2418. } else {
  2419. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2420. if (skilllv == 5)
  2421. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2422. status_percent_damage(src, src, 0, 100);
  2423. }
  2424. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2425. break;
  2426. case NPC_BLOODDRAIN:
  2427. case NPC_ENERGYDRAIN:
  2428. {
  2429. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2430. src, src, bl, skillid, skilllv, tick, flag);
  2431. if (heal > 0){
  2432. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2433. status_heal(src, heal, 0, 0);
  2434. }
  2435. }
  2436. break;
  2437. case GS_BULLSEYE:
  2438. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2439. break;
  2440. case NJ_KASUMIKIRI:
  2441. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2442. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2443. break;
  2444. case NJ_KIRIKAGE:
  2445. if (!map_flag_gvg(src->m))
  2446. { //You don't move on GVG grounds.
  2447. short x, y;
  2448. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2449. if (unit_movepos(src, x, y, 0, 0))
  2450. clif_slide(src,src->x,src->y);
  2451. }
  2452. if (sc && sc->data[SC_HIDING].timer != -1)
  2453. status_change_end(src, SC_HIDING, -1);
  2454. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2455. break;
  2456. case 0:
  2457. if(sd) {
  2458. if (flag & 3){
  2459. if (bl->id != skill_area_temp[1])
  2460. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
  2461. } else {
  2462. skill_area_temp[1] = bl->id;
  2463. map_foreachinrange(skill_area_sub, bl,
  2464. sd->splash_range, BL_CHAR,
  2465. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2466. skill_castend_damage_id);
  2467. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2468. }
  2469. }
  2470. break;
  2471. default:
  2472. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2473. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2474. 0, abs(skill_get_num(skillid, skilllv)),
  2475. skillid, skilllv, skill_get_hit(skillid));
  2476. map_freeblock_unlock();
  2477. return 1;
  2478. }
  2479. map_freeblock_unlock();
  2480. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2481. battle_consume_ammo(sd, skillid, skilllv);
  2482. return 0;
  2483. }
  2484. /*==========================================
  2485. *
  2486. *------------------------------------------*/
  2487. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2488. {
  2489. struct map_session_data *sd;
  2490. struct homun_data *hd;
  2491. struct map_session_data *dstsd;
  2492. struct status_data *sstatus, *tstatus;
  2493. struct status_change *tsc;
  2494. struct mob_data *md;
  2495. struct mob_data *dstmd;
  2496. int i,type;
  2497. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2498. nullpo_retr(1, src);
  2499. nullpo_retr(1, bl);
  2500. if (src->m != bl->m)
  2501. return 1;
  2502. BL_CAST(BL_PC, src, sd);
  2503. BL_CAST(BL_HOM, src, hd);
  2504. BL_CAST(BL_MOB, src, md);
  2505. BL_CAST(BL_PC, bl, dstsd);
  2506. BL_CAST(BL_MOB, bl, dstmd);
  2507. if(bl->prev == NULL)
  2508. return 1;
  2509. if(status_isdead(src))
  2510. return 1;
  2511. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2512. return 1;
  2513. tstatus = status_get_status_data(bl);
  2514. sstatus = status_get_status_data(src);
  2515. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2516. switch (skillid) {
  2517. case HLIF_HEAL: //[orn]
  2518. if (bl->type != BL_HOM) {
  2519. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2520. break ;
  2521. }
  2522. case AL_HEAL:
  2523. case ALL_RESURRECTION:
  2524. case PR_ASPERSIO:
  2525. //Apparently only player casted skills can be offensive like this.
  2526. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2527. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2528. //Offensive heal does not works on non-enemies. [Skotlex]
  2529. clif_skill_fail(sd,skillid,0,0);
  2530. return 0;
  2531. }
  2532. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2533. }
  2534. break;
  2535. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2536. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2537. default:
  2538. //Skill is actually ground placed.
  2539. if (src == bl && skill_get_unit_id(skillid,0))
  2540. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2541. }
  2542. type = SkillStatusChangeTable(skillid);
  2543. tsc = status_get_sc(bl);
  2544. if (src!=bl && type > -1 &&
  2545. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2546. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2547. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2548. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2549. map_freeblock_lock();
  2550. switch(skillid)
  2551. {
  2552. case HLIF_HEAL: //[orn]
  2553. case AL_HEAL:
  2554. {
  2555. int heal = skill_calc_heal(src, bl, skilllv);
  2556. int heal_get_jobexp;
  2557. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2558. heal=0;
  2559. if (sd) {
  2560. if ((i = pc_skillheal_bonus(sd, skillid)))
  2561. heal += heal * i / 100;
  2562. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2563. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  2564. heal = heal*2;
  2565. }
  2566. if (tsc && tsc->count)
  2567. {
  2568. if (tsc->data[SC_KAITE].timer != -1 && !(sstatus->mode&MD_BOSS)
  2569. ) { //Bounce back heal
  2570. if (--tsc->data[SC_KAITE].val2 <= 0)
  2571. status_change_end(bl, SC_KAITE, -1);
  2572. if (src == bl)
  2573. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2574. else {
  2575. bl = src;
  2576. dstsd = sd;
  2577. }
  2578. } else
  2579. if (tsc->data[SC_BERSERK].timer != -1)
  2580. heal = 0; //Needed so that it actually displays 0 when healing.
  2581. }
  2582. heal_get_jobexp = status_heal(bl,heal,0,0);
  2583. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2584. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2585. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2586. if (heal_get_jobexp <= 0)
  2587. heal_get_jobexp = 1;
  2588. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2589. }
  2590. }
  2591. break;
  2592. case PR_REDEMPTIO:
  2593. if (sd && !(flag&1)) {
  2594. if (sd->status.party_id == 0) {
  2595. clif_skill_fail(sd,skillid,0,0);
  2596. break;
  2597. }
  2598. skill_area_temp[0] = 0;
  2599. party_foreachsamemap(skill_area_sub,
  2600. sd,skill_get_splash(skillid, skilllv),
  2601. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2602. skill_castend_nodamage_id);
  2603. if (skill_area_temp[0] == 0) {
  2604. clif_skill_fail(sd,skillid,0,0);
  2605. break;
  2606. }
  2607. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2608. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2609. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2610. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2611. clif_updatestatus(sd,SP_BASEEXP);
  2612. clif_updatestatus(sd,SP_JOBEXP);
  2613. }
  2614. status_set_hp(src, 1, 0);
  2615. status_set_sp(src, 0, 0);
  2616. break;
  2617. } else if (status_isdead(bl) && flag&1) { //Revive
  2618. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2619. skilllv = 3; //Resurrection level 3 is used
  2620. } else //Invalid target, skip resurrection.
  2621. break;
  2622. case ALL_RESURRECTION:
  2623. if(sd && map_flag_gvg(bl->m))
  2624. { //No reviving in WoE grounds!
  2625. clif_skill_fail(sd,skillid,0,0);
  2626. break;
  2627. }
  2628. if (!status_isdead(bl))
  2629. break;
  2630. {
  2631. int per = 0, sper = 0;
  2632. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2633. break;
  2634. switch(skilllv){
  2635. case 1: per=10; break;
  2636. case 2: per=30; break;
  2637. case 3: per=50; break;
  2638. case 4: per=80; break;
  2639. }
  2640. if(dstsd && dstsd->special_state.restart_full_recover)
  2641. per = sper = 100;
  2642. if (status_revive(bl, per, sper))
  2643. {
  2644. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2645. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2646. {
  2647. int exp = 0,jexp = 0;
  2648. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2649. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2650. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2651. if (exp < 1) exp = 1;
  2652. }
  2653. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2654. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2655. if (jexp < 1) jexp = 1;
  2656. }
  2657. if(exp > 0 || jexp > 0)
  2658. pc_gainexp (sd, bl, exp, jexp);
  2659. }
  2660. }
  2661. }
  2662. break;
  2663. case AL_DECAGI:
  2664. clif_skill_nodamage (src, bl, skillid, skilllv,
  2665. sc_start(bl, type,
  2666. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  2667. skilllv, skill_get_time(skillid,skilllv)));
  2668. break;
  2669. case AL_CRUCIS:
  2670. if (flag&1)
  2671. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2672. else {
  2673. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2674. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2675. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2676. }
  2677. break;
  2678. case PR_LEXDIVINA:
  2679. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  2680. status_change_end(bl,type, -1);
  2681. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2682. } else
  2683. clif_skill_nodamage (src, bl, skillid, skilllv,
  2684. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2685. break;
  2686. case SA_ABRACADABRA:
  2687. {
  2688. int abra_skillid = 0, abra_skilllv;
  2689. do {
  2690. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  2691. if (
  2692. //Unneeded check, use the "per" field to know if the skill is valid.
  2693. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  2694. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  2695. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  2696. rand()%10000 >= skill_abra_db[abra_skillid].per
  2697. )
  2698. abra_skillid = 0; // reset to get a new id
  2699. } while (abra_skillid == 0);
  2700. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2701. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2702. if (sd)
  2703. { //Crash-protection against Abracadabra casting pets
  2704. sd->skillitem = abra_skillid;
  2705. sd->skillitemlv = abra_skilllv;
  2706. sd->state.abra_flag = 1;
  2707. clif_item_skill (sd, abra_skillid, abra_skilllv);
  2708. } else
  2709. { // [Skotlex]
  2710. struct unit_data *ud = unit_bl2ud(src);
  2711. int inf = skill_get_inf(abra_skillid);
  2712. int target_id = 0;
  2713. if (!ud) break;
  2714. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2715. if (src->type == BL_PET)
  2716. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2717. if (!bl) bl = src;
  2718. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2719. } else { //Assume offensive skills
  2720. if (ud->target)
  2721. target_id = ud->target;
  2722. else switch (src->type) {
  2723. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2724. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2725. }
  2726. if (!target_id)
  2727. break;
  2728. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2729. bl = map_id2bl(target_id);
  2730. if (!bl) bl = src;
  2731. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2732. } else
  2733. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2734. }
  2735. }
  2736. }
  2737. break;
  2738. case SA_COMA:
  2739. clif_skill_nodamage(src,bl,skillid,skilllv,
  2740. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2741. break;
  2742. case SA_FULLRECOVERY:
  2743. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2744. if (status_isimmune(bl))
  2745. break;
  2746. status_percent_heal(bl, 100, 100);
  2747. break;
  2748. case SA_SUMMONMONSTER:
  2749. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2750. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  2751. break;
  2752. case SA_LEVELUP:
  2753. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2754. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  2755. break;
  2756. case SA_INSTANTDEATH:
  2757. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2758. status_set_hp(bl,1,0);
  2759. break;
  2760. case SA_QUESTION:
  2761. case SA_GRAVITY:
  2762. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2763. break;
  2764. case SA_CLASSCHANGE:
  2765. {
  2766. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  2767. ,1157,1159,1190,1272,1312,1373,1492};
  2768. int class_ = mob_random_class (changeclass,ARRAYLENGTH(changeclass));
  2769. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2770. if(dstmd) mob_class_change(dstmd,class_);
  2771. }
  2772. break;
  2773. case SA_MONOCELL:
  2774. {
  2775. static int poringclass[]={1002};
  2776. int class_ = mob_random_class (poringclass,ARRAYLENGTH(poringclass));
  2777. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2778. if(dstmd) mob_class_change(dstmd,class_);
  2779. }
  2780. break;
  2781. case SA_DEATH:
  2782. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2783. status_kill(bl);
  2784. break;
  2785. case SA_REVERSEORCISH:
  2786. clif_skill_nodamage(src,bl,skillid,skilllv,
  2787. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  2788. break;
  2789. case SA_FORTUNE:
  2790. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2791. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2792. break;
  2793. case SA_TAMINGMONSTER:
  2794. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2795. if (sd && dstmd) {
  2796. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  2797. if( i < MAX_PET_DB )
  2798. pet_catch_process1(sd, dstmd->class_);
  2799. }
  2800. break;
  2801. case CR_PROVIDENCE:
  2802. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  2803. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  2804. clif_skill_fail(sd,skillid,0,0);
  2805. map_freeblock_unlock();
  2806. return 1;
  2807. }
  2808. }
  2809. clif_skill_nodamage(src,bl,skillid,skilllv,
  2810. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2811. break;
  2812. case CG_MARIONETTE:
  2813. {
  2814. struct status_change *sc= status_get_sc(src);
  2815. int type2 = SC_MARIONETTE2;
  2816. if(sc && tsc){
  2817. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  2818. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  2819. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  2820. clif_marionette(src, bl);
  2821. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2822. }
  2823. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  2824. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  2825. status_change_end(src, type, -1);
  2826. status_change_end(bl, type2, -1);
  2827. }
  2828. else {
  2829. if (sd) clif_skill_fail(sd,skillid,0,0);
  2830. map_freeblock_unlock();
  2831. return 1;
  2832. }
  2833. }
  2834. }
  2835. break;
  2836. case RG_CLOSECONFINE:
  2837. clif_skill_nodamage(src,bl,skillid,skilllv,
  2838. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  2839. break;
  2840. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  2841. case SA_FROSTWEAPON:
  2842. case SA_LIGHTNINGLOADER:
  2843. case SA_SEISMICWEAPON:
  2844. if (dstsd) {
  2845. if(dstsd->status.weapon == W_FIST ||
  2846. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  2847. ( //Allow re-enchanting to lenghten time. [Skotlex]
  2848. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  2849. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  2850. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  2851. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  2852. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  2853. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  2854. dstsd->sc.data[SC_ENCPOISON].timer != -1
  2855. ))
  2856. ) {
  2857. if (sd) clif_skill_fail(sd,skillid,0,0);
  2858. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2859. break;
  2860. }
  2861. }
  2862. if (sd) {
  2863. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  2864. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  2865. clif_skill_fail(sd,skillid,0,0);
  2866. break;
  2867. }
  2868. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  2869. }
  2870. // 100% success rate at lv4 & 5, but lasts longer at lv5
  2871. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  2872. if (sd)
  2873. clif_skill_fail(sd,skillid,0,0);
  2874. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  2875. clif_displaymessage(sd->fd,"You broke target's weapon");
  2876. }
  2877. break;
  2878. case PR_ASPERSIO:
  2879. if (sd && dstmd) {
  2880. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2881. break;
  2882. }
  2883. clif_skill_nodamage(src,bl,skillid,skilllv,
  2884. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2885. break;
  2886. case ITEM_ENCHANTARMS:
  2887. clif_skill_nodamage(src,bl,skillid,skilllv,
  2888. sc_start2(bl,type,100,skilllv,
  2889. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  2890. break;
  2891. case TK_SEVENWIND:
  2892. switch(skill_get_ele(skillid,skilllv)) {
  2893. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  2894. case ELE_WIND : type = SC_WINDWEAPON; break;
  2895. case ELE_WATER : type = SC_WATERWEAPON; break;
  2896. case ELE_FIRE : type = SC_FIREWEAPON; break;
  2897. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  2898. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  2899. case ELE_HOLY : type = SC_ASPERSIO; break;
  2900. }
  2901. clif_skill_nodamage(src,bl,skillid,skilllv,
  2902. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2903. break;
  2904. case PR_KYRIE:
  2905. clif_skill_nodamage(bl,bl,skillid,skilllv,
  2906. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2907. break;
  2908. //Passive Magnum, should had been casted on yourself.
  2909. case SM_MAGNUM:
  2910. skill_area_temp[1] = 0;
  2911. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src),
  2912. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2913. clif_skill_nodamage (src,src,skillid,skilllv,1);
  2914. //Initiate 10% of your damage becomes fire element.
  2915. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2916. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2917. break;
  2918. case AL_INCAGI:
  2919. case AL_BLESSING:
  2920. case PR_SLOWPOISON:
  2921. case PR_IMPOSITIO:
  2922. case PR_LEXAETERNA:
  2923. case PR_SUFFRAGIUM:
  2924. case PR_BENEDICTIO:
  2925. case LK_BERSERK:
  2926. case KN_AUTOCOUNTER:
  2927. case KN_TWOHANDQUICKEN:
  2928. case KN_ONEHAND:
  2929. case CR_SPEARQUICKEN:
  2930. case CR_REFLECTSHIELD:
  2931. case AS_POISONREACT:
  2932. case MC_LOUD:
  2933. case MG_ENERGYCOAT:
  2934. case MO_EXPLOSIONSPIRITS:
  2935. case MO_STEELBODY:
  2936. case MO_BLADESTOP:
  2937. case LK_AURABLADE:
  2938. case LK_PARRYING:
  2939. case LK_CONCENTRATION:
  2940. case WS_CARTBOOST:
  2941. case SN_SIGHT:
  2942. case WS_MELTDOWN:
  2943. case WS_OVERTHRUSTMAX:
  2944. case ST_REJECTSWORD:
  2945. case HW_MAGICPOWER:
  2946. case PF_MEMORIZE:
  2947. case PA_SACRIFICE:
  2948. case ASC_EDP:
  2949. case NPC_STOP:
  2950. case PF_DOUBLECASTING:
  2951. case SG_SUN_COMFORT:
  2952. case SG_MOON_COMFORT:
  2953. case SG_STAR_COMFORT:
  2954. case NPC_HALLUCINATION:
  2955. case HP_ASSUMPTIO:
  2956. case GS_MADNESSCANCEL:
  2957. case GS_ADJUSTMENT:
  2958. case GS_INCREASING:
  2959. case NJ_KASUMIKIRI:
  2960. case NJ_UTSUSEMI:
  2961. case NJ_NEN:
  2962. case NPC_DEFENDER:
  2963. case NPC_MAGICMIRROR:
  2964. clif_skill_nodamage(src,bl,skillid,skilllv,
  2965. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2966. break;
  2967. case MG_SIGHT:
  2968. case AL_RUWACH:
  2969. case WZ_SIGHTBLASTER:
  2970. case NPC_WIDESIGHT:
  2971. case NPC_STONESKIN:
  2972. case NPC_ANTIMAGIC:
  2973. clif_skill_nodamage(src,bl,skillid,skilllv,
  2974. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  2975. break;
  2976. case HLIF_AVOID:
  2977. if (hd)
  2978. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  2979. case HAMI_DEFENCE:
  2980. i = skill_get_time(skillid,skilllv);
  2981. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  2982. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  2983. break;
  2984. case NJ_BUNSINJYUTSU:
  2985. clif_skill_nodamage(src,bl,skillid,skilllv,
  2986. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2987. if (tsc && tsc->data[SC_NEN].timer != -1)
  2988. status_change_end(bl,SC_NEN,-1);
  2989. break;
  2990. /* Was modified to only affect targetted char. [Skotlex]
  2991. case HP_ASSUMPTIO:
  2992. if (flag&1)
  2993. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2994. else
  2995. {
  2996. map_foreachinrange(skill_area_sub, bl,
  2997. skill_get_splash(skillid, skilllv), BL_PC,
  2998. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  2999. skill_castend_nodamage_id);
  3000. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3001. }
  3002. break;
  3003. */
  3004. case SM_ENDURE:
  3005. clif_skill_nodamage(src,bl,skillid,skilllv,
  3006. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3007. if (sd)
  3008. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3009. break;
  3010. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3011. if (sd && dstsd && dstsd->sc.count) {
  3012. if (dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3013. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3014. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3015. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3016. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3017. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3018. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3019. ) {
  3020. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3021. clif_skill_fail(sd,skillid,0,0);
  3022. break;
  3023. }
  3024. }
  3025. clif_skill_nodamage(src,bl,skillid,skilllv,
  3026. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3027. break;
  3028. case LK_TENSIONRELAX:
  3029. clif_skill_nodamage(src,bl,skillid,skilllv,
  3030. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3031. skill_get_time(skillid,skilllv)));
  3032. break;
  3033. case MC_CHANGECART:
  3034. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3035. break;
  3036. case TK_MISSION:
  3037. if (sd) {
  3038. int id;
  3039. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3040. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3041. clif_skill_fail(sd,skillid,0,0);
  3042. break;
  3043. }
  3044. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3045. if (!id) {
  3046. clif_skill_fail(sd,skillid,0,0);
  3047. break;
  3048. }
  3049. sd->mission_mobid = id;
  3050. sd->mission_count = 0;
  3051. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3052. clif_mission_info(sd, id, 0);
  3053. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3054. }
  3055. break;
  3056. case AC_CONCENTRATION:
  3057. {
  3058. clif_skill_nodamage(src,bl,skillid,skilllv,
  3059. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3060. map_foreachinrange( status_change_timer_sub, src,
  3061. skill_get_splash(skillid, skilllv), BL_CHAR,
  3062. src,status_get_sc(src),type,tick);
  3063. }
  3064. break;
  3065. case SM_PROVOKE:
  3066. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3067. map_freeblock_unlock();
  3068. return 1;
  3069. }
  3070. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3071. clif_skill_nodamage(src,bl,skillid,skilllv,
  3072. (i=sc_start(bl,type,
  3073. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3074. skilllv,skill_get_time(skillid,skilllv))));
  3075. if (!i)
  3076. {
  3077. if (sd)
  3078. clif_skill_fail(sd,skillid,0,0);
  3079. map_freeblock_unlock();
  3080. return 0;
  3081. }
  3082. unit_skillcastcancel(bl, 2);
  3083. if(tsc && tsc->count){
  3084. if(tsc->data[SC_FREEZE].timer!=-1)
  3085. status_change_end(bl,SC_FREEZE,-1);
  3086. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3087. status_change_end(bl,SC_STONE,-1);
  3088. if(tsc->data[SC_SLEEP].timer!=-1)
  3089. status_change_end(bl,SC_SLEEP,-1);
  3090. }
  3091. if(dstmd) {
  3092. dstmd->state.provoke_flag = src->id;
  3093. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3094. }
  3095. break;
  3096. case CR_DEVOTION:
  3097. if(sd && dstsd)
  3098. {
  3099. int lv = sd->status.base_level - dstsd->status.base_level;
  3100. if (lv < 0) lv = -lv;
  3101. if (lv > battle_config.devotion_level_difference ||
  3102. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3103. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3104. clif_skill_fail(sd,skillid,0,0);
  3105. map_freeblock_unlock();
  3106. return 1;
  3107. }
  3108. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3109. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3110. if (i == skilllv)
  3111. {
  3112. clif_skill_fail(sd,skillid,0,0);
  3113. map_freeblock_unlock();
  3114. return 1;
  3115. }
  3116. sd->devotion[i] = bl->id;
  3117. clif_skill_nodamage(src,bl,skillid,skilllv,
  3118. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3119. clif_devotion(sd);
  3120. }
  3121. else
  3122. if (sd)
  3123. clif_skill_fail(sd,skillid,0,0);
  3124. break;
  3125. case MO_CALLSPIRITS:
  3126. if(sd) {
  3127. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3128. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3129. }
  3130. break;
  3131. case CH_SOULCOLLECT:
  3132. if(sd) {
  3133. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3134. for (i = 0; i < 5; i++)
  3135. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3136. }
  3137. break;
  3138. case MO_KITRANSLATION:
  3139. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3140. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3141. }
  3142. break;
  3143. case TK_TURNKICK:
  3144. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3145. if (skill_area_temp[1] != bl->id) {
  3146. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3147. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3148. }
  3149. break;
  3150. case MO_ABSORBSPIRITS:
  3151. i = 0;
  3152. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3153. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3154. i = dstsd->spiritball * 10;
  3155. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3156. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3157. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3158. i = 2 * dstmd->level;
  3159. mob_target(dstmd,src,0);
  3160. }
  3161. if (i) status_heal(src, 0, i, 3);
  3162. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3163. break;
  3164. case AC_MAKINGARROW:
  3165. if(sd) {
  3166. clif_arrow_create_list(sd);
  3167. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3168. }
  3169. break;
  3170. case AM_PHARMACY:
  3171. if(sd) {
  3172. clif_skill_produce_mix_list(sd,22);
  3173. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3174. }
  3175. break;
  3176. case SA_CREATECON:
  3177. if(sd) {
  3178. clif_skill_produce_mix_list(sd,23);
  3179. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3180. }
  3181. break;
  3182. case BS_HAMMERFALL:
  3183. clif_skill_nodamage(src,bl,skillid,skilllv,
  3184. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3185. break;
  3186. case RG_RAID:
  3187. skill_area_temp[1] = 0;
  3188. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3189. map_foreachinrange(skill_area_sub, bl,
  3190. skill_get_splash(skillid, skilllv), splash_target(src),
  3191. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3192. skill_castend_damage_id);
  3193. status_change_end(src, SC_HIDING, -1);
  3194. break;
  3195. case ASC_METEORASSAULT:
  3196. case GS_SPREADATTACK:
  3197. case NPC_EARTHQUAKE:
  3198. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3199. case NPC_HELLJUDGEMENT:
  3200. case NPC_PULSESTRIKE:
  3201. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3202. break;
  3203. case KN_BRANDISHSPEAR:
  3204. {
  3205. int c,n=4;
  3206. int dir = map_calc_dir(src,bl->x,bl->y);
  3207. struct square tc;
  3208. int x=bl->x,y=bl->y;
  3209. skill_brandishspear_first(&tc,dir,x,y);
  3210. skill_brandishspear_dir(&tc,dir,4);
  3211. skill_area_temp[1] = bl->id;
  3212. if(skilllv > 9){
  3213. for(c=1;c<4;c++){
  3214. map_foreachincell(skill_area_sub,
  3215. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3216. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3217. skill_castend_damage_id);
  3218. }
  3219. }
  3220. if(skilllv > 6){
  3221. skill_brandishspear_dir(&tc,dir,-1);
  3222. n--;
  3223. }else{
  3224. skill_brandishspear_dir(&tc,dir,-2);
  3225. n-=2;
  3226. }
  3227. if(skilllv > 3){
  3228. for(c=0;c<5;c++){
  3229. map_foreachincell(skill_area_sub,
  3230. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3231. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3232. skill_castend_damage_id);
  3233. if(skilllv > 6 && n==3 && c==4){
  3234. skill_brandishspear_dir(&tc,dir,-1);
  3235. n--;c=-1;
  3236. }
  3237. }
  3238. }
  3239. for(c=0;c<10;c++){
  3240. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3241. map_foreachincell(skill_area_sub,
  3242. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3243. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3244. skill_castend_damage_id);
  3245. }
  3246. }
  3247. break;
  3248. case WZ_SIGHTRASHER:
  3249. //Passive side of the attack.
  3250. status_change_end(src,SC_SIGHT,-1);
  3251. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3252. map_foreachinrange(skill_area_sub,src,
  3253. skill_get_splash(skillid, skilllv),splash_target(src),
  3254. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3255. skill_castend_damage_id);
  3256. break;
  3257. case NJ_HYOUSYOURAKU:
  3258. case NJ_RAIGEKISAI:
  3259. case WZ_FROSTNOVA:
  3260. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3261. skill_area_temp[1] = 0;
  3262. map_foreachinrange(skill_attack_area, src,
  3263. skill_get_splash(skillid, skilllv), splash_target(src),
  3264. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3265. break;
  3266. case HVAN_EXPLOSION: //[orn]
  3267. case NPC_SELFDESTRUCTION:
  3268. //Self Destruction hits everyone in range (allies+enemies)
  3269. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3270. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3271. BCT_ENEMY:BCT_ALL;
  3272. clif_skill_nodamage(src, src, skillid, -1, 1);
  3273. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3274. map_foreachinrange(skill_area_sub, bl,
  3275. skill_get_splash(skillid, skilllv), splash_target(src),
  3276. src, skillid, skilllv, tick, flag|i,
  3277. skill_castend_damage_id);
  3278. map_addblock(src);
  3279. status_damage(src, src, sstatus->max_hp,0,0,1);
  3280. break;
  3281. case AL_ANGELUS:
  3282. case PR_MAGNIFICAT:
  3283. case PR_GLORIA:
  3284. case SN_WINDWALK:
  3285. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3286. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3287. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3288. } else if (sd) {
  3289. party_foreachsamemap (skill_area_sub,
  3290. sd,skill_get_splash(skillid, skilllv),
  3291. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3292. skill_castend_nodamage_id);
  3293. }
  3294. break;
  3295. case BS_ADRENALINE:
  3296. case BS_ADRENALINE2:
  3297. case BS_WEAPONPERFECT:
  3298. case BS_OVERTHRUST:
  3299. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3300. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3301. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3302. } else if (sd) {
  3303. party_foreachsamemap(skill_area_sub,
  3304. sd,skill_get_splash(skillid, skilllv),
  3305. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3306. skill_castend_nodamage_id);
  3307. }
  3308. break;
  3309. case BS_MAXIMIZE:
  3310. case NV_TRICKDEAD:
  3311. case CR_DEFENDER:
  3312. case CR_AUTOGUARD:
  3313. case TK_READYSTORM:
  3314. case TK_READYDOWN:
  3315. case TK_READYTURN:
  3316. case TK_READYCOUNTER:
  3317. case TK_DODGE:
  3318. case CR_SHRINK:
  3319. case ST_PRESERVE:
  3320. case SG_FUSION:
  3321. case GS_GATLINGFEVER:
  3322. if (tsc && tsc->data[type].timer != -1)
  3323. i = status_change_end(bl, type, -1);
  3324. else
  3325. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3326. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3327. break;
  3328. case SL_KAITE:
  3329. case SL_KAAHI:
  3330. case SL_KAIZEL:
  3331. case SL_KAUPE:
  3332. if (sd) {
  3333. if (!dstsd || !(
  3334. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3335. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3336. dstsd->status.char_id == sd->status.char_id ||
  3337. dstsd->status.char_id == sd->status.partner_id ||
  3338. dstsd->status.char_id == sd->status.child
  3339. )) {
  3340. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3341. clif_skill_fail(sd,skillid,0,0);
  3342. break;
  3343. }
  3344. }
  3345. clif_skill_nodamage(src,bl,skillid,skilllv,
  3346. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3347. break;
  3348. case SM_AUTOBERSERK: // Celest
  3349. if (tsc && tsc->data[type].timer != -1)
  3350. i = status_change_end(bl, type, -1);
  3351. else
  3352. i = sc_start(bl,type,100,skilllv,60000);
  3353. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3354. break;
  3355. case TF_HIDING:
  3356. case ST_CHASEWALK:
  3357. if (tsc && tsc->data[type].timer != -1)
  3358. i = status_change_end(bl, type, -1);
  3359. else
  3360. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3361. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3362. break;
  3363. case TK_RUN:
  3364. if (tsc && tsc->data[type].timer != -1)
  3365. clif_skill_nodamage(src,bl,skillid,skilllv,
  3366. status_change_end(bl, type, -1));
  3367. else {
  3368. clif_skill_nodamage(src,bl,skillid,skilllv,
  3369. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3370. // If the client receives a skill-use packet inmediately before
  3371. // a walkok packet, it will discard the walk packet! [Skotlex]
  3372. // So aegis has to resend the walk ok.
  3373. if (sd) clif_walkok(sd);
  3374. }
  3375. break;
  3376. case AS_CLOAKING:
  3377. if(tsc && tsc->data[type].timer!=-1 )
  3378. i = status_change_end(bl, type, -1);
  3379. else
  3380. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3381. clif_skill_nodamage(src,bl,skillid,-1,i);
  3382. if (!i && sd)
  3383. clif_skill_fail(sd,skillid,0,0);
  3384. break;
  3385. case BD_ADAPTATION:
  3386. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3387. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3388. skill_stop_dancing(bl);
  3389. }
  3390. break;
  3391. case BA_FROSTJOKE:
  3392. case DC_SCREAM:
  3393. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3394. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3395. if (md) {
  3396. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3397. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3398. char temp[70];
  3399. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3400. clif_message(&md->bl,temp);
  3401. }
  3402. break;
  3403. case BA_PANGVOICE:
  3404. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3405. break;
  3406. case DC_WINKCHARM:
  3407. if( dstsd )
  3408. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3409. else
  3410. if( dstmd )
  3411. {
  3412. if( status_get_lv(src) > status_get_lv(bl)
  3413. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3414. && !(tstatus->mode&MD_BOSS) )
  3415. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3416. else
  3417. {
  3418. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3419. if(sd) clif_skill_fail(sd,skillid,0,0);
  3420. }
  3421. }
  3422. break;
  3423. case TF_STEAL:
  3424. if(sd) {
  3425. if(pc_steal_item(sd,bl,skilllv))
  3426. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3427. else
  3428. clif_skill_fail(sd,skillid,0x0a,0);
  3429. }
  3430. break;
  3431. case RG_STEALCOIN:
  3432. if(sd) {
  3433. if(pc_steal_coin(sd,bl))
  3434. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3435. else
  3436. clif_skill_fail(sd,skillid,0,0);
  3437. }
  3438. break;
  3439. case MG_STONECURSE:
  3440. {
  3441. if (tstatus->mode&MD_BOSS) {
  3442. if (sd) clif_skill_fail(sd,skillid,0,0);
  3443. break;
  3444. }
  3445. if(status_isimmune(bl) || !tsc)
  3446. break;
  3447. if (dstmd)
  3448. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3449. if (tsc->data[SC_STONE].timer != -1) {
  3450. status_change_end(bl,SC_STONE,-1);
  3451. if (sd) clif_skill_fail(sd,skillid,0,0);
  3452. break;
  3453. }
  3454. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3455. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3456. skill_get_time2(skillid,skilllv)))
  3457. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3458. else if(sd) {
  3459. clif_skill_fail(sd,skillid,0,0);
  3460. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3461. if (skilllv > 5) break;
  3462. }
  3463. if (sd) {
  3464. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3465. break; //Do not delete the gemstone.
  3466. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3467. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3468. }
  3469. }
  3470. break;
  3471. case NV_FIRSTAID:
  3472. clif_skill_nodamage(src,bl,skillid,5,1);
  3473. status_heal(bl,5,0,0);
  3474. break;
  3475. case AL_CURE:
  3476. if(status_isimmune(bl)) {
  3477. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3478. break;
  3479. }
  3480. status_change_end(bl, SC_SILENCE , -1 );
  3481. status_change_end(bl, SC_BLIND , -1 );
  3482. status_change_end(bl, SC_CONFUSION, -1 );
  3483. //Confusion on undead won't trigger on undead players.
  3484. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  3485. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3486. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3487. break;
  3488. case TF_DETOXIFY:
  3489. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3490. status_change_end(bl, SC_POISON , -1 );
  3491. status_change_end(bl, SC_DPOISON , -1 );
  3492. break;
  3493. case PR_STRECOVERY:
  3494. if(status_isimmune(bl)) {
  3495. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3496. break;
  3497. }
  3498. if (tsc && tsc->opt1) {
  3499. status_change_end(bl, SC_FREEZE, -1 );
  3500. status_change_end(bl, SC_STONE, -1 );
  3501. status_change_end(bl, SC_SLEEP, -1 );
  3502. status_change_end(bl, SC_STUN, -1 );
  3503. }
  3504. //Is this equation really right? It looks so... special.
  3505. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3506. {
  3507. status_change_start(bl, SC_BLIND,
  3508. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3509. 1,0,0,0,
  3510. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3511. }
  3512. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3513. if(dstmd)
  3514. mob_unlocktarget(dstmd,tick);
  3515. break;
  3516. case WZ_ESTIMATION:
  3517. if(sd) {
  3518. if (dstsd) {
  3519. clif_skill_fail(sd,skillid,0,0);
  3520. break;
  3521. }
  3522. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3523. clif_skill_estimation((struct map_session_data *)src,bl);
  3524. }
  3525. break;
  3526. case BS_REPAIRWEAPON:
  3527. if(sd && dstsd)
  3528. clif_item_repair_list(sd,dstsd);
  3529. break;
  3530. case MC_IDENTIFY:
  3531. if(sd)
  3532. clif_item_identify_list(sd);
  3533. break;
  3534. // Weapon Refining [Celest]
  3535. case WS_WEAPONREFINE:
  3536. if(sd)
  3537. clif_item_refine_list(sd);
  3538. break;
  3539. case MC_VENDING:
  3540. if(sd)
  3541. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3542. if ( pc_can_give_items(pc_isGM(sd)) )
  3543. clif_skill_fail(sd,skillid,0,0);
  3544. else
  3545. clif_openvendingreq(sd,2+skilllv);
  3546. }
  3547. break;
  3548. case AL_TELEPORT:
  3549. if(sd)
  3550. {
  3551. if (map[bl->m].flag.noteleport) {
  3552. clif_skill_teleportmessage(sd,0);
  3553. break;
  3554. }
  3555. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3556. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3557. break;
  3558. }
  3559. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3560. if(skilllv == 1) {
  3561. // possibility to skip menu [LuzZza]
  3562. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  3563. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3564. else
  3565. pc_randomwarp(sd,3);
  3566. } else {
  3567. if (sd->skillitem != AL_TELEPORT)
  3568. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3569. else //Autocasted Teleport level 2??
  3570. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3571. }
  3572. } else
  3573. unit_warp(bl,-1,-1,-1,3);
  3574. break;
  3575. case NPC_EXPULSION:
  3576. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3577. unit_warp(bl,-1,-1,-1,3);
  3578. break;
  3579. case AL_HOLYWATER:
  3580. if(sd) {
  3581. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3582. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3583. else
  3584. clif_skill_fail(sd,skillid,0,0);
  3585. }
  3586. break;
  3587. case TF_PICKSTONE:
  3588. if(sd) {
  3589. int eflag;
  3590. struct item item_tmp;
  3591. struct block_list tbl;
  3592. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3593. memset(&item_tmp,0,sizeof(item_tmp));
  3594. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3595. item_tmp.nameid = 7049;
  3596. item_tmp.identify = 1;
  3597. tbl.id = 0;
  3598. clif_takeitem(&sd->bl,&tbl);
  3599. eflag = pc_additem(sd,&item_tmp,1);
  3600. if(eflag) {
  3601. clif_additem(sd,0,0,eflag);
  3602. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3603. }
  3604. }
  3605. break;
  3606. case ASC_CDP:
  3607. if(sd) {
  3608. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3609. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3610. }
  3611. break;
  3612. case RG_STRIPWEAPON:
  3613. case RG_STRIPSHIELD:
  3614. case RG_STRIPARMOR:
  3615. case RG_STRIPHELM:
  3616. case ST_FULLSTRIP:
  3617. i = 5+2*skilllv;
  3618. if (sstatus->dex > tstatus->dex)
  3619. i += (sstatus->dex - tstatus->dex)/5;
  3620. switch (skillid) {
  3621. case RG_STRIPWEAPON:
  3622. type = EQP_WEAPON;
  3623. break;
  3624. case RG_STRIPSHIELD:
  3625. type = EQP_SHIELD;
  3626. break;
  3627. case RG_STRIPARMOR:
  3628. type = EQP_ARMOR;
  3629. break;
  3630. case RG_STRIPHELM:
  3631. type = EQP_HELM;
  3632. break;
  3633. case ST_FULLSTRIP:
  3634. type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  3635. break;
  3636. }
  3637. //Note that Full Strip autospell doesn't use a duration
  3638. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  3639. skill_strip_equip(bl, type, i, skilllv,
  3640. sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
  3641. && sd)
  3642. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  3643. break;
  3644. case AM_BERSERKPITCHER:
  3645. case AM_POTIONPITCHER:
  3646. {
  3647. int i,x,hp = 0,sp = 0,bonus=100;
  3648. if(sd) {
  3649. x = skilllv%11 - 1;
  3650. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3651. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  3652. clif_skill_fail(sd,skillid,0,0);
  3653. map_freeblock_unlock();
  3654. return 1;
  3655. }
  3656. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  3657. clif_skill_fail(sd,skillid,0,0);
  3658. map_freeblock_unlock();
  3659. return 1;
  3660. }
  3661. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  3662. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  3663. clif_skill_fail(sd,skillid,0,0);
  3664. map_freeblock_unlock();
  3665. return 1;
  3666. }
  3667. }
  3668. potion_flag = 1;
  3669. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  3670. potion_target = bl->id;
  3671. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  3672. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3673. potion_flag = potion_target = 0;
  3674. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  3675. bonus += sd->status.base_level;
  3676. if(potion_per_hp > 0 || potion_per_sp > 0) {
  3677. hp = tstatus->max_hp * potion_per_hp / 100;
  3678. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3679. if(dstsd) {
  3680. sp = dstsd->status.max_sp * potion_per_sp / 100;
  3681. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3682. }
  3683. }
  3684. else {
  3685. if(potion_hp > 0) {
  3686. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3687. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3688. if(dstsd)
  3689. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3690. }
  3691. if(potion_sp > 0) {
  3692. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3693. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  3694. if(dstsd)
  3695. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  3696. }
  3697. }
  3698. if ((i = pc_skillheal_bonus(sd, skillid)))
  3699. {
  3700. hp += hp * i / 100;
  3701. sp += sp * i / 100;
  3702. }
  3703. }
  3704. else {
  3705. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  3706. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3707. if(dstsd)
  3708. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3709. }
  3710. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  3711. {
  3712. hp -= hp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  3713. sp -= sp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  3714. }
  3715. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3716. if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
  3717. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  3718. if(sp > 0)
  3719. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  3720. status_heal(bl,hp,sp,0);
  3721. }
  3722. break;
  3723. case AM_CP_WEAPON:
  3724. case AM_CP_SHIELD:
  3725. case AM_CP_ARMOR:
  3726. case AM_CP_HELM:
  3727. {
  3728. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  3729. if(tsc && tsc->data[scid].timer != -1)
  3730. status_change_end(bl, scid, -1 );
  3731. clif_skill_nodamage(src,bl,skillid,skilllv,
  3732. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3733. }
  3734. break;
  3735. case AM_TWILIGHT1:
  3736. if (sd) {
  3737. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3738. //Prepare 200 White Potions.
  3739. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  3740. clif_skill_fail(sd,skillid,0,0);
  3741. }
  3742. break;
  3743. case AM_TWILIGHT2:
  3744. if (sd) {
  3745. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3746. //Prepare 200 Slim White Potions.
  3747. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  3748. clif_skill_fail(sd,skillid,0,0);
  3749. }
  3750. break;
  3751. case AM_TWILIGHT3:
  3752. if (sd) {
  3753. //check if you can produce all three, if not, then fail:
  3754. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  3755. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  3756. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  3757. ) {
  3758. clif_skill_fail(sd,skillid,0,0);
  3759. break;
  3760. }
  3761. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3762. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  3763. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  3764. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  3765. }
  3766. break;
  3767. case SA_DISPELL:
  3768. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  3769. {
  3770. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3771. i = tstatus->mdef;
  3772. if (i >= 100 ||
  3773. (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) ||
  3774. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  3775. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  3776. rand()%100 >= (100-i)*(50+10*skilllv)/100)
  3777. {
  3778. if (sd)
  3779. clif_skill_fail(sd,skillid,0,0);
  3780. break;
  3781. }
  3782. if(status_isimmune(bl) || !tsc->count)
  3783. break;
  3784. for(i=0;i<SC_MAX;i++){
  3785. if (tsc->data[i].timer == -1)
  3786. continue;
  3787. switch (i) {
  3788. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  3789. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  3790. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  3791. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  3792. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  3793. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  3794. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  3795. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  3796. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  3797. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  3798. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  3799. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  3800. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  3801. case SC_BOSSMAPINFO:
  3802. continue;
  3803. }
  3804. if(i==SC_BERSERK) tsc->data[i].val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  3805. status_change_end(bl,i,-1);
  3806. }
  3807. break;
  3808. }
  3809. //Affect all targets on splash area.
  3810. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  3811. src, skillid, skilllv, tick, flag|1,
  3812. skill_castend_damage_id);
  3813. break;
  3814. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  3815. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3816. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  3817. break;
  3818. case TK_HIGHJUMP:
  3819. {
  3820. int x,y, dir = unit_getdir(src);
  3821. //Fails on noteleport maps, except for vs maps [Skotlex]
  3822. if(map[src->m].flag.noteleport &&
  3823. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  3824. ) {
  3825. x = src->x;
  3826. y = src->y;
  3827. } else {
  3828. x = src->x + dirx[dir]*skilllv*2;
  3829. y = src->y + diry[dir]*skilllv*2;
  3830. }
  3831. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  3832. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  3833. clif_slide(src,x,y);
  3834. unit_movepos(src, x, y, 1, 0);
  3835. }
  3836. }
  3837. break;
  3838. case SA_CASTCANCEL:
  3839. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3840. unit_skillcastcancel(src,1);
  3841. if(sd) {
  3842. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  3843. sp = sp * (90 - (skilllv-1)*20) / 100;
  3844. if(sp < 0) sp = 0;
  3845. status_zap(src, 0, sp);
  3846. }
  3847. break;
  3848. case SA_SPELLBREAKER:
  3849. {
  3850. int sp;
  3851. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  3852. sp = skill_get_sp(skillid,skilllv);
  3853. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  3854. if(sp < 1) sp = 1;
  3855. status_heal(bl,0,sp,2);
  3856. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  3857. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  3858. } else {
  3859. struct unit_data *ud = unit_bl2ud(bl);
  3860. int bl_skillid=0,bl_skilllv=0,hp = 0;
  3861. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  3862. bl_skillid = ud->skillid;
  3863. bl_skilllv = ud->skilllv;
  3864. if (tstatus->mode & MD_BOSS)
  3865. { //Only 10% success chance against bosses. [Skotlex]
  3866. if (rand()%100 < 90)
  3867. {
  3868. if (sd) clif_skill_fail(sd,skillid,0,0);
  3869. break;
  3870. }
  3871. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  3872. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  3873. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3874. unit_skillcastcancel(bl,0);
  3875. sp = skill_get_sp(bl_skillid,bl_skilllv);
  3876. status_zap(bl, hp, sp);
  3877. if (hp && skilllv >= 5)
  3878. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  3879. else
  3880. hp = 0;
  3881. if (sp) //Recover some of the SP used
  3882. sp = sp*(25*(skilllv-1))/100;
  3883. if(hp || sp)
  3884. status_heal(src, hp, sp, 2);
  3885. }
  3886. }
  3887. break;
  3888. case SA_MAGICROD:
  3889. //It activates silently, no use animation.
  3890. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3891. break;
  3892. case SA_AUTOSPELL:
  3893. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3894. if(sd)
  3895. clif_autospell(sd,skilllv);
  3896. else {
  3897. int maxlv=1,spellid=0;
  3898. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  3899. if(skilllv >= 10) {
  3900. spellid = MG_FROSTDIVER;
  3901. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  3902. // maxlv = 10;
  3903. // else
  3904. maxlv = skilllv - 9;
  3905. }
  3906. else if(skilllv >=8) {
  3907. spellid = MG_FIREBALL;
  3908. maxlv = skilllv - 7;
  3909. }
  3910. else if(skilllv >=5) {
  3911. spellid = MG_SOULSTRIKE;
  3912. maxlv = skilllv - 4;
  3913. }
  3914. else if(skilllv >=2) {
  3915. int i = rand()%3;
  3916. spellid = spellarray[i];
  3917. maxlv = skilllv - 1;
  3918. }
  3919. else if(skilllv > 0) {
  3920. spellid = MG_NAPALMBEAT;
  3921. maxlv = 3;
  3922. }
  3923. if(spellid > 0)
  3924. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  3925. skill_get_time(SA_AUTOSPELL,skilllv));
  3926. }
  3927. break;
  3928. case BS_GREED:
  3929. if(sd){
  3930. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3931. map_foreachinrange(skill_greed,bl,
  3932. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  3933. }
  3934. break;
  3935. case SA_ELEMENTWATER:
  3936. case SA_ELEMENTFIRE:
  3937. case SA_ELEMENTGROUND:
  3938. case SA_ELEMENTWIND:
  3939. if(sd && !dstmd) //Only works on monsters.
  3940. break;
  3941. if(tstatus->mode&MD_BOSS)
  3942. break;
  3943. case NPC_ATTRICHANGE:
  3944. case NPC_CHANGEWATER:
  3945. case NPC_CHANGEGROUND:
  3946. case NPC_CHANGEFIRE:
  3947. case NPC_CHANGEWIND:
  3948. case NPC_CHANGEPOISON:
  3949. case NPC_CHANGEHOLY:
  3950. case NPC_CHANGEDARKNESS:
  3951. case NPC_CHANGETELEKINESIS:
  3952. case NPC_CHANGEUNDEAD:
  3953. clif_skill_nodamage(src,bl,skillid,skilllv,
  3954. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  3955. skill_get_time(skillid, skilllv)));
  3956. break;
  3957. case NPC_PROVOCATION:
  3958. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3959. if (md) mob_unlocktarget(md, tick);
  3960. break;
  3961. case NPC_KEEPING:
  3962. case NPC_BARRIER:
  3963. {
  3964. int skill_time = skill_get_time(skillid,skilllv);
  3965. struct unit_data *ud = unit_bl2ud(bl);
  3966. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  3967. sc_start(bl,type,100,skilllv,skill_time))
  3968. && ud) { //Disable attacking/acting/moving for skill's duration.
  3969. ud->attackabletime =
  3970. ud->canact_tick =
  3971. ud->canmove_tick = tick + skill_time;
  3972. }
  3973. }
  3974. break;
  3975. case NPC_REBIRTH:
  3976. //New rebirth System uses Kaizel [Skotlex]
  3977. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  3978. break;
  3979. case NPC_DARKBLESSING:
  3980. clif_skill_nodamage(src,bl,skillid,skilllv,
  3981. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  3982. break;
  3983. case NPC_LICK:
  3984. status_zap(bl, 0, 100);
  3985. clif_skill_nodamage(src,bl,skillid,skilllv,
  3986. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  3987. break;
  3988. case NPC_SUICIDE:
  3989. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3990. status_kill(src); //When suiciding, neither exp nor drops is given.
  3991. break;
  3992. case NPC_SUMMONSLAVE:
  3993. case NPC_SUMMONMONSTER:
  3994. if(md && md->skillidx >= 0)
  3995. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  3996. break;
  3997. case NPC_CALLSLAVE:
  3998. mob_warpslave(src,MOB_SLAVEDISTANCE);
  3999. break;
  4000. case NPC_RANDOMMOVE:
  4001. if (md) {
  4002. md->next_walktime = tick - 1;
  4003. mob_randomwalk(md,tick);
  4004. }
  4005. break;
  4006. case NPC_SPEEDUP:
  4007. {
  4008. // or does it increase casting rate? just a guess xD
  4009. int i = SC_ASPDPOTION0 + skilllv - 1;
  4010. if (i > SC_ASPDPOTION3)
  4011. i = SC_ASPDPOTION3;
  4012. clif_skill_nodamage(src,bl,skillid,skilllv,
  4013. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4014. }
  4015. break;
  4016. case NPC_REVENGE:
  4017. // not really needed... but adding here anyway ^^
  4018. if (md && md->master_id > 0) {
  4019. struct block_list *mbl, *tbl;
  4020. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4021. (tbl = battle_gettargeted(mbl)) == NULL)
  4022. break;
  4023. md->state.provoke_flag = tbl->id;
  4024. mob_target(md, tbl, sstatus->rhw.range);
  4025. }
  4026. break;
  4027. case NPC_RUN:
  4028. {
  4029. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4030. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4031. unit_stop_attack(src);
  4032. //Run skillv tiles overriding the can-move check.
  4033. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4034. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4035. }
  4036. break;
  4037. case NPC_TRANSFORMATION:
  4038. case NPC_METAMORPHOSIS:
  4039. if(md && md->skillidx >= 0) {
  4040. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4041. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4042. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4043. if (class_) mob_class_change(md, class_);
  4044. }
  4045. break;
  4046. case NPC_EMOTION_ON:
  4047. case NPC_EMOTION:
  4048. //va[0] is the emotion to use.
  4049. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4050. //val[1] 'sets' the mode
  4051. //val[2] adds to the current mode
  4052. //val[3] removes from the current mode
  4053. //val[4] if set, asks to delete the previous mode change.
  4054. if(md && md->skillidx >= 0 && tsc)
  4055. {
  4056. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4057. if(md->db->skill[md->skillidx].val[4] && tsc->data[type].timer != -1)
  4058. status_change_end(bl, type, -1);
  4059. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4060. sc_start4(src, type, 100, skilllv,
  4061. md->db->skill[md->skillidx].val[1],
  4062. md->db->skill[md->skillidx].val[2],
  4063. md->db->skill[md->skillidx].val[3],
  4064. skill_get_time(skillid, skilllv));
  4065. }
  4066. break;
  4067. case NPC_POWERUP:
  4068. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4069. clif_skill_nodamage(src,bl,skillid,skilllv,
  4070. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4071. break;
  4072. case NPC_AGIUP:
  4073. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4074. clif_skill_nodamage(src,bl,skillid,skilllv,
  4075. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4076. break;
  4077. case NPC_INVISIBLE:
  4078. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4079. clif_skill_nodamage(src,bl,skillid,skilllv,
  4080. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4081. break;
  4082. case NPC_SIEGEMODE:
  4083. // not sure what it does
  4084. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4085. break;
  4086. case WE_MALE:
  4087. {
  4088. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4089. 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]
  4090. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4091. }
  4092. break;
  4093. case WE_FEMALE:
  4094. {
  4095. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4096. 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]
  4097. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4098. }
  4099. break;
  4100. // parent-baby skills
  4101. case WE_BABY:
  4102. if(sd){
  4103. struct map_session_data *f_sd = pc_get_father(sd);
  4104. struct map_session_data *m_sd = pc_get_mother(sd);
  4105. // if neither was found
  4106. if(!f_sd && !m_sd){
  4107. clif_skill_fail(sd,skillid,0,0);
  4108. map_freeblock_unlock();
  4109. return 0;
  4110. }
  4111. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4112. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4113. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4114. }
  4115. break;
  4116. case PF_HPCONVERSION:
  4117. {
  4118. int hp, sp;
  4119. hp = sstatus->max_hp/10;
  4120. sp = hp * 10 * skilllv / 100;
  4121. if (!status_charge(src,hp,0)) {
  4122. if (sd) clif_skill_fail(sd,skillid,0,0);
  4123. break;
  4124. }
  4125. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4126. status_heal(bl,0,sp,2);
  4127. }
  4128. break;
  4129. case HT_REMOVETRAP:
  4130. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4131. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4132. {
  4133. struct skill_unit* su;
  4134. struct skill_unit_group* sg;
  4135. BL_CAST(BL_SKILL, bl, su);
  4136. if( (su)
  4137. && (sg = su->group)
  4138. && (sg->src_id == src->id || map_flag_vs(bl->m))
  4139. && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4140. { // prevent picking up expired traps
  4141. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4142. {
  4143. if( battle_config.skill_removetrap_type )
  4144. { // get back all items used to deploy the trap
  4145. for(i=0;i<10;i++) {
  4146. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4147. int flag;
  4148. struct item item_tmp;
  4149. memset(&item_tmp,0,sizeof(item_tmp));
  4150. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4151. item_tmp.identify = 1;
  4152. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4153. clif_additem(sd,0,0,flag);
  4154. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4155. }
  4156. }
  4157. }
  4158. } else { // get back 1 trap
  4159. struct item item_tmp;
  4160. memset(&item_tmp,0,sizeof(item_tmp));
  4161. item_tmp.nameid = ITEMID_TRAP;
  4162. item_tmp.identify = 1;
  4163. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4164. clif_additem(sd,0,0,flag);
  4165. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4166. }
  4167. }
  4168. }
  4169. skill_delunit(su);
  4170. }
  4171. }
  4172. break;
  4173. case HT_SPRINGTRAP:
  4174. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4175. {
  4176. struct skill_unit *su=NULL;
  4177. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4178. switch(su->group->unit_id){
  4179. case UNT_ANKLESNARE: // ankle snare
  4180. if (su->group->val2 != 0)
  4181. // if it is already trapping something don't spring it,
  4182. // remove trap should be used instead
  4183. break;
  4184. // otherwise fallthrough to below
  4185. case UNT_BLASTMINE:
  4186. case UNT_SKIDTRAP:
  4187. case UNT_LANDMINE:
  4188. case UNT_SHOCKWAVE:
  4189. case UNT_SANDMAN:
  4190. case UNT_FLASHER:
  4191. case UNT_FREEZINGTRAP:
  4192. case UNT_CLAYMORETRAP:
  4193. case UNT_TALKIEBOX:
  4194. su->group->unit_id = UNT_USED_TRAPS;
  4195. clif_changetraplook(bl, UNT_USED_TRAPS);
  4196. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4197. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4198. }
  4199. }
  4200. }
  4201. break;
  4202. case BD_ENCORE:
  4203. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4204. if(sd)
  4205. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4206. break;
  4207. case AS_SPLASHER:
  4208. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4209. if (sd) clif_skill_fail(sd,skillid,0,0);
  4210. map_freeblock_unlock();
  4211. return 1;
  4212. }
  4213. clif_skill_nodamage(src,bl,skillid,skilllv,
  4214. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4215. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4216. break;
  4217. case PF_MINDBREAKER:
  4218. {
  4219. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4220. {
  4221. map_freeblock_unlock();
  4222. return 1;
  4223. }
  4224. if (tsc && tsc->data[type].timer != -1)
  4225. { //HelloKitty2 (?) explained that this silently fails when target is
  4226. //already inflicted. [Skotlex]
  4227. map_freeblock_unlock();
  4228. return 1;
  4229. }
  4230. //Has a 55% + skilllv*5% success chance.
  4231. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4232. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4233. {
  4234. if (sd) clif_skill_fail(sd,skillid,0,0);
  4235. map_freeblock_unlock();
  4236. return 0;
  4237. }
  4238. unit_skillcastcancel(bl,0);
  4239. if(tsc && tsc->count){
  4240. if(tsc->data[SC_FREEZE].timer!=-1)
  4241. status_change_end(bl,SC_FREEZE,-1);
  4242. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4243. status_change_end(bl,SC_STONE,-1);
  4244. if(tsc->data[SC_SLEEP].timer!=-1)
  4245. status_change_end(bl,SC_SLEEP,-1);
  4246. }
  4247. if(dstmd)
  4248. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4249. }
  4250. break;
  4251. case PF_SOULCHANGE:
  4252. {
  4253. unsigned int sp1 = 0, sp2 = 0;
  4254. if (dstmd) {
  4255. if (dstmd->state.soul_change_flag) {
  4256. if(sd) clif_skill_fail(sd,skillid,0,0);
  4257. break;
  4258. }
  4259. dstmd->state.soul_change_flag = 1;
  4260. sp2 = sstatus->max_sp * 3 /100;
  4261. status_heal(src, 0, sp2, 2);
  4262. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4263. break;
  4264. }
  4265. sp1 = sstatus->sp;
  4266. sp2 = tstatus->sp;
  4267. status_set_sp(src, sp2, 3);
  4268. status_set_sp(bl, sp1, 3);
  4269. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4270. }
  4271. break;
  4272. // Slim Pitcher
  4273. case CR_SLIMPITCHER:
  4274. if (potion_hp || potion_sp) {
  4275. int hp = potion_hp, sp = potion_sp;
  4276. hp = hp * (100 + (tstatus->vit<<1))/100;
  4277. sp = sp * (100 + (tstatus->int_<<1))/100;
  4278. if (dstsd) {
  4279. if (hp)
  4280. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4281. if (sp)
  4282. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4283. }
  4284. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  4285. {
  4286. hp -= hp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4287. sp -= sp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4288. }
  4289. if(hp > 0)
  4290. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4291. if(sp > 0)
  4292. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4293. status_heal(bl,hp,sp,0);
  4294. }
  4295. break;
  4296. // Full Chemical Protection
  4297. case CR_FULLPROTECTION:
  4298. {
  4299. int i, skilltime;
  4300. skilltime = skill_get_time(skillid,skilllv);
  4301. if (!tsc) {
  4302. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4303. break;
  4304. }
  4305. for (i=0; i<4; i++) {
  4306. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4307. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4308. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4309. }
  4310. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4311. }
  4312. break;
  4313. case RG_CLEANER: //AppleGirl
  4314. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4315. break;
  4316. case CG_LONGINGFREEDOM:
  4317. {
  4318. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4319. && (tsc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4320. {
  4321. clif_skill_nodamage(src,bl,skillid,skilllv,
  4322. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4323. }
  4324. }
  4325. break;
  4326. case CG_TAROTCARD:
  4327. {
  4328. int eff, count = -1;
  4329. if (rand() % 100 > skilllv * 8) {
  4330. if (sd) clif_skill_fail(sd,skillid,0,0);
  4331. map_freeblock_unlock();
  4332. return 0;
  4333. }
  4334. do {
  4335. eff = rand() % 14;
  4336. clif_specialeffect(bl, 523 + eff, AREA);
  4337. switch (eff)
  4338. {
  4339. case 0: // heals SP to 0
  4340. status_percent_damage(src, bl, 0, 100);
  4341. break;
  4342. case 1: // matk halved
  4343. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4344. break;
  4345. case 2: // all buffs removed
  4346. status_change_clear_buffs(bl,1);
  4347. break;
  4348. case 3: // 1000 damage, random armor destroyed
  4349. {
  4350. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4351. status_fix_damage(src, bl, 1000, 0);
  4352. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4353. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4354. }
  4355. break;
  4356. case 4: // atk halved
  4357. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4358. break;
  4359. case 5: // 2000HP heal, random teleported
  4360. status_heal(src, 2000, 0, 0);
  4361. unit_warp(src, -1,-1,-1, 3);
  4362. break;
  4363. case 6: // random 2 other effects
  4364. if (count == -1)
  4365. count = 3;
  4366. else
  4367. count++; //Should not retrigger this one.
  4368. break;
  4369. case 7: // stop freeze or stoned
  4370. {
  4371. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4372. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4373. }
  4374. break;
  4375. case 8: // curse coma and poison
  4376. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4377. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4378. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4379. break;
  4380. case 9: // confusion
  4381. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4382. break;
  4383. case 10: // 6666 damage, atk matk halved, cursed
  4384. status_fix_damage(src, bl, 6666, 0);
  4385. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4386. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4387. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4388. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4389. break;
  4390. case 11: // 4444 damage
  4391. status_fix_damage(src, bl, 4444, 0);
  4392. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4393. break;
  4394. case 12: // stun
  4395. sc_start(bl,SC_STUN,100,skilllv,5000);
  4396. break;
  4397. case 13: // atk,matk,hit,flee,def reduced
  4398. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4399. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4400. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4401. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4402. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4403. break;
  4404. default:
  4405. break;
  4406. }
  4407. } while ((--count) > 0);
  4408. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4409. }
  4410. break;
  4411. case SL_ALCHEMIST:
  4412. case SL_ASSASIN:
  4413. case SL_BARDDANCER:
  4414. case SL_BLACKSMITH:
  4415. case SL_CRUSADER:
  4416. case SL_HUNTER:
  4417. case SL_KNIGHT:
  4418. case SL_MONK:
  4419. case SL_PRIEST:
  4420. case SL_ROGUE:
  4421. case SL_SAGE:
  4422. case SL_SOULLINKER:
  4423. case SL_STAR:
  4424. case SL_SUPERNOVICE:
  4425. case SL_WIZARD:
  4426. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4427. clif_skill_fail(sd,skillid,0,0);
  4428. break;
  4429. }
  4430. clif_skill_nodamage(src,bl,skillid,skilllv,
  4431. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4432. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4433. break;
  4434. case SL_HIGH:
  4435. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4436. clif_skill_fail(sd,skillid,0,0);
  4437. break;
  4438. }
  4439. clif_skill_nodamage(src,bl,skillid,skilllv,
  4440. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4441. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4442. break;
  4443. case SL_SWOO:
  4444. if (tsc && tsc->data[type].timer != -1) {
  4445. sc_start(src,SC_STUN,100,skilllv,10000);
  4446. break;
  4447. }
  4448. case SL_SKA: // [marquis007]
  4449. case SL_SKE:
  4450. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4451. clif_skill_fail(sd,skillid,0,0);
  4452. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4453. } else
  4454. clif_skill_nodamage(src,bl,skillid,skilllv,
  4455. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4456. if (skillid == SL_SKE)
  4457. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4458. break;
  4459. // New guild skills [Celest]
  4460. case GD_BATTLEORDER:
  4461. if(flag&1) {
  4462. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4463. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4464. } else if (status_get_guild_id(src)) {
  4465. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4466. map_foreachinrange(skill_area_sub, src,
  4467. skill_get_splash(skillid, skilllv), BL_CHAR,
  4468. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4469. skill_castend_nodamage_id);
  4470. if (sd)
  4471. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4472. }
  4473. break;
  4474. case GD_REGENERATION:
  4475. if(flag&1) {
  4476. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4477. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4478. } else if (status_get_guild_id(src)) {
  4479. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4480. map_foreachinrange(skill_area_sub, src,
  4481. skill_get_splash(skillid, skilllv), BL_CHAR,
  4482. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4483. skill_castend_nodamage_id);
  4484. if (sd)
  4485. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4486. }
  4487. break;
  4488. case GD_RESTORE:
  4489. if(flag&1) {
  4490. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4491. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4492. } else if (status_get_guild_id(src)) {
  4493. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4494. map_foreachinrange(skill_area_sub, src,
  4495. skill_get_splash(skillid, skilllv), BL_CHAR,
  4496. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4497. skill_castend_nodamage_id);
  4498. if (sd)
  4499. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4500. }
  4501. break;
  4502. case GD_EMERGENCYCALL:
  4503. {
  4504. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4505. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4506. int j = 0;
  4507. struct guild *g = NULL;
  4508. // i don't know if it actually summons in a circle, but oh well. ;P
  4509. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4510. if (!g)
  4511. break;
  4512. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4513. for(i = 0; i < g->max_member; i++, j++) {
  4514. if (j>8) j=0;
  4515. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4516. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  4517. continue;
  4518. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4519. dx[j] = dy[j] = 0;
  4520. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4521. }
  4522. }
  4523. if (sd)
  4524. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4525. }
  4526. break;
  4527. case SG_FEEL:
  4528. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4529. if (sd) {
  4530. if(!sd->feel_map[skilllv-1].index)
  4531. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4532. else
  4533. clif_feel_info(sd, skilllv-1, 1);
  4534. }
  4535. break;
  4536. case SG_HATE:
  4537. if (sd) {
  4538. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4539. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4540. clif_skill_fail(sd,skillid,0,0);
  4541. }
  4542. break;
  4543. case GS_GLITTERING:
  4544. if(sd) {
  4545. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4546. if(rand()%100 < (20+10*skilllv))
  4547. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4548. else if(sd->spiritball > 0)
  4549. pc_delspiritball(sd,1,0);
  4550. }
  4551. break;
  4552. case GS_CRACKER:
  4553. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4554. {
  4555. i =65 -5*distance_bl(src,bl); //Base rate
  4556. if (i < 30) i = 30;
  4557. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4558. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4559. }
  4560. else if (sd)
  4561. clif_skill_fail(sd,skillid,0,0);
  4562. break;
  4563. case AM_CALLHOMUN: //[orn]
  4564. if (sd && !merc_call_homunculus(sd))
  4565. clif_skill_fail(sd,skillid,0,0);
  4566. break;
  4567. case AM_REST:
  4568. if (sd)
  4569. {
  4570. if (merc_hom_vaporize(sd,1))
  4571. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4572. else
  4573. clif_skill_fail(sd,skillid,0,0);
  4574. }
  4575. break;
  4576. case HAMI_CASTLE: //[orn]
  4577. if(rand()%100 < 20*skilllv && src != bl)
  4578. {
  4579. int x,y;
  4580. x = src->x;
  4581. y = src->y;
  4582. if (hd)
  4583. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4584. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  4585. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  4586. clif_slide(src,bl->x,bl->y) ;
  4587. if (unit_movepos(bl,x,y,0,0))
  4588. {
  4589. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  4590. clif_slide(bl,x,y) ;
  4591. }
  4592. //TODO: Shouldn't also players and the like switch targets?
  4593. map_foreachinrange(skill_chastle_mob_changetarget,src,
  4594. AREA_SIZE, BL_MOB, bl, src);
  4595. }
  4596. }
  4597. // Failed
  4598. else if (hd && hd->master)
  4599. clif_skill_fail(hd->master, skillid, 0, 0);
  4600. else if (sd)
  4601. clif_skill_fail(sd, skillid, 0, 0);
  4602. break;
  4603. case HVAN_CHAOTIC: //[orn]
  4604. {
  4605. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  4606. {34,67},{34,67},{34,67},{34,67},{34,67}};
  4607. int rnd = rand()%100;
  4608. if(rnd<per[skilllv-1][0]) //Self
  4609. bl = src;
  4610. else if(rnd<per[skilllv-1][1]) //Master
  4611. bl = battle_get_master(src);
  4612. else //Enemy
  4613. bl = map_id2bl(battle_gettarget(src));
  4614. if (!bl) bl = src;
  4615. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  4616. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  4617. i += i * rnd / 100;
  4618. //Eh? why double skill packet?
  4619. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  4620. clif_skill_nodamage(src,bl,skillid,i,1);
  4621. status_heal(bl, i, 0, 0);
  4622. if (hd)
  4623. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  4624. }
  4625. break;
  4626. //Homun single-target support skills [orn]
  4627. case HAMI_BLOODLUST:
  4628. case HFLI_FLEET:
  4629. case HFLI_SPEED:
  4630. case HLIF_CHANGE:
  4631. clif_skill_nodamage(src,bl,skillid,skilllv,
  4632. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4633. if (hd)
  4634. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4635. break;
  4636. case NPC_DRAGONFEAR:
  4637. if (flag&1) {
  4638. const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  4639. i = rand()%ARRAYLENGTH(sc);
  4640. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  4641. } else {
  4642. // hacked-together packet (not correct) that shows the animation
  4643. clif_skill_damage(src, src, tick, 1, 1, -1, 0, skillid, skilllv, 6);
  4644. map_foreachinrange(skill_area_sub, bl,
  4645. skill_get_splash(skillid, skilllv),BL_CHAR,
  4646. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4647. skill_castend_nodamage_id);
  4648. }
  4649. break;
  4650. case NPC_WIDEBLEEDING:
  4651. case NPC_WIDECONFUSE:
  4652. case NPC_WIDECURSE:
  4653. case NPC_WIDEFREEZE:
  4654. case NPC_WIDESLEEP:
  4655. case NPC_WIDESILENCE:
  4656. case NPC_WIDESTONE:
  4657. case NPC_WIDESTUN:
  4658. case NPC_SLOWCAST:
  4659. if (flag&1)
  4660. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  4661. else {
  4662. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4663. map_foreachinrange(skill_area_sub, bl,
  4664. skill_get_splash(skillid, skilllv),BL_CHAR,
  4665. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4666. skill_castend_nodamage_id);
  4667. }
  4668. break;
  4669. default:
  4670. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  4671. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4672. map_freeblock_unlock();
  4673. return 1;
  4674. }
  4675. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  4676. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  4677. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  4678. }
  4679. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  4680. battle_consume_ammo(sd, skillid, skilllv);
  4681. map_freeblock_unlock();
  4682. return 0;
  4683. }
  4684. /*==========================================
  4685. *
  4686. *------------------------------------------*/
  4687. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  4688. {
  4689. struct block_list *target, *src = map_id2bl(id);
  4690. struct map_session_data* sd = NULL;
  4691. struct homun_data* hd = NULL; //[orn]
  4692. struct mob_data* md = NULL;
  4693. struct unit_data* ud = unit_bl2ud(src);
  4694. struct status_change *sc = NULL;
  4695. int inf,inf2;
  4696. nullpo_retr(0, ud);
  4697. BL_CAST( BL_PC, src, sd);
  4698. BL_CAST( BL_HOM, src, hd); //[orn]
  4699. BL_CAST( BL_MOB, src, md);
  4700. if( src->prev == NULL ) {
  4701. ud->skilltimer = -1;
  4702. return 0;
  4703. }
  4704. if(ud->skillid != SA_CASTCANCEL ) {
  4705. if( ud->skilltimer != tid ) {
  4706. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  4707. ud->skilltimer = -1;
  4708. return 0;
  4709. }
  4710. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4711. status_freecast_switch(sd);
  4712. ud->skilltimer=-1;
  4713. }
  4714. if (ud->skilltarget == id)
  4715. target = src;
  4716. else
  4717. target = map_id2bl(ud->skilltarget);
  4718. // Use a do so that you can break out of it when the skill fails.
  4719. do {
  4720. if(!target || target->prev==NULL) break;
  4721. if(src->m != target->m || status_isdead(src)) break;
  4722. switch (ud->skillid) {
  4723. //These should become skill_castend_pos
  4724. case WE_CALLPARTNER:
  4725. case WE_CALLPARENT:
  4726. case WE_CALLBABY:
  4727. case AM_RESURRECTHOMUN:
  4728. case PF_SPIDERWEB:
  4729. //Find a random spot to place the skill. [Skotlex]
  4730. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  4731. ud->skillx = target->x + inf2;
  4732. ud->skilly = target->y + inf2;
  4733. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  4734. ud->skillx = target->x;
  4735. ud->skilly = target->y;
  4736. }
  4737. ud->skilltimer=tid;
  4738. return skill_castend_pos(tid,tick,id,data);
  4739. }
  4740. if(ud->skillid == RG_BACKSTAP) {
  4741. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  4742. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  4743. break;
  4744. }
  4745. }
  4746. if (ud->skillid == PR_LEXDIVINA)
  4747. {
  4748. sc = status_get_sc(target);
  4749. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  4750. (!sc || sc->data[SC_SILENCE].timer == -1))
  4751. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  4752. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  4753. break;
  4754. }
  4755. } else {
  4756. //Check target validity.
  4757. inf = skill_get_inf(ud->skillid);
  4758. inf2 = skill_get_inf2(ud->skillid);
  4759. if(inf&INF_ATTACK_SKILL ||
  4760. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  4761. inf = BCT_ENEMY; //Offensive skill.
  4762. else if(inf2&INF2_NO_ENEMY)
  4763. inf = BCT_NOENEMY;
  4764. else
  4765. inf = 0;
  4766. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  4767. {
  4768. inf |=
  4769. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  4770. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  4771. //Remove neutral targets (but allow enemy if skill is designed to be so)
  4772. inf &= ~BCT_NEUTRAL;
  4773. }
  4774. if (inf && battle_check_target(src, target, inf) <= 0)
  4775. break;
  4776. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  4777. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  4778. rand()%100 < 75)
  4779. { //Fogwall makes all offensive-type targetted skills fail at 75%
  4780. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4781. break;
  4782. }
  4783. }
  4784. //Avoid doing double checks for instant-cast skills.
  4785. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  4786. break;
  4787. if(md) {
  4788. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4789. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4790. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4791. }
  4792. if(src != target && battle_config.skill_add_range &&
  4793. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  4794. {
  4795. if (sd) {
  4796. clif_skill_fail(sd,ud->skillid,0,0);
  4797. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  4798. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4799. }
  4800. break;
  4801. }
  4802. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  4803. break;
  4804. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  4805. break;
  4806. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  4807. unit_stop_walking(src,1);
  4808. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4809. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  4810. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4811. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4812. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  4813. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  4814. map_freeblock_lock();
  4815. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  4816. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  4817. else
  4818. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  4819. sc = status_get_sc(src);
  4820. if(sc && sc->count) {
  4821. if(sc->data[SC_MAGICPOWER].timer != -1 &&
  4822. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  4823. status_change_end(src,SC_MAGICPOWER,-1);
  4824. if(sc->data[SC_SPIRIT].timer != -1 &&
  4825. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  4826. sc->data[SC_SPIRIT].val3 == ud->skillid &&
  4827. ud->skillid != WZ_WATERBALL)
  4828. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  4829. }
  4830. if (ud->skilltimer == -1) {
  4831. if(md) md->skillidx = -1;
  4832. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  4833. ud->skilllv = ud->skilltarget = 0;
  4834. }
  4835. map_freeblock_unlock();
  4836. return 1;
  4837. } while(0);
  4838. //Skill failed.
  4839. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  4840. { //When Asura fails... (except when it fails from Fog of Wall)
  4841. //Consume SP/spheres
  4842. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4843. status_set_sp(src, 0, 0);
  4844. sc = &sd->sc;
  4845. if (sc->count)
  4846. { //End states
  4847. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  4848. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  4849. if (sc->data[SC_BLADESTOP].timer != -1)
  4850. status_change_end(src,SC_BLADESTOP,-1);
  4851. }
  4852. if (target && target->m == src->m)
  4853. { //Move character to target anyway.
  4854. int dx,dy;
  4855. dx = target->x - src->x;
  4856. dy = target->y - src->y;
  4857. if(dx > 0) dx++;
  4858. else if(dx < 0) dx--;
  4859. if (dy > 0) dy++;
  4860. else if(dy < 0) dy--;
  4861. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  4862. { //Display movement + animation.
  4863. clif_slide(src,src->x,src->y);
  4864. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  4865. }
  4866. clif_skill_fail(sd,ud->skillid,0,0);
  4867. }
  4868. }
  4869. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  4870. ud->canact_tick = tick;
  4871. //You can't place a skill failed packet here because it would be
  4872. //sent in ALL cases, even cases where skill_check_condition fails
  4873. //which would lead to double 'skill failed' messages u.u [Skotlex]
  4874. if(sd) sd->skillitem = sd->skillitemlv = 0;
  4875. else
  4876. if(md) md->skillidx = -1;
  4877. return 0;
  4878. }
  4879. /*==========================================
  4880. *
  4881. *------------------------------------------*/
  4882. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  4883. {
  4884. struct block_list* src = map_id2bl(id);
  4885. int maxcount;
  4886. struct map_session_data *sd = NULL;
  4887. struct homun_data *hd = NULL; //[orn]
  4888. struct unit_data *ud = unit_bl2ud(src);
  4889. struct mob_data *md = NULL;
  4890. nullpo_retr(0, ud);
  4891. BL_CAST( BL_PC , src, sd);
  4892. BL_CAST( BL_HOM, src, hd); //[orn]
  4893. BL_CAST( BL_MOB, src, md);
  4894. if( src->prev == NULL ) {
  4895. ud->skilltimer = -1;
  4896. return 0;
  4897. }
  4898. if( ud->skilltimer != tid )
  4899. {
  4900. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  4901. ud->skilltimer = -1;
  4902. return 0;
  4903. }
  4904. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4905. status_freecast_switch(sd);
  4906. ud->skilltimer=-1;
  4907. do {
  4908. if(status_isdead(src))
  4909. break;
  4910. if( !(src->type&battle_config.skill_reiteration) &&
  4911. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  4912. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4913. )
  4914. break;
  4915. if( src->type&battle_config.skill_nofootset &&
  4916. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  4917. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4918. )
  4919. break;
  4920. if( src->type&battle_config.land_skill_limit &&
  4921. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  4922. ) {
  4923. int i;
  4924. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  4925. if(ud->skillunit[i]->skill_id == ud->skillid)
  4926. maxcount--;
  4927. }
  4928. if( maxcount == 0 )
  4929. break;
  4930. }
  4931. if(tid != -1)
  4932. { //Avoid double checks on instant cast skills. [Skotlex]
  4933. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  4934. break;
  4935. if(battle_config.skill_add_range &&
  4936. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  4937. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  4938. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4939. break;
  4940. }
  4941. }
  4942. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  4943. break;
  4944. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  4945. break;
  4946. if(md) {
  4947. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4948. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4949. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4950. }
  4951. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4952. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  4953. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  4954. unit_stop_walking(src,1);
  4955. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4956. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4957. map_freeblock_lock();
  4958. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  4959. if (ud->skilltimer == -1) {
  4960. if (md) md->skillidx = -1;
  4961. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  4962. ud->skilllv = ud->skillx = ud->skilly = 0;
  4963. }
  4964. map_freeblock_unlock();
  4965. return 1;
  4966. } while(0);
  4967. ud->canact_tick = tick;
  4968. ud->skillid = ud->skilllv = 0;
  4969. if(sd) {
  4970. clif_skill_fail(sd,ud->skillid,0,0);
  4971. sd->skillitem = sd->skillitemlv = 0;
  4972. }
  4973. else if (hd && hd->master)
  4974. clif_skill_fail(hd->master, ud->skillid, 0, 0);
  4975. else if(md)
  4976. md->skillidx = -1;
  4977. return 0;
  4978. }
  4979. /*==========================================
  4980. *
  4981. *------------------------------------------*/
  4982. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  4983. {
  4984. struct map_session_data* sd;
  4985. struct status_change* sc;
  4986. struct skill_unit_group* sg;
  4987. int i,type;
  4988. //if(skilllv <= 0) return 0;
  4989. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4990. nullpo_retr(0, src);
  4991. if(status_isdead(src))
  4992. return 0;
  4993. BL_CAST(BL_PC, src, sd);
  4994. sc = status_get_sc(src);
  4995. type = SkillStatusChangeTable(skillid);
  4996. switch (skillid) { //Skill effect.
  4997. case WZ_METEOR:
  4998. case MO_BODYRELOCATION:
  4999. case CR_CULTIVATION:
  5000. case HW_GANBANTEIN:
  5001. break; //Effect is displayed on respective switch case.
  5002. default:
  5003. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5004. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5005. else
  5006. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5007. }
  5008. switch(skillid)
  5009. {
  5010. case PR_BENEDICTIO:
  5011. skill_area_temp[1] = src->id;
  5012. i = skill_get_splash(skillid, skilllv);
  5013. map_foreachinarea(skill_area_sub,
  5014. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5015. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5016. skill_castend_nodamage_id);
  5017. map_foreachinarea(skill_area_sub,
  5018. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5019. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5020. skill_castend_damage_id);
  5021. break;
  5022. case BS_HAMMERFALL:
  5023. i = skill_get_splash(skillid, skilllv);
  5024. map_foreachinarea (skill_area_sub,
  5025. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5026. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5027. skill_castend_nodamage_id);
  5028. break;
  5029. case HT_DETECTING:
  5030. i = skill_get_splash(skillid, skilllv);
  5031. map_foreachinarea( status_change_timer_sub,
  5032. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5033. src,status_get_sc(src),SC_SIGHT,tick);
  5034. if(battle_config.traps_setting&1)
  5035. map_foreachinarea( skill_reveal_trap,
  5036. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5037. break;
  5038. case MG_SAFETYWALL:
  5039. case MG_FIREWALL:
  5040. case MG_THUNDERSTORM:
  5041. case AL_PNEUMA:
  5042. case WZ_ICEWALL:
  5043. case WZ_FIREPILLAR:
  5044. case WZ_QUAGMIRE:
  5045. case WZ_VERMILION:
  5046. case WZ_STORMGUST:
  5047. case WZ_HEAVENDRIVE:
  5048. case PR_SANCTUARY:
  5049. case PR_MAGNUS:
  5050. case CR_GRANDCROSS:
  5051. case NPC_GRANDDARKNESS:
  5052. case HT_SKIDTRAP:
  5053. case HT_LANDMINE:
  5054. case HT_ANKLESNARE:
  5055. case HT_SHOCKWAVE:
  5056. case HT_SANDMAN:
  5057. case HT_FLASHER:
  5058. case HT_FREEZINGTRAP:
  5059. case HT_BLASTMINE:
  5060. case HT_CLAYMORETRAP:
  5061. case AS_VENOMDUST:
  5062. case AM_DEMONSTRATION:
  5063. case PF_FOGWALL:
  5064. case PF_SPIDERWEB:
  5065. case HT_TALKIEBOX:
  5066. case WE_CALLPARTNER:
  5067. case WE_CALLPARENT:
  5068. case WE_CALLBABY:
  5069. case AC_SHOWER: //Ground-placed skill implementation.
  5070. case SA_VOLCANO:
  5071. case SA_DELUGE:
  5072. case SA_VIOLENTGALE:
  5073. case SA_LANDPROTECTOR:
  5074. case BD_LULLABY:
  5075. case BD_RICHMANKIM:
  5076. case BD_ETERNALCHAOS:
  5077. case BD_DRUMBATTLEFIELD:
  5078. case BD_RINGNIBELUNGEN:
  5079. case BD_ROKISWEIL:
  5080. case BD_INTOABYSS:
  5081. case BD_SIEGFRIED:
  5082. case BA_DISSONANCE:
  5083. case BA_POEMBRAGI:
  5084. case BA_WHISTLE:
  5085. case BA_ASSASSINCROSS:
  5086. case BA_APPLEIDUN:
  5087. case DC_UGLYDANCE:
  5088. case DC_HUMMING:
  5089. case DC_DONTFORGETME:
  5090. case DC_FORTUNEKISS:
  5091. case DC_SERVICEFORYOU:
  5092. case CG_MOONLIT:
  5093. case GS_DESPERADO:
  5094. case NJ_KAENSIN:
  5095. case NJ_BAKUENRYU:
  5096. case NJ_SUITON:
  5097. case NJ_HYOUSYOURAKU:
  5098. case NJ_RAIGEKISAI:
  5099. case NJ_KAMAITACHI:
  5100. case NPC_EVILLAND:
  5101. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5102. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5103. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5104. break;
  5105. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5106. skill_clear_unitgroup(src);
  5107. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5108. flag|=1;
  5109. break;
  5110. case HP_BASILICA:
  5111. skill_clear_unitgroup(src);
  5112. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5113. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5114. flag|=1;
  5115. break;
  5116. case CG_HERMODE:
  5117. skill_clear_unitgroup(src);
  5118. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5119. sc_start4(src,SC_DANCING,100,
  5120. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5121. flag|=1;
  5122. break;
  5123. case RG_CLEANER: // [Valaris]
  5124. i = skill_get_splash(skillid, skilllv);
  5125. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5126. break;
  5127. case WZ_METEOR:
  5128. {
  5129. int flag=0, area = skill_get_splash(skillid, skilllv);
  5130. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5131. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5132. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5133. for(i=0;i<2+(skilllv>>1);i++) {
  5134. tmpx = x;
  5135. tmpy = y;
  5136. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5137. continue;
  5138. if(!(flag&1)){
  5139. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5140. flag=flag|1;
  5141. }
  5142. if(i > 0)
  5143. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5144. x1 = tmpx;
  5145. y1 = tmpy;
  5146. }
  5147. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5148. }
  5149. break;
  5150. case AL_WARP:
  5151. if(sd)
  5152. {
  5153. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5154. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5155. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5156. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5157. );
  5158. }
  5159. break;
  5160. case MO_BODYRELOCATION:
  5161. if (unit_movepos(src, x, y, 1, 1)) {
  5162. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5163. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5164. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5165. }
  5166. break;
  5167. case NJ_SHADOWJUMP:
  5168. {
  5169. if (!map_flag_gvg(src->m))
  5170. { //You don't move on GVG grounds.
  5171. unit_movepos(src, x, y, 1, 0);
  5172. clif_slide(src,x,y);
  5173. }
  5174. if (sc && sc->data[SC_HIDING].timer != -1)
  5175. status_change_end(src, SC_HIDING, -1);
  5176. }
  5177. break;
  5178. case AM_SPHEREMINE:
  5179. case AM_CANNIBALIZE:
  5180. {
  5181. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5182. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5183. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5184. struct mob_data *md;
  5185. // Correct info, don't change any of this! [celest]
  5186. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5187. if (md) {
  5188. md->master_id = src->id;
  5189. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5190. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5191. mob_spawn (md); //Now it is ready for spawning.
  5192. }
  5193. }
  5194. break;
  5195. // Slim Pitcher [Celest]
  5196. case CR_SLIMPITCHER:
  5197. if (sd) {
  5198. int i = skilllv%11 - 1;
  5199. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5200. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5201. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5202. clif_skill_fail(sd,skillid,0,0);
  5203. return 1;
  5204. }
  5205. potion_flag = 1;
  5206. potion_hp = 0;
  5207. potion_sp = 0;
  5208. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5209. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5210. potion_flag = 0;
  5211. //Apply skill bonuses
  5212. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5213. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5214. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5215. + pc_skillheal_bonus(sd, skillid);
  5216. potion_hp = potion_hp * (100+i)/100;
  5217. potion_sp = potion_sp * (100+i)/100;
  5218. if(potion_hp > 0 || potion_sp > 0) {
  5219. i = skill_get_splash(skillid, skilllv);
  5220. map_foreachinarea(skill_area_sub,
  5221. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5222. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5223. skill_castend_nodamage_id);
  5224. }
  5225. } else {
  5226. int i = skilllv%11 - 1;
  5227. struct item_data *item = itemdb_search(i);
  5228. i = skill_db[skillid].itemid[i];
  5229. item = itemdb_search(i);
  5230. potion_flag = 1;
  5231. potion_hp = 0;
  5232. potion_sp = 0;
  5233. run_script(item->script,0,src->id,0);
  5234. potion_flag = 0;
  5235. i = skill_get_max(CR_SLIMPITCHER)*10;
  5236. potion_hp = potion_hp * (100+i)/100;
  5237. potion_sp = potion_sp * (100+i)/100;
  5238. if(potion_hp > 0 || potion_sp > 0) {
  5239. i = skill_get_splash(skillid, skilllv);
  5240. map_foreachinarea(skill_area_sub,
  5241. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5242. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5243. skill_castend_nodamage_id);
  5244. }
  5245. }
  5246. break;
  5247. case HW_GANBANTEIN:
  5248. if (rand()%100 < 80) {
  5249. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5250. i = skill_get_splash(skillid, skilllv);
  5251. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5252. } else {
  5253. if (sd) clif_skill_fail(sd,skillid,0,0);
  5254. return 1;
  5255. }
  5256. break;
  5257. case HW_GRAVITATION:
  5258. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5259. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5260. flag|=1;
  5261. break;
  5262. // Plant Cultivation [Celest]
  5263. case CR_CULTIVATION:
  5264. if (sd) {
  5265. int i = skilllv - 1;
  5266. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5267. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5268. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5269. clif_skill_fail(sd,skillid,0,0);
  5270. return 1;
  5271. }
  5272. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5273. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5274. if (rand()%100 < 50)
  5275. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5276. else
  5277. clif_skill_fail(sd,skillid,0,0);
  5278. }
  5279. break;
  5280. case SG_SUN_WARM:
  5281. case SG_MOON_WARM:
  5282. case SG_STAR_WARM:
  5283. skill_clear_unitgroup(src);
  5284. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5285. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5286. flag|=1;
  5287. break;
  5288. case PA_GOSPEL:
  5289. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5290. status_change_end(src,SC_GOSPEL,-1);
  5291. else
  5292. {
  5293. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5294. if (!sg) break;
  5295. if (sc && sc->data[type].timer != -1)
  5296. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5297. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5298. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5299. }
  5300. break;
  5301. case NJ_TATAMIGAESHI:
  5302. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5303. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5304. break;
  5305. case AM_RESURRECTHOMUN: //[orn]
  5306. if (sd)
  5307. {
  5308. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5309. {
  5310. clif_skill_fail(sd,skillid,0,0);
  5311. break;
  5312. }
  5313. }
  5314. break;
  5315. default:
  5316. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5317. return 1;
  5318. }
  5319. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5320. status_change_end(src,SC_MAGICPOWER,-1);
  5321. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5322. battle_consume_ammo(sd, skillid, skilllv);
  5323. return 0;
  5324. }
  5325. /*==========================================
  5326. *
  5327. *------------------------------------------*/
  5328. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5329. {
  5330. nullpo_retr(0, sd);
  5331. //Simplify skill_failed code.
  5332. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5333. if(skill_num != sd->menuskill_id)
  5334. return 0;
  5335. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5336. skill_failed(sd);
  5337. return 0;
  5338. }
  5339. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5340. skill_failed(sd);
  5341. return 0;
  5342. }
  5343. if(sd->sc.count && (
  5344. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5345. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5346. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5347. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5348. sd->sc.data[SC_DANCING].timer!=-1 ||
  5349. sd->sc.data[SC_BERSERK].timer != -1 ||
  5350. sd->sc.data[SC_MARIONETTE].timer != -1
  5351. )) {
  5352. skill_failed(sd);
  5353. return 0;
  5354. }
  5355. pc_stop_attack(sd);
  5356. pc_stop_walking(sd,0);
  5357. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5358. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5359. if(strcmp(map,"cancel")==0) {
  5360. skill_failed(sd);
  5361. return 0;
  5362. }
  5363. switch(skill_num)
  5364. {
  5365. case AL_TELEPORT:
  5366. if(strcmp(map,"Random")==0)
  5367. pc_randomwarp(sd,3);
  5368. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5369. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5370. break;
  5371. case AL_WARP:
  5372. {
  5373. const struct point *p[4];
  5374. struct skill_unit_group *group;
  5375. int i, lv, wx, wy;
  5376. int maxcount=0;
  5377. int x,y;
  5378. unsigned short mapindex;
  5379. mapindex = mapindex_name2id((char*)map);
  5380. if(!mapindex) { //Given map not found?
  5381. clif_skill_fail(sd,skill_num,0,0);
  5382. skill_failed(sd);
  5383. return 0;
  5384. }
  5385. p[0] = &sd->status.save_point;
  5386. p[1] = &sd->status.memo_point[0];
  5387. p[2] = &sd->status.memo_point[1];
  5388. p[3] = &sd->status.memo_point[2];
  5389. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5390. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5391. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5392. maxcount--;
  5393. }
  5394. if(!maxcount) {
  5395. clif_skill_fail(sd,skill_num,0,0);
  5396. skill_failed(sd);
  5397. return 0;
  5398. }
  5399. }
  5400. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5401. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5402. wx = sd->menuskill_val>>16;
  5403. wy = sd->menuskill_val&0xffff;
  5404. if( lv <= 0 ) return 0;
  5405. if( lv > 4 ) lv = 4; // crash prevention
  5406. // check if the chosen map exists in the memo list
  5407. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5408. if( i < lv ) {
  5409. x=p[i]->x;
  5410. y=p[i]->y;
  5411. } else {
  5412. skill_failed(sd);
  5413. return 0;
  5414. }
  5415. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5416. {
  5417. skill_failed(sd);
  5418. return 0;
  5419. }
  5420. // This makes Warp Portal fail if the cell is not empty
  5421. //if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5422. // clif_skill_fail(sd,0,0,0);
  5423. // skill_failed(sd);
  5424. // return 0;
  5425. //}
  5426. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5427. skill_failed(sd);
  5428. return 0;
  5429. }
  5430. // record the destination coordinates
  5431. group->val2 = (x<<16)|y;
  5432. group->val3 = mapindex;
  5433. }
  5434. break;
  5435. }
  5436. sd->menuskill_id = sd->menuskill_val = 0;
  5437. return 0;
  5438. #undef skill_failed
  5439. }
  5440. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5441. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5442. {
  5443. struct skill_unit* target = (struct skill_unit*)bl;
  5444. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5445. int flag = va_arg(ap, int);
  5446. if (src == target)
  5447. return 0;
  5448. if (!target->group || !(target->group->state.song_dance&0x1))
  5449. return 0;
  5450. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5451. return 0;
  5452. if (flag) //Set dissonance
  5453. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5454. else //Remove dissonance
  5455. target->val2 &= ~UF_ENSEMBLE;
  5456. clif_skill_setunit(target); //Update look of affected cell.
  5457. return 1;
  5458. }
  5459. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5460. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5461. //When 1, this unit has been positioned, so start the cancel effect.
  5462. int skill_dance_overlap(struct skill_unit* unit, int flag)
  5463. {
  5464. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5465. return 0;
  5466. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5467. return 0; //Nothing to remove, this unit is not overlapped.
  5468. if (unit->val1 != unit->group->skill_id)
  5469. { //Reset state
  5470. unit->val1 = unit->group->skill_id;
  5471. unit->val2 &= ~UF_ENSEMBLE;
  5472. }
  5473. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  5474. }
  5475. /*==========================================
  5476. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  5477. * Flag: 0 - Convert, 1 - Revert.
  5478. *------------------------------------------*/
  5479. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  5480. {
  5481. static struct skill_unit_group backup;
  5482. struct skill_unit_group* group = unit->group;
  5483. //TODO: add protection against attempts to read an empty backup / write to a full backup
  5484. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  5485. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  5486. return false;
  5487. if( !flag )
  5488. { //Transform
  5489. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  5490. // backup
  5491. backup.skill_id = group->skill_id;
  5492. backup.skill_lv = group->skill_lv;
  5493. backup.unit_id = group->unit_id;
  5494. backup.target_flag = group->target_flag;
  5495. backup.bl_flag = group->bl_flag;
  5496. backup.interval = group->interval;
  5497. // replace
  5498. group->skill_id = skillid;
  5499. group->skill_lv = 1;
  5500. group->unit_id = skill_get_unit_id(skillid,0);
  5501. group->target_flag = skill_get_unit_target(skillid);
  5502. group->bl_flag = skill_get_unit_bl_target(skillid);
  5503. group->interval = skill_get_unit_interval(skillid);
  5504. }
  5505. else
  5506. { //Restore
  5507. group->skill_id = backup.skill_id;
  5508. group->skill_lv = backup.skill_lv;
  5509. group->unit_id = backup.unit_id;
  5510. group->target_flag = backup.target_flag;
  5511. group->bl_flag = backup.bl_flag;
  5512. group->interval = backup.interval;
  5513. }
  5514. return true;
  5515. }
  5516. /*==========================================
  5517. * Initializes and sets a ground skill.
  5518. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5519. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5520. *------------------------------------------*/
  5521. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  5522. {
  5523. struct skill_unit_group *group;
  5524. int i,limit,val1=0,val2=0,val3=0;
  5525. int target,interval,range,unit_flag;
  5526. struct s_skill_unit_layout *layout;
  5527. struct map_session_data *sd;
  5528. struct status_data *status;
  5529. struct status_change *sc;
  5530. int active_flag=1;
  5531. int subunt=0;
  5532. nullpo_retr(NULL, src);
  5533. limit = skill_get_time(skillid,skilllv);
  5534. range = skill_get_unit_range(skillid,skilllv);
  5535. interval = skill_get_unit_interval(skillid);
  5536. target = skill_get_unit_target(skillid);
  5537. unit_flag = skill_get_unit_flag(skillid);
  5538. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5539. BL_CAST(BL_PC, src, sd);
  5540. status = status_get_status_data(src);
  5541. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  5542. switch(skillid)
  5543. {
  5544. case MG_SAFETYWALL:
  5545. val2=skilllv+1;
  5546. break;
  5547. case MG_FIREWALL:
  5548. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5549. limit = limit*3/2;
  5550. val2=4+skilllv;
  5551. break;
  5552. case AL_WARP:
  5553. val1=skilllv+6;
  5554. if(!(flag&1))
  5555. limit=2000;
  5556. else // previous implementation (not used anymore)
  5557. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5558. if( src->type != BL_SKILL ) return NULL;
  5559. group = ((TBL_SKILL*)src)->group;
  5560. src = map_id2bl(group->src_id);
  5561. if( !src ) return NULL;
  5562. val2 = group->val2; //Copy the (x,y) position you warp to
  5563. val3 = group->val3; //as well as the mapindex to warp to.
  5564. }
  5565. break;
  5566. case PR_SANCTUARY:
  5567. case NPC_EVILLAND:
  5568. val1=(skilllv+3)*2;
  5569. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  5570. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  5571. val2 += val2 * i / 100;
  5572. break;
  5573. case WZ_FIREPILLAR:
  5574. if((flag&1)!=0)
  5575. limit=1000;
  5576. val1=skilllv+2;
  5577. break;
  5578. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5579. case AM_DEMONSTRATION:
  5580. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5581. && (src->type&battle_config.vs_traps_bctall))
  5582. target = BCT_ALL;
  5583. break;
  5584. case NJ_SUITON:
  5585. skill_clear_group(src,1);
  5586. break;
  5587. case HT_SHOCKWAVE:
  5588. val1=skilllv*15+10;
  5589. case HT_SANDMAN:
  5590. case HT_CLAYMORETRAP:
  5591. case HT_SKIDTRAP:
  5592. case HT_LANDMINE:
  5593. case HT_ANKLESNARE:
  5594. case HT_FLASHER:
  5595. case HT_FREEZINGTRAP:
  5596. case HT_BLASTMINE:
  5597. if( map_flag_gvg(src->m) )
  5598. limit *= 4; // longer trap times in WOE [celest]
  5599. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  5600. target = BCT_ALL;
  5601. break;
  5602. case SA_LANDPROTECTOR:
  5603. case SA_VOLCANO:
  5604. case SA_DELUGE:
  5605. case SA_VIOLENTGALE:
  5606. {
  5607. struct skill_unit_group *old_sg;
  5608. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5609. { //HelloKitty confirmed that these are interchangeable,
  5610. //so you can change element and not consume gemstones.
  5611. if ((
  5612. old_sg->skill_id == SA_VOLCANO ||
  5613. old_sg->skill_id == SA_DELUGE ||
  5614. old_sg->skill_id == SA_VIOLENTGALE
  5615. ) && old_sg->limit > 0)
  5616. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5617. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5618. if (limit < 0) //This can happen...
  5619. limit = skill_get_time(skillid,skilllv);
  5620. }
  5621. skill_clear_group(src,1);
  5622. }
  5623. break;
  5624. }
  5625. case BA_DISSONANCE:
  5626. case DC_UGLYDANCE:
  5627. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5628. break;
  5629. case BA_WHISTLE:
  5630. val1 = skilllv +status->agi/10; // Flee increase
  5631. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  5632. if(sd){
  5633. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5634. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  5635. }
  5636. break;
  5637. case DC_HUMMING:
  5638. val1 = 2*skilllv+status->dex/10; // Hit increase
  5639. if(sd)
  5640. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  5641. break;
  5642. case BA_POEMBRAGI:
  5643. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  5644. //For some reason at level 10 the base delay reduction is 50%.
  5645. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  5646. if(sd){
  5647. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5648. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5649. }
  5650. break;
  5651. case DC_DONTFORGETME:
  5652. val1 = 30*skilllv+status->dex; // ASPD decrease
  5653. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  5654. if(sd){
  5655. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5656. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  5657. }
  5658. if (val2 < 1) val2 = 1;
  5659. break;
  5660. case BA_APPLEIDUN:
  5661. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  5662. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  5663. if(sd){
  5664. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5665. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5666. if ((i = pc_skillheal_bonus(sd, skillid)))
  5667. val2 += val2 * i / 100;
  5668. }
  5669. break;
  5670. case DC_SERVICEFORYOU:
  5671. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  5672. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  5673. if(sd){
  5674. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5675. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  5676. }
  5677. break;
  5678. case BA_ASSASSINCROSS:
  5679. val1 = 100+10*skilllv+status->agi; // ASPD increase
  5680. if(sd)
  5681. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5682. break;
  5683. case DC_FORTUNEKISS:
  5684. val1 = 10+skilllv+(status->luk/10); // Critical increase
  5685. if(sd)
  5686. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5687. val1*=10; //Because every 10 crit is an actual cri point.
  5688. break;
  5689. case BD_DRUMBATTLEFIELD:
  5690. val1 = (skilllv+1)*25; //Watk increase
  5691. val2 = (skilllv+1)*2; //Def increase
  5692. break;
  5693. case BD_RINGNIBELUNGEN:
  5694. val1 = (skilllv+2)*25; //Watk increase
  5695. break;
  5696. case BD_RICHMANKIM:
  5697. val1 = 25 + 11*skilllv; //Exp increase bonus.
  5698. break;
  5699. case BD_SIEGFRIED:
  5700. val1 = 55 + skilllv*5; //Elemental Resistance
  5701. val2 = skilllv*10; //Status ailment resistance
  5702. break;
  5703. case WE_CALLPARTNER:
  5704. if (sd) val1 = sd->status.partner_id;
  5705. break;
  5706. case WE_CALLPARENT:
  5707. if (sd) {
  5708. val1 = sd->status.father;
  5709. val2 = sd->status.mother;
  5710. }
  5711. break;
  5712. case WE_CALLBABY:
  5713. if (sd) val1 = sd->status.child;
  5714. break;
  5715. case NJ_KAENSIN:
  5716. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  5717. val2 = (skilllv+1)/2 + 4;
  5718. break;
  5719. case GS_GROUNDDRIFT:
  5720. {
  5721. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  5722. val1 = status->rhw.ele;
  5723. if (!val1)
  5724. val1=element[rand()%5];
  5725. switch (val1)
  5726. {
  5727. case ELE_FIRE:
  5728. subunt++;
  5729. case ELE_WATER:
  5730. subunt++;
  5731. case ELE_POISON:
  5732. subunt++;
  5733. case ELE_DARK:
  5734. subunt++;
  5735. case ELE_WIND:
  5736. break;
  5737. default:
  5738. subunt=rand()%5;
  5739. break;
  5740. }
  5741. break;
  5742. }
  5743. }
  5744. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  5745. group->val1=val1;
  5746. group->val2=val2;
  5747. group->val3=val3;
  5748. group->target_flag=target;
  5749. group->bl_flag= skill_get_unit_bl_target(skillid);
  5750. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  5751. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  5752. 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
  5753. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  5754. if (DIFF_TICK(group->tick, gettick()) > 100)
  5755. active_flag = 0;
  5756. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  5757. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  5758. if (sd)
  5759. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  5760. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  5761. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  5762. }
  5763. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  5764. val1=skilllv;
  5765. val2=0;
  5766. limit=group->limit;
  5767. for(i=0;i<layout->count;i++)
  5768. {
  5769. struct skill_unit *unit;
  5770. short ux,uy;
  5771. int alive=1;
  5772. ux = x + layout->dx[i];
  5773. uy = y + layout->dy[i];
  5774. switch (skillid) {
  5775. case MG_FIREWALL:
  5776. case NJ_KAENSIN:
  5777. val2=group->val2;
  5778. break;
  5779. case WZ_ICEWALL:
  5780. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  5781. break;
  5782. case GS_DESPERADO:
  5783. val1 = abs(layout->dx[i]);
  5784. val2 = abs(layout->dy[i]);
  5785. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  5786. if (val2 > val1) val1 = val2;
  5787. if (val1) val1--;
  5788. val1 = 36 -12*val1;
  5789. } else //Diagonal edges
  5790. val1 = 28 -4*val1 -4*val2;
  5791. if (val1 < 1) val1 = 1;
  5792. val2 = 0;
  5793. break;
  5794. default:
  5795. if (group->state.song_dance&0x1)
  5796. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  5797. break;
  5798. }
  5799. if(range<=0)
  5800. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  5801. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  5802. alive = 0;
  5803. if(alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y))
  5804. alive = 0; //no path between cell and center of casting.
  5805. if(alive && skillid == WZ_ICEWALL) {
  5806. int celltype = map_getcell(src->m,ux,uy,CELL_GETTYPE);
  5807. if(celltype==5 || celltype==1)
  5808. alive=0;
  5809. else
  5810. {
  5811. struct block_list bl;
  5812. bl.type = BL_NUL;
  5813. bl.m = src->m;
  5814. bl.x = ux;
  5815. bl.y = uy;
  5816. clif_changemapcell(0,&bl,5,AREA);
  5817. }
  5818. }
  5819. if(alive){
  5820. //FIXME: why not calculate val1/val2 in here? [ultramage]
  5821. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  5822. unit->limit=limit;
  5823. unit->range=range;
  5824. if (skillid == PF_FOGWALL && alive == 2)
  5825. { //Double duration of cells on top of Deluge/Suiton
  5826. unit->limit *= 2;
  5827. group->limit = unit->limit;
  5828. }
  5829. // execute on all targets standing on this cell
  5830. if (range==0 && active_flag)
  5831. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  5832. }
  5833. }
  5834. if (!group->alive_count)
  5835. { //No cells? Something that was blocked completely by Land Protector?
  5836. skill_delunitgroup(src, group);
  5837. return NULL;
  5838. }
  5839. if (group->state.song_dance) {
  5840. if(sd){
  5841. sd->skillid_dance = skillid;
  5842. sd->skilllv_dance = skilllv;
  5843. }
  5844. if (
  5845. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  5846. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  5847. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  5848. )
  5849. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  5850. }
  5851. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  5852. group->val1 = group->alive_count;
  5853. return group;
  5854. }
  5855. /*==========================================
  5856. *
  5857. *------------------------------------------*/
  5858. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  5859. {
  5860. struct skill_unit_group *sg;
  5861. struct block_list *ss;
  5862. struct status_change *sc;
  5863. int type,skillid;
  5864. nullpo_retr(0, src);
  5865. nullpo_retr(0, bl);
  5866. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  5867. return 0;
  5868. nullpo_retr(0, sg=src->group);
  5869. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  5870. if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5871. return 0; //AoE skills are ineffective. [Skotlex]
  5872. sc = status_get_sc(bl);
  5873. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  5874. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  5875. type = SkillStatusChangeTable(sg->skill_id);
  5876. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  5877. switch (sg->unit_id) {
  5878. case UNT_SAFETYWALL:
  5879. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  5880. if (sc && sc->data[type].timer == -1)
  5881. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  5882. break;
  5883. case UNT_WARP_WAITING:
  5884. if(bl->type==BL_PC){
  5885. struct map_session_data *sd = (struct map_session_data *)bl;
  5886. if((!sd->chatID || battle_config.chat_warpportal)
  5887. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  5888. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  5889. if (--sg->val1<=0)
  5890. skill_delunitgroup(NULL, sg);
  5891. }
  5892. }
  5893. } else
  5894. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  5895. {
  5896. int m = map_mapindex2mapid(sg->val3);
  5897. if (m < 0) break; //Map not available on this map-server.
  5898. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  5899. }
  5900. break;
  5901. case UNT_QUAGMIRE:
  5902. if(sc && sc->data[type].timer==-1)
  5903. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5904. break;
  5905. case UNT_VOLCANO:
  5906. case UNT_DELUGE:
  5907. case UNT_VIOLENTGALE:
  5908. if(sc && sc->data[type].timer==-1)
  5909. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  5910. break;
  5911. case UNT_SUITON:
  5912. if(sc && sc->data[type].timer==-1)
  5913. sc_start4(bl,type,100,sg->skill_lv,
  5914. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  5915. 0,0,sg->limit);
  5916. break;
  5917. case UNT_RICHMANKIM:
  5918. case UNT_ETERNALCHAOS:
  5919. case UNT_DRUMBATTLEFIELD:
  5920. case UNT_RINGNIBELUNGEN:
  5921. case UNT_ROKISWEIL:
  5922. case UNT_INTOABYSS:
  5923. case UNT_SIEGFRIED:
  5924. case UNT_HERMODE:
  5925. //Needed to check when a dancer/bard leaves their ensemble area.
  5926. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  5927. return skillid;
  5928. if (sc && sc->data[type].timer==-1)
  5929. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5930. break;
  5931. case UNT_WHISTLE:
  5932. case UNT_ASSASSINCROSS:
  5933. case UNT_POEMBRAGI:
  5934. case UNT_APPLEIDUN:
  5935. case UNT_HUMMING:
  5936. case UNT_DONTFORGETME:
  5937. case UNT_FORTUNEKISS:
  5938. case UNT_SERVICEFORYOU:
  5939. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  5940. return 0;
  5941. if (!sc) return 0;
  5942. if (sc->data[type].timer==-1)
  5943. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5944. else if (sc->data[type].val4 == 1) {
  5945. //Readjust timers since the effect will not last long.
  5946. sc->data[type].val4 = 0;
  5947. delete_timer(sc->data[type].timer, status_change_timer);
  5948. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  5949. }
  5950. break;
  5951. case UNT_FOGWALL:
  5952. if (sc && sc->data[type].timer==-1)
  5953. {
  5954. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  5955. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  5956. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  5957. }
  5958. break;
  5959. case UNT_GRAVITATION:
  5960. if (sc && sc->data[type].timer==-1)
  5961. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  5962. break;
  5963. // officially, icewall has no problems existing on occupied cells [ultramage]
  5964. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  5965. // src->val1 = 0;
  5966. // if(src->limit + sg->tick > tick + 700)
  5967. // src->limit = DIFF_TICK(tick+700,sg->tick);
  5968. // break;
  5969. case UNT_MOONLIT:
  5970. //Knockback out of area if affected char isn't in Moonlit effect
  5971. if (sc && sc->data[SC_DANCING].timer != -1 && (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT)
  5972. break;
  5973. if (ss == bl) //Also needed to prevent infinite loop crash.
  5974. break;
  5975. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  5976. break;
  5977. }
  5978. return skillid;
  5979. }
  5980. /*==========================================
  5981. *
  5982. *------------------------------------------*/
  5983. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  5984. {
  5985. struct skill_unit_group *sg;
  5986. struct block_list *ss;
  5987. TBL_PC* sd;
  5988. TBL_PC* tsd;
  5989. struct status_data *tstatus, *sstatus;
  5990. struct status_change *tsc, *sc;
  5991. struct skill_unit_group_tickset *ts;
  5992. int matk_min = 0, matk_max = 0; //For Magic power...
  5993. int type, skillid;
  5994. int diff=0;
  5995. nullpo_retr(0, src);
  5996. nullpo_retr(0, bl);
  5997. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  5998. return 0;
  5999. nullpo_retr(0, sg=src->group);
  6000. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6001. BL_CAST(BL_PC, ss, sd);
  6002. BL_CAST(BL_PC, bl, tsd);
  6003. tsc = status_get_sc(bl);
  6004. tstatus = status_get_status_data(bl);
  6005. if (sg->state.magic_power) //For magic power.
  6006. {
  6007. sc = status_get_sc(ss);
  6008. sstatus = status_get_status_data(ss);
  6009. } else {
  6010. sc = NULL;
  6011. sstatus = NULL;
  6012. }
  6013. type = SkillStatusChangeTable(sg->skill_id);
  6014. skillid = sg->skill_id;
  6015. if (sg->interval == -1) {
  6016. switch (sg->unit_id) {
  6017. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6018. case UNT_SPIDERWEB:
  6019. case UNT_FIREPILLAR_ACTIVE:
  6020. return 0;
  6021. default:
  6022. if (battle_config.error_log)
  6023. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6024. return 0;
  6025. }
  6026. }
  6027. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6028. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6029. diff = DIFF_TICK(tick,ts->tick);
  6030. if (diff < 0)
  6031. return 0;
  6032. ts->tick = tick+sg->interval;
  6033. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6034. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6035. }
  6036. //Temporarily set magic power to have it take effect. [Skotlex]
  6037. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6038. { //Store previous values.
  6039. matk_min = sstatus->matk_min;
  6040. matk_max = sstatus->matk_max;
  6041. //Note to NOT return from the function until this is unset!
  6042. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6043. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6044. }
  6045. switch (sg->unit_id)
  6046. {
  6047. case UNT_FIREWALL:
  6048. case UNT_KAENSIN:
  6049. {
  6050. int count=0;
  6051. const int x = bl->x, y = bl->y;
  6052. //Take into account these hit more times than the timer interval can handle.
  6053. do
  6054. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6055. while(--src->val2 && x == bl->x && y == bl->y &&
  6056. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6057. if (src->val2<=0)
  6058. skill_delunit(src);
  6059. }
  6060. break;
  6061. case UNT_SANCTUARY:
  6062. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6063. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6064. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6065. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6066. // reduce healing count if this was meant for damaging [hekate]
  6067. sg->val1 -= 2;
  6068. } else {
  6069. int heal = sg->val2;
  6070. if (tstatus->hp >= tstatus->max_hp)
  6071. break;
  6072. if (tsc && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6073. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6074. if (status_isimmune(bl))
  6075. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6076. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6077. status_heal(bl, heal, 0, 0);
  6078. if (diff >= 500)
  6079. sg->val1--;
  6080. }
  6081. if (sg->val1 <= 0)
  6082. skill_delunitgroup(NULL,sg);
  6083. break;
  6084. case UNT_EVILLAND:
  6085. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6086. { //Damage enemies
  6087. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6088. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6089. } else {
  6090. int heal = sg->val2;
  6091. if (tstatus->hp >= tstatus->max_hp)
  6092. break;
  6093. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6094. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6095. if (status_isimmune(bl))
  6096. heal = 0;
  6097. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6098. status_heal(bl, heal, 0, 0);
  6099. }
  6100. break;
  6101. case UNT_MAGNUS:
  6102. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6103. break;
  6104. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6105. break;
  6106. case UNT_ATTACK_SKILLS:
  6107. switch (sg->skill_id)
  6108. {
  6109. case SG_SUN_WARM: //SG skills [Komurka]
  6110. case SG_MOON_WARM:
  6111. case SG_STAR_WARM:
  6112. {
  6113. int count = 0;
  6114. const int x = bl->x, y = bl->y;
  6115. //If target isn't knocked back it should hit every 20ms [Playtester]
  6116. do
  6117. {
  6118. if( bl->type == BL_PC )
  6119. status_zap(bl, 0, 15); // sp damage to players
  6120. else // mobs
  6121. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6122. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6123. else { //should end when out of sp.
  6124. sg->limit = DIFF_TICK(tick,sg->tick);
  6125. break;
  6126. }
  6127. } while( x == bl->x && y == bl->y &&
  6128. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6129. }
  6130. break;
  6131. case WZ_STORMGUST:
  6132. if (tsc && tsc->data[SC_FREEZE].val4 != sg->group_id)
  6133. { //Reset hit counter when under new storm gust.
  6134. tsc->data[SC_FREEZE].val4 = sg->group_id;
  6135. tsc->data[SC_FREEZE].val3 = 0;
  6136. }
  6137. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) > 0
  6138. && tsc) //Increase freeze counter if attack connects.
  6139. tsc->data[SC_FREEZE].val3++; //SG hit counter.
  6140. break;
  6141. default:
  6142. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6143. }
  6144. break;
  6145. case UNT_FIREPILLAR_WAITING:
  6146. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6147. skill_delunit(src);
  6148. break;
  6149. case UNT_FIREPILLAR_ACTIVE:
  6150. skill_area_temp[1] = 0;
  6151. map_foreachinrange(skill_attack_area,bl,
  6152. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6153. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6154. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6155. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6156. break;
  6157. case UNT_SKIDTRAP:
  6158. {
  6159. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6160. sg->unit_id = UNT_USED_TRAPS;
  6161. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6162. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6163. }
  6164. break;
  6165. case UNT_SPIDERWEB:
  6166. case UNT_ANKLESNARE:
  6167. if(sg->val2==0 && tsc){
  6168. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6169. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6170. {
  6171. struct TimerData* td = get_timer(tsc->data[type].timer);
  6172. if (td) sec = DIFF_TICK(td->tick, tick);
  6173. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6174. clif_fixpos(bl);
  6175. sg->val2=bl->id;
  6176. } else
  6177. sec = 3000; //Couldn't trap it?
  6178. if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
  6179. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6180. sg->interval = -1;
  6181. src->range = 0;
  6182. }
  6183. break;
  6184. case UNT_VENOMDUST:
  6185. if(tsc && tsc->data[type].timer==-1 )
  6186. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6187. break;
  6188. case UNT_LANDMINE:
  6189. case UNT_CLAYMORETRAP:
  6190. case UNT_BLASTMINE:
  6191. case UNT_SHOCKWAVE:
  6192. case UNT_SANDMAN:
  6193. case UNT_FLASHER:
  6194. case UNT_FREEZINGTRAP:
  6195. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick,type);
  6196. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6197. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6198. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6199. break;
  6200. case UNT_TALKIEBOX:
  6201. if (sg->src_id == bl->id)
  6202. break;
  6203. if (sg->val2 == 0){
  6204. clif_talkiebox(&src->bl, sg->valstr);
  6205. sg->unit_id = UNT_USED_TRAPS;
  6206. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6207. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6208. sg->val2 = -1;
  6209. }
  6210. break;
  6211. case UNT_LULLABY:
  6212. if (ss->id == bl->id)
  6213. break;
  6214. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6215. break;
  6216. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6217. if (ss->id != bl->id)
  6218. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6219. break;
  6220. case UNT_DISSONANCE:
  6221. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6222. break;
  6223. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6224. {
  6225. int heal;
  6226. if (sg->src_id == bl->id)
  6227. break;
  6228. heal = sg->val2;
  6229. if(tsc && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6230. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6231. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6232. status_heal(bl, heal, 0, 0);
  6233. break;
  6234. }
  6235. case UNT_TATAMIGAESHI:
  6236. case UNT_DEMONSTRATION:
  6237. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6238. break;
  6239. case UNT_GOSPEL:
  6240. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6241. break;
  6242. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6243. { // Support Effect only on party, not guild
  6244. int i = rand()%13; // Positive buff count
  6245. type = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6246. switch (i)
  6247. {
  6248. case 0: // Heal 1~9999 HP
  6249. type = rand() %9999+1;
  6250. clif_skill_nodamage(ss,bl,AL_HEAL,type,1);
  6251. status_heal(bl,type,0,0);
  6252. break;
  6253. case 1: // End all negative status
  6254. status_change_clear_buffs(bl,2);
  6255. if (tsd) clif_gospel_info(tsd, 0x15);
  6256. break;
  6257. case 2: // Immunity to all status
  6258. sc_start(bl,SC_SCRESIST,100,100,type);
  6259. if (tsd) clif_gospel_info(tsd, 0x16);
  6260. break;
  6261. case 3: // MaxHP +100%
  6262. sc_start(bl,SC_INCMHPRATE,100,100,type);
  6263. if (tsd) clif_gospel_info(tsd, 0x17);
  6264. break;
  6265. case 4: // MaxSP +100%
  6266. sc_start(bl,SC_INCMSPRATE,100,100,type);
  6267. if (tsd) clif_gospel_info(tsd, 0x18);
  6268. break;
  6269. case 5: // All stats +20
  6270. sc_start(bl,SC_INCALLSTATUS,100,20,type);
  6271. if (tsd) clif_gospel_info(tsd, 0x19);
  6272. break;
  6273. case 6: // Level 10 Blessing
  6274. sc_start(bl,SC_BLESSING,100,10,type);
  6275. break;
  6276. case 7: // Level 10 Increase AGI
  6277. sc_start(bl,SC_INCREASEAGI,100,10,type);
  6278. break;
  6279. case 8: // Enchant weapon with Holy element
  6280. sc_start(bl,SC_ASPERSIO,100,1,type);
  6281. if (tsd) clif_gospel_info(tsd, 0x1c);
  6282. break;
  6283. case 9: // Enchant armor with Holy element
  6284. sc_start(bl,SC_BENEDICTIO,100,1,type);
  6285. if (tsd) clif_gospel_info(tsd, 0x1d);
  6286. break;
  6287. case 10: // DEF +25%
  6288. sc_start(bl,SC_INCDEFRATE,100,25,type);
  6289. if (tsd) clif_gospel_info(tsd, 0x1e);
  6290. break;
  6291. case 11: // ATK +100%
  6292. sc_start(bl,SC_INCATKRATE,100,100,type);
  6293. if (tsd) clif_gospel_info(tsd, 0x1f);
  6294. break;
  6295. case 12: // HIT/Flee +50
  6296. sc_start(bl,SC_INCHIT,100,50,type);
  6297. sc_start(bl,SC_INCFLEE,100,50,type);
  6298. if (tsd) clif_gospel_info(tsd, 0x20);
  6299. break;
  6300. }
  6301. }
  6302. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6303. { // Offensive Effect
  6304. int i = rand()%9; // Negative buff count
  6305. type = skill_get_time2(sg->skill_id, sg->skill_lv);
  6306. switch (i)
  6307. {
  6308. case 0: // Deal 1~9999 damage
  6309. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6310. break;
  6311. case 1: // Curse
  6312. sc_start(bl,SC_CURSE,100,1,type);
  6313. break;
  6314. case 2: // Blind
  6315. sc_start(bl,SC_BLIND,100,1,type);
  6316. break;
  6317. case 3: // Poison
  6318. sc_start(bl,SC_POISON,100,1,type);
  6319. break;
  6320. case 4: // Level 10 Provoke
  6321. sc_start(bl,SC_PROVOKE,100,10,type);
  6322. break;
  6323. case 5: // DEF -100%
  6324. sc_start(bl,SC_INCDEFRATE,100,-100,type);
  6325. break;
  6326. case 6: // ATK -100%
  6327. sc_start(bl,SC_INCATKRATE,100,-100,type);
  6328. break;
  6329. case 7: // Flee -100%
  6330. sc_start(bl,SC_INCFLEERATE,100,-100,type);
  6331. break;
  6332. case 8: // Speed/ASPD -25%
  6333. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,type);
  6334. break;
  6335. }
  6336. }
  6337. break;
  6338. case UNT_GRAVITATION:
  6339. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6340. break;
  6341. case UNT_DESPERADO:
  6342. if (rand()%100 < src->val1)
  6343. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6344. break;
  6345. case UNT_GROUNDDRIFT_WIND:
  6346. case UNT_GROUNDDRIFT_DARK:
  6347. case UNT_GROUNDDRIFT_POISON:
  6348. case UNT_GROUNDDRIFT_WATER:
  6349. case UNT_GROUNDDRIFT_FIRE:
  6350. map_foreachinrange(skill_trap_splash,&src->bl,
  6351. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6352. &src->bl,tick,0);
  6353. sg->unit_id = UNT_USED_TRAPS;
  6354. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6355. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6356. break;
  6357. }
  6358. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6359. { //Unset magic power.
  6360. sstatus->matk_min = matk_min;
  6361. sstatus->matk_max = matk_max;
  6362. }
  6363. if (bl->type == BL_MOB && ss != bl)
  6364. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6365. return skillid;
  6366. }
  6367. /*==========================================
  6368. * Triggered when a char steps out of a skill cell
  6369. *------------------------------------------*/
  6370. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6371. {
  6372. struct skill_unit_group *sg;
  6373. struct status_change *sc;
  6374. int type;
  6375. nullpo_retr(0, src);
  6376. nullpo_retr(0, bl);
  6377. nullpo_retr(0, sg=src->group);
  6378. sc = status_get_sc(bl);
  6379. type = SkillStatusChangeTable(sg->skill_id);
  6380. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6381. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6382. return 0;
  6383. switch(sg->unit_id){
  6384. case UNT_SAFETYWALL:
  6385. if (sc && sc->data[type].timer!=-1)
  6386. status_change_end(bl,type,-1);
  6387. break;
  6388. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6389. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6390. status_change_end(bl,type,-1);
  6391. break;
  6392. case UNT_SPIDERWEB:
  6393. {
  6394. struct block_list *target = map_id2bl(sg->val2);
  6395. if (target && target==bl)
  6396. {
  6397. if (sc && sc->data[type].timer!=-1 && sc->data[type].val2 == sg->group_id)
  6398. status_change_end(bl,type,-1);
  6399. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6400. }
  6401. break;
  6402. }
  6403. }
  6404. return sg->skill_id;
  6405. }
  6406. /*==========================================
  6407. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  6408. *------------------------------------------*/
  6409. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6410. {
  6411. struct status_change *sc;
  6412. int type;
  6413. sc = status_get_sc(bl);
  6414. if (sc && !sc->count)
  6415. sc = NULL;
  6416. type = SkillStatusChangeTable(skill_id);
  6417. switch (skill_id)
  6418. {
  6419. case WZ_QUAGMIRE:
  6420. if (bl->type==BL_MOB)
  6421. break;
  6422. if (sc && sc->data[type].timer != -1)
  6423. status_change_end(bl, type, -1);
  6424. break;
  6425. case BD_LULLABY:
  6426. case BD_RICHMANKIM:
  6427. case BD_ETERNALCHAOS:
  6428. case BD_DRUMBATTLEFIELD:
  6429. case BD_RINGNIBELUNGEN:
  6430. case BD_ROKISWEIL:
  6431. case BD_INTOABYSS:
  6432. case BD_SIEGFRIED:
  6433. if(sc && sc->data[SC_DANCING].timer != -1 && (sc->data[SC_DANCING].val1&0xFFFF) == skill_id)
  6434. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6435. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6436. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6437. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6438. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6439. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6440. skill_stop_dancing(bl);
  6441. }
  6442. case MG_SAFETYWALL:
  6443. case AL_PNEUMA:
  6444. case SA_VOLCANO:
  6445. case SA_DELUGE:
  6446. case SA_VIOLENTGALE:
  6447. case CG_HERMODE:
  6448. case HW_GRAVITATION:
  6449. case NJ_SUITON:
  6450. if (sc && sc->data[type].timer != -1)
  6451. status_change_end(bl, type, -1);
  6452. break;
  6453. case BA_POEMBRAGI:
  6454. case BA_WHISTLE:
  6455. case BA_ASSASSINCROSS:
  6456. case BA_APPLEIDUN:
  6457. case DC_HUMMING:
  6458. case DC_DONTFORGETME:
  6459. case DC_FORTUNEKISS:
  6460. case DC_SERVICEFORYOU:
  6461. if (sc && sc->data[type].timer != -1)
  6462. {
  6463. delete_timer(sc->data[type].timer, status_change_timer);
  6464. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6465. //not possible on our current implementation.
  6466. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6467. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6468. }
  6469. break;
  6470. case PF_FOGWALL:
  6471. if (sc && sc->data[type].timer != -1)
  6472. {
  6473. status_change_end(bl,type,-1);
  6474. if (sc->data[SC_BLIND].timer!=-1)
  6475. {
  6476. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6477. status_change_end(bl, SC_BLIND, -1);
  6478. else {
  6479. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6480. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6481. }
  6482. }
  6483. }
  6484. break;
  6485. }
  6486. return skill_id;
  6487. }
  6488. /*==========================================
  6489. * Invoked when a unit cell has been placed/removed/deleted.
  6490. * flag values:
  6491. * flag&1: Invoke onplace function (otherwise invoke onout)
  6492. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6493. *------------------------------------------*/
  6494. int skill_unit_effect (struct block_list* bl, va_list ap)
  6495. {
  6496. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  6497. struct skill_unit_group* group = unit->group;
  6498. unsigned int tick = va_arg(ap,unsigned int);
  6499. unsigned int flag = va_arg(ap,unsigned int);
  6500. int skill_id;
  6501. bool dissonance;
  6502. if( !unit->alive || bl->prev == NULL )
  6503. return 0;
  6504. nullpo_retr(0, group);
  6505. dissonance = skill_dance_switch(unit, 0);
  6506. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6507. skill_id = group->skill_id;
  6508. //Target-type check.
  6509. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  6510. {
  6511. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  6512. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6513. }
  6514. else
  6515. {
  6516. if( flag&1 )
  6517. skill_unit_onplace(unit,bl,tick);
  6518. else
  6519. skill_unit_onout(unit,bl,tick);
  6520. if( flag&4 )
  6521. skill_unit_onleft(skill_id, bl, tick);
  6522. }
  6523. if( dissonance ) skill_dance_switch(unit, 1);
  6524. return 0;
  6525. }
  6526. /*==========================================
  6527. * Triggers when a skill unit is about to be deleted
  6528. *------------------------------------------*/
  6529. static int skill_unit_ondelete (struct skill_unit *src, unsigned int tick)
  6530. {
  6531. struct skill_unit_group *sg;
  6532. nullpo_retr(0, src);
  6533. nullpo_retr(0, sg=src->group);
  6534. switch( sg->unit_id )
  6535. {
  6536. case UNT_ICEWALL:
  6537. // hack to prevent client from leaving cells unwalkable
  6538. //FIXME: this should be done individually in insight/outsight code instead [ultramage]
  6539. clif_changemapcell(0,&src->bl,src->val2,ALL_SAMEMAP);
  6540. break;
  6541. case UNT_ANKLESNARE:
  6542. {
  6543. struct block_list *target = map_id2bl(sg->val2);
  6544. if(target)
  6545. status_change_end(target,SC_ANKLE,-1);
  6546. }
  6547. break;
  6548. }
  6549. return 0;
  6550. }
  6551. /*==========================================
  6552. *
  6553. *------------------------------------------*/
  6554. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6555. {
  6556. struct skill_unit_group *sg;
  6557. nullpo_retr(0, src);
  6558. nullpo_retr(0, sg=src->group);
  6559. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6560. skill_delunitgroup(NULL,sg);
  6561. else
  6562. switch(sg->unit_id){
  6563. case UNT_ICEWALL:
  6564. src->val1-=damage;
  6565. break;
  6566. default:
  6567. damage = 0;
  6568. break;
  6569. }
  6570. return damage;
  6571. }
  6572. /*==========================================
  6573. *
  6574. *------------------------------------------*/
  6575. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6576. {
  6577. int *c, skillid;
  6578. struct block_list *src;
  6579. struct map_session_data *sd;
  6580. struct map_session_data *tsd;
  6581. int *p_sd; //Contains the list of characters found.
  6582. nullpo_retr(0, bl);
  6583. nullpo_retr(0, ap);
  6584. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6585. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6586. nullpo_retr(0, sd=(struct map_session_data*)src);
  6587. c=va_arg(ap,int *);
  6588. p_sd = va_arg(ap, int *);
  6589. skillid = va_arg(ap,int);
  6590. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6591. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6592. if (bl == src)
  6593. return 0;
  6594. if(pc_isdead(tsd))
  6595. return 0;
  6596. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  6597. return 0;
  6598. switch(skillid)
  6599. {
  6600. case PR_BENEDICTIO:
  6601. {
  6602. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6603. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6604. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6605. && sd->status.sp >= 10)
  6606. p_sd[(*c)++]=tsd->bl.id;
  6607. return 1;
  6608. }
  6609. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6610. {
  6611. int skilllv;
  6612. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  6613. return 0;
  6614. if (sd->status.sex != tsd->status.sex &&
  6615. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6616. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6617. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  6618. sd->status.party_id && tsd->status.party_id &&
  6619. sd->status.party_id == tsd->status.party_id &&
  6620. tsd->sc.data[SC_DANCING].timer == -1)
  6621. {
  6622. p_sd[(*c)++]=tsd->bl.id;
  6623. return skilllv;
  6624. } else {
  6625. return 0;
  6626. }
  6627. }
  6628. break;
  6629. }
  6630. //return 0;
  6631. }
  6632. /*==========================================
  6633. * Checks and stores partners for ensemble skills [Skotlex]
  6634. *------------------------------------------*/
  6635. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  6636. {
  6637. static int c=0;
  6638. static int p_sd[2] = { 0, 0 };
  6639. int i;
  6640. if (!battle_config.player_skill_partner_check ||
  6641. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  6642. return 99; //As if there were infinite partners.
  6643. if (cast_flag)
  6644. { //Execute the skill on the partners.
  6645. struct map_session_data* tsd;
  6646. switch (skill_id)
  6647. {
  6648. case PR_BENEDICTIO:
  6649. for (i = 0; i < c; i++)
  6650. {
  6651. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6652. status_charge(&tsd->bl, 0, 10);
  6653. }
  6654. return c;
  6655. default: //Warning: Assuming Ensemble skills here (for speed)
  6656. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  6657. {
  6658. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  6659. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  6660. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6661. tsd->skillid_dance = skill_id;
  6662. tsd->skilllv_dance = *skill_lv;
  6663. }
  6664. return c;
  6665. }
  6666. }
  6667. //Else: new search for partners.
  6668. c = 0;
  6669. memset (p_sd, 0, sizeof(p_sd));
  6670. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6671. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6672. *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.
  6673. return c;
  6674. }
  6675. /*==========================================
  6676. *
  6677. *------------------------------------------*/
  6678. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  6679. {
  6680. int *c,src_id,mob_class,skill;
  6681. struct mob_data *md;
  6682. md=(struct mob_data*)bl;
  6683. src_id=va_arg(ap,int);
  6684. mob_class=va_arg(ap,int);
  6685. skill=va_arg(ap,int);
  6686. c=va_arg(ap,int *);
  6687. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  6688. return 0; //Non alchemist summoned mobs have nothing to do here.
  6689. if(md->class_==mob_class)
  6690. (*c)++;
  6691. return 1;
  6692. }
  6693. /*==========================================
  6694. * Determines if a given skill should be made to consume ammo
  6695. * when used by the player. [Skotlex]
  6696. *------------------------------------------*/
  6697. int skill_isammotype (struct map_session_data *sd, int skill)
  6698. {
  6699. return (
  6700. battle_config.arrow_decrement==2 &&
  6701. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  6702. skill != HT_PHANTASMIC &&
  6703. skill_get_type(skill) == BF_WEAPON &&
  6704. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  6705. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  6706. );
  6707. }
  6708. /*==========================================
  6709. * Checks that you have the requirements for casting a skill.
  6710. * Flag:
  6711. * &1: finished casting the skill (invoke hp/sp/item consumption)
  6712. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  6713. *------------------------------------------*/
  6714. int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type)
  6715. {
  6716. struct status_data *status;
  6717. struct status_change *sc;
  6718. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  6719. int itemid[10],amount[10];
  6720. int delitem_flag = 1;
  6721. nullpo_retr(0, sd);
  6722. if (lv <= 0 || sd->chatID) return 0;
  6723. if( battle_config.gm_skilluncond &&
  6724. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6725. sd->skillitem != skill)
  6726. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6727. sd->skillitem = sd->skillitemlv = 0;
  6728. //Need to do arrow state check.
  6729. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  6730. //Need to do Spiritball check.
  6731. sd->spiritball_old = sd->spiritball;
  6732. return 1;
  6733. }
  6734. status = &sd->battle_status;
  6735. sc = &sd->sc;
  6736. if (!sc->count)
  6737. sc = NULL;
  6738. if(pc_is90overweight(sd)) {
  6739. clif_skill_fail(sd,skill,9,0);
  6740. sd->skillitem = sd->skillitemlv = 0;
  6741. return 0;
  6742. }
  6743. if (sd->state.abra_flag)
  6744. {
  6745. if (sd->skillitem != skill)
  6746. { //Cancelled, using a different skill.
  6747. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  6748. } else {
  6749. //Abracadabra skill, skip requisites!
  6750. if(type&1)
  6751. { //Clear out the data.
  6752. sd->skillitem = sd->skillitemlv = 0;
  6753. sd->state.abra_flag = 0;
  6754. }
  6755. return 1;
  6756. }
  6757. }
  6758. if (sd->menuskill_id == AM_PHARMACY &&
  6759. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6760. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6761. )) {
  6762. sd->skillitem = sd->skillitemlv = 0;
  6763. return 0;
  6764. }
  6765. if(sd->skillitem == skill) {
  6766. if(!type) //When a target was selected
  6767. { //Consume items that were skipped in pc_use_item [Skotlex]
  6768. if((i = sd->itemindex) == -1 ||
  6769. sd->status.inventory[i].nameid != sd->itemid ||
  6770. sd->inventory_data[i] == NULL ||
  6771. !sd->inventory_data[i]->flag.delay_consume ||
  6772. sd->status.inventory[i].amount < 1
  6773. )
  6774. { //Something went wrong, item exploit?
  6775. sd->itemid = sd->itemindex = -1;
  6776. return 0;
  6777. }
  6778. //Consume
  6779. sd->itemid = sd->itemindex = -1;
  6780. if(skill == WZ_EARTHSPIKE && sc &&
  6781. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  6782. ; //Do not consume item.
  6783. else
  6784. pc_delitem(sd,i,1,0);
  6785. }
  6786. if (type&1) //Casting finished
  6787. sd->skillitem = sd->skillitemlv = 0;
  6788. return 1;
  6789. }
  6790. //Code speedup, rather than using skill_get_* over and over again.
  6791. j = skill_get_index(skill);
  6792. if( j == 0 ) // invalid skill id
  6793. return 0;
  6794. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  6795. return 0;
  6796. hp = skill_db[j].hp[lv-1];
  6797. sp = skill_db[j].sp[lv-1];
  6798. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  6799. sp=sp/2;
  6800. hp_rate = skill_db[j].hp_rate[lv-1];
  6801. sp_rate = skill_db[j].sp_rate[lv-1];
  6802. zeny = skill_db[j].zeny[lv-1];
  6803. weapon = skill_db[j].weapon;
  6804. ammo = skill_db[j].ammo;
  6805. ammo_qty = skill_db[j].ammo_qty[lv-1];
  6806. state = skill_db[j].state;
  6807. spiritball = skill_db[j].spiritball[lv-1];
  6808. mhp = skill_db[j].mhp[lv-1];
  6809. for(i = 0; i < 10; i++) {
  6810. itemid[i] = skill_db[j].itemid[i];
  6811. amount[i] = skill_db[j].amount[i];
  6812. }
  6813. if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
  6814. //mhp is the max-hp-requirement, that is,
  6815. //you must have this % or less of HP to cast it.
  6816. clif_skill_fail(sd,skill,2,0);
  6817. return 0;
  6818. }
  6819. if(hp_rate > 0)
  6820. hp += (status->hp * hp_rate)/100;
  6821. else
  6822. hp += (status->max_hp * (-hp_rate))/100;
  6823. if(sp_rate > 0)
  6824. sp += (status->sp * sp_rate)/100;
  6825. else
  6826. sp += (status->max_sp * (-sp_rate))/100;
  6827. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  6828. { //Assume this skill is using the weapon, therefore it requires arrows.
  6829. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  6830. ammo_qty = 1;
  6831. }
  6832. //Can only update state when weapon/arrow info is checked.
  6833. if (weapon) sd->state.arrow_atk = ammo?1:0;
  6834. switch(skill) { // Check for cost reductions due to skills & SCs
  6835. case MC_MAMMONITE:
  6836. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  6837. zeny -= zeny*10/100;
  6838. break;
  6839. case AL_HOLYLIGHT:
  6840. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  6841. sp *= 5;
  6842. break;
  6843. case SL_SMA:
  6844. case SL_STUN:
  6845. case SL_STIN:
  6846. {
  6847. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  6848. if(kaina_lv==0 || sd->status.base_level<70)
  6849. break;
  6850. if(sd->status.base_level>=90)
  6851. sp -= sp*7*kaina_lv/100;
  6852. else if(sd->status.base_level>=80)
  6853. sp -= sp*5*kaina_lv/100;
  6854. else if(sd->status.base_level>=70)
  6855. sp -= sp*3*kaina_lv/100;
  6856. }
  6857. break;
  6858. case MO_TRIPLEATTACK:
  6859. case MO_CHAINCOMBO:
  6860. case MO_COMBOFINISH:
  6861. case CH_TIGERFIST:
  6862. case CH_CHAINCRUSH:
  6863. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  6864. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  6865. break;
  6866. }
  6867. if(sd->dsprate!=100)
  6868. sp=sp*sd->dsprate/100;
  6869. switch(skill) {
  6870. case SA_CASTCANCEL:
  6871. if(sd->ud.skilltimer == -1) {
  6872. clif_skill_fail(sd,skill,0,0);
  6873. return 0;
  6874. }
  6875. break;
  6876. case BS_MAXIMIZE:
  6877. case NV_TRICKDEAD:
  6878. case TF_HIDING:
  6879. case AS_CLOAKING:
  6880. case CR_AUTOGUARD:
  6881. case CR_DEFENDER:
  6882. case ST_CHASEWALK:
  6883. case PA_GOSPEL:
  6884. case CR_SHRINK:
  6885. case TK_RUN:
  6886. case GS_GATLINGFEVER:
  6887. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  6888. return 1; //Allow turning off.
  6889. break;
  6890. case AL_WARP:
  6891. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  6892. delitem_flag = 0;
  6893. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  6894. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  6895. return 0;
  6896. }
  6897. break;
  6898. case MO_CALLSPIRITS:
  6899. if(sd->spiritball >= lv) {
  6900. clif_skill_fail(sd,skill,0,0);
  6901. return 0;
  6902. }
  6903. break;
  6904. case MO_FINGEROFFENSIVE: //謖�シセ
  6905. case GS_FLING:
  6906. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  6907. spiritball = sd->spiritball;
  6908. sd->spiritball_old = sd->spiritball;
  6909. }
  6910. else sd->spiritball_old = spiritball;
  6911. break;
  6912. case MO_BODYRELOCATION:
  6913. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  6914. spiritball = 0;
  6915. break;
  6916. case MO_CHAINCOMBO:
  6917. if(!sc)
  6918. return 0;
  6919. if(sc->data[SC_BLADESTOP].timer!=-1)
  6920. break;
  6921. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  6922. break;
  6923. return 0;
  6924. case MO_COMBOFINISH: //迪幃セ肴教
  6925. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  6926. return 0;
  6927. break;
  6928. case CH_TIGERFIST: //莨剰剋諡ウ
  6929. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  6930. return 0;
  6931. break;
  6932. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  6933. if(!sc || sc->data[SC_COMBO].timer == -1)
  6934. return 0;
  6935. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  6936. return 0;
  6937. break;
  6938. case MO_EXTREMITYFIST:
  6939. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  6940. // return 0;
  6941. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  6942. spiritball--;
  6943. else if (sc && sc->data[SC_COMBO].timer != -1) {
  6944. switch(sc->data[SC_COMBO].val1) {
  6945. case MO_COMBOFINISH:
  6946. spiritball = 4;
  6947. break;
  6948. case CH_TIGERFIST:
  6949. spiritball = 3;
  6950. break;
  6951. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  6952. spiritball = sd->spiritball?sd->spiritball:1;
  6953. break;
  6954. default:
  6955. return 0;
  6956. }
  6957. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  6958. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  6959. clif_skill_fail(sd,skill,0,0);
  6960. return 0;
  6961. }
  6962. break;
  6963. case TK_MISSION: //Does not works on Non-Taekwon
  6964. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  6965. clif_skill_fail(sd,skill,0,0);
  6966. return 0;
  6967. }
  6968. break;
  6969. case TK_READYCOUNTER:
  6970. case TK_READYDOWN:
  6971. case TK_READYSTORM:
  6972. case TK_READYTURN:
  6973. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  6974. return 1; //Enable disabling them regardless of who you are.
  6975. case TK_JUMPKICK:
  6976. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  6977. //They do not work on Soul Linkers.
  6978. clif_skill_fail(sd,skill,0,0);
  6979. return 0;
  6980. }
  6981. break;
  6982. case TK_TURNKICK:
  6983. case TK_STORMKICK:
  6984. case TK_DOWNKICK:
  6985. case TK_COUNTER:
  6986. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6987. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  6988. if(!sc || sc->data[SC_COMBO].timer == -1)
  6989. return 0; //Combo needs to be ready
  6990. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  6991. { //Unlimited Combo
  6992. if (skill == sd->skillid_old) {
  6993. status_change_end(&sd->bl, SC_COMBO, -1);
  6994. sd->skillid_old = sd->skilllv_old = 0;
  6995. return 0; //Can't repeat previous combo skill.
  6996. }
  6997. break;
  6998. } else
  6999. if(sc->data[SC_COMBO].val1 == skill)
  7000. break; //Combo ready.
  7001. //Cancel combo wait.
  7002. unit_cancel_combo(&sd->bl);
  7003. return 0;
  7004. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7005. {
  7006. int time;
  7007. if(!sc || sc->data[SC_DANCING].timer==-1)
  7008. {
  7009. clif_skill_fail(sd,skill,0,0);
  7010. return 0;
  7011. }
  7012. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7013. if (skill_get_time(
  7014. (sc->data[SC_DANCING].val1&0xFFFF), //Dance Skill ID
  7015. (sc->data[SC_DANCING].val1>>16)) //Dance Skill LV
  7016. - time <= skill_get_time2(skill,lv))
  7017. {
  7018. clif_skill_fail(sd,skill,0,0);
  7019. return 0;
  7020. }
  7021. }
  7022. break;
  7023. case PR_BENEDICTIO:
  7024. {
  7025. if (!(type&1))
  7026. { //Started casting.
  7027. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7028. {
  7029. clif_skill_fail(sd,skill,0,0);
  7030. return 0;
  7031. }
  7032. }
  7033. else
  7034. //Should I repeat the check? If so, it would be best to only do
  7035. //this on cast-ending. [Skotlex]
  7036. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7037. }
  7038. break;
  7039. case AM_CANNIBALIZE:
  7040. case AM_SPHEREMINE:
  7041. if(type&1){
  7042. int c=0;
  7043. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7044. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7045. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7046. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7047. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7048. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7049. if(c >= maxcount ||
  7050. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7051. { //Fails when: exceed max limit. There are other plant types already out.
  7052. clif_skill_fail(sd,skill,0,0);
  7053. return 0;
  7054. }
  7055. }
  7056. }
  7057. break;
  7058. case WZ_FIREPILLAR: // celest
  7059. if (lv <= 5) // no gems required at level 1-5
  7060. itemid[0] = 0;
  7061. break;
  7062. case SL_SMA:
  7063. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7064. if(!sc || sc->data[SC_SMA].timer == -1)
  7065. return 0;
  7066. break;
  7067. case HT_POWER:
  7068. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7069. return 0;
  7070. break;
  7071. case SA_DELUGE:
  7072. case SA_VOLCANO:
  7073. case SA_VIOLENTGALE:
  7074. { //Does not consumes if the skill is already active. [Skotlex]
  7075. struct skill_unit_group *sg;
  7076. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7077. (
  7078. sg->skill_id == SA_VOLCANO ||
  7079. sg->skill_id == SA_DELUGE ||
  7080. sg->skill_id == SA_VIOLENTGALE
  7081. )) {
  7082. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7083. delitem_flag = 0;
  7084. else
  7085. sg->limit = 0; //Disable it.
  7086. }
  7087. break;
  7088. }
  7089. case CG_HERMODE:
  7090. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7091. {
  7092. clif_skill_fail(sd,skill,0,0);
  7093. return 0;
  7094. }
  7095. break;
  7096. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7097. {
  7098. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7099. int size = range*2+1;
  7100. for (i=0;i<size*size;i++) {
  7101. x = sd->bl.x+(i%size-range);
  7102. y = sd->bl.y+(i/size-range);
  7103. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7104. clif_skill_fail(sd,skill,0,0);
  7105. return 0;
  7106. }
  7107. }
  7108. }
  7109. break;
  7110. case PR_REDEMPTIO:
  7111. {
  7112. int exp;
  7113. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7114. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7115. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7116. return 0;
  7117. }
  7118. break;
  7119. }
  7120. case AM_TWILIGHT2:
  7121. case AM_TWILIGHT3:
  7122. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7123. {
  7124. clif_skill_fail(sd,skill,0,0);
  7125. return 0;
  7126. }
  7127. break;
  7128. //SHOULD BE OPTIMALIZED [Komurka]
  7129. //Optimized #1. optimize comfort later. [Vicious]
  7130. case SG_SUN_WARM:
  7131. case SG_MOON_WARM:
  7132. case SG_STAR_WARM:
  7133. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7134. break;
  7135. clif_skill_fail(sd,skill,0,0);
  7136. return 0;
  7137. break;
  7138. case SG_SUN_COMFORT:
  7139. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7140. break;
  7141. clif_skill_fail(sd,skill,0,0);
  7142. return 0;
  7143. case SG_MOON_COMFORT:
  7144. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7145. break;
  7146. clif_skill_fail(sd,skill,0,0);
  7147. return 0;
  7148. case SG_STAR_COMFORT:
  7149. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7150. break;
  7151. clif_skill_fail(sd,skill,0,0);
  7152. return 0;
  7153. case SG_FUSION:
  7154. if (sc && sc->data[SC_FUSION].timer!=-1)
  7155. return 1;
  7156. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7157. break;
  7158. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7159. if(sp>0 && type&1)
  7160. {
  7161. if (status->sp < (unsigned int)sp)
  7162. clif_skill_fail(sd,skill,1,0);
  7163. else
  7164. status_zap(&sd->bl, 0, sp);
  7165. }
  7166. return 0;
  7167. case GD_BATTLEORDER:
  7168. case GD_REGENERATION:
  7169. case GD_RESTORE:
  7170. if (!map_flag_gvg(sd->bl.m)) {
  7171. clif_skill_fail(sd,skill,0,0);
  7172. return 0;
  7173. }
  7174. case GD_EMERGENCYCALL:
  7175. // other checks were already done in skillnotok()
  7176. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7177. return 0;
  7178. break;
  7179. case GS_GLITTERING:
  7180. if(sd->spiritball >= 10) {
  7181. clif_skill_fail(sd,skill,0,0);
  7182. return 0;
  7183. }
  7184. break;
  7185. case NJ_ISSEN:
  7186. if (status->hp < 2) {
  7187. clif_skill_fail(sd,skill,0,0);
  7188. return 0;
  7189. }
  7190. case NJ_BUNSINJYUTSU:
  7191. if (!sc || sc->data[SC_NEN].timer==-1) {
  7192. clif_skill_fail(sd,skill,0,0);
  7193. return 0;
  7194. }
  7195. break;
  7196. case NJ_ZENYNAGE:
  7197. if(sd->status.zeny < zeny) {
  7198. clif_skill_fail(sd,skill,5,0);
  7199. return 0;
  7200. }
  7201. zeny = 0; //Zeny is reduced on skill_attack.
  7202. break;
  7203. case PF_HPCONVERSION:
  7204. if (status->sp == status->max_sp)
  7205. return 0; //Unusable when at full SP.
  7206. break;
  7207. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7208. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7209. clif_skill_fail(sd,skill,0,0);
  7210. return 0;
  7211. }
  7212. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7213. delitem_flag = 0;
  7214. break;
  7215. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7216. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7217. {
  7218. clif_skill_fail(sd,skill,0,0);
  7219. return 0;
  7220. }
  7221. break;
  7222. }
  7223. if(!(type&2)){
  7224. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7225. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7226. return 0;
  7227. }
  7228. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7229. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7230. return 0;
  7231. }
  7232. if(zeny>0 && sd->status.zeny < zeny) {
  7233. clif_skill_fail(sd,skill,5,0);
  7234. return 0;
  7235. }
  7236. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7237. clif_skill_fail(sd,skill,6,0);
  7238. return 0;
  7239. }
  7240. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7241. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7242. !sd->inventory_data[i] ||
  7243. sd->status.inventory[i].amount < ammo_qty
  7244. ) {
  7245. clif_arrow_fail(sd,0);
  7246. return 0;
  7247. }
  7248. if (!(ammo&1<<sd->inventory_data[i]->look))
  7249. { //Ammo type check. Send the "wrong weapon type" message
  7250. //which is the closest we have to wrong ammo type. [Skotlex]
  7251. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7252. //clif_skill_fail(sd,skill,6,0);
  7253. return 0;
  7254. }
  7255. }
  7256. if( spiritball > 0 && sd->spiritball < spiritball) {
  7257. clif_skill_fail(sd,skill,0,0);
  7258. return 0;
  7259. }
  7260. }
  7261. switch(state) {
  7262. case ST_HIDING:
  7263. if(!(sc && sc->option&OPTION_HIDE)) {
  7264. clif_skill_fail(sd,skill,0,0);
  7265. return 0;
  7266. }
  7267. break;
  7268. case ST_CLOAKING:
  7269. if(!pc_iscloaking(sd)) {
  7270. clif_skill_fail(sd,skill,0,0);
  7271. return 0;
  7272. }
  7273. break;
  7274. case ST_HIDDEN:
  7275. if(!pc_ishiding(sd)) {
  7276. clif_skill_fail(sd,skill,0,0);
  7277. return 0;
  7278. }
  7279. break;
  7280. case ST_RIDING:
  7281. if(!pc_isriding(sd)) {
  7282. clif_skill_fail(sd,skill,0,0);
  7283. return 0;
  7284. }
  7285. break;
  7286. case ST_FALCON:
  7287. if(!pc_isfalcon(sd)) {
  7288. clif_skill_fail(sd,skill,0,0);
  7289. return 0;
  7290. }
  7291. break;
  7292. case ST_CART:
  7293. if(!pc_iscarton(sd)) {
  7294. clif_skill_fail(sd,skill,0,0);
  7295. return 0;
  7296. }
  7297. break;
  7298. case ST_SHIELD:
  7299. if(sd->status.shield <= 0) {
  7300. clif_skill_fail(sd,skill,0,0);
  7301. return 0;
  7302. }
  7303. break;
  7304. case ST_SIGHT:
  7305. if(!sc || sc->data[SC_SIGHT].timer == -1) {
  7306. clif_skill_fail(sd,skill,0,0);
  7307. return 0;
  7308. }
  7309. break;
  7310. case ST_EXPLOSIONSPIRITS:
  7311. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7312. clif_skill_fail(sd,skill,0,0);
  7313. return 0;
  7314. }
  7315. break;
  7316. case ST_CARTBOOST:
  7317. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7318. clif_skill_fail(sd,skill,0,0);
  7319. return 0;
  7320. }
  7321. break;
  7322. case ST_RECOV_WEIGHT_RATE:
  7323. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7324. clif_skill_fail(sd,skill,0,0);
  7325. return 0;
  7326. }
  7327. break;
  7328. case ST_MOVE_ENABLE:
  7329. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7330. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7331. if (!unit_can_move(&sd->bl)) {
  7332. clif_skill_fail(sd,skill,0,0);
  7333. return 0;
  7334. }
  7335. break;
  7336. case ST_WATER:
  7337. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  7338. break;
  7339. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7340. break;
  7341. clif_skill_fail(sd,skill,0,0);
  7342. return 0;
  7343. }
  7344. if(!(type&1))
  7345. return 1; // consumption only happens on cast-end
  7346. if( delitem_flag )
  7347. {
  7348. int index[ARRAYLENGTH(itemid)];
  7349. // Check consumed items and reduce required amounts
  7350. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7351. {
  7352. index[i] = -1;
  7353. if( itemid[i] <= 0 )
  7354. continue;// no item
  7355. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  7356. {
  7357. if (sd->special_state.no_gemstone)
  7358. { //Make it substract 1 gem rather than skipping the cost.
  7359. if (--amount[i] < 1)
  7360. continue;
  7361. }
  7362. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  7363. continue;
  7364. }
  7365. if((skill == AM_POTIONPITCHER ||
  7366. skill == CR_SLIMPITCHER ||
  7367. skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
  7368. continue;
  7369. index[i] = pc_search_inventory(sd,itemid[i]);
  7370. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7371. if( itemid[i] == ITEMID_RED_GEMSTONE )
  7372. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7373. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  7374. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7375. else
  7376. clif_skill_fail(sd,skill,0,0);
  7377. return 0;
  7378. }
  7379. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  7380. sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  7381. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7382. }
  7383. // Consume items
  7384. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7385. {
  7386. if(index[i] >= 0)
  7387. pc_delitem(sd,index[i],amount[i],0);
  7388. }
  7389. }
  7390. if(type&2)
  7391. return 1;
  7392. if(sp || hp)
  7393. status_zap(&sd->bl, hp, sp);
  7394. if(zeny > 0) // Zeny豸郁イサ
  7395. pc_payzeny(sd,zeny);
  7396. if(spiritball > 0)
  7397. pc_delspiritball(sd,spiritball,0);
  7398. return 1;
  7399. }
  7400. /*==========================================
  7401. * Does cast-time reductions based on dex, item bonuses and config setting
  7402. *------------------------------------------*/
  7403. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7404. {
  7405. int time = skill_get_cast(skill_id, skill_lv);
  7406. struct map_session_data *sd;
  7407. nullpo_retr(0, bl);
  7408. BL_CAST(BL_PC, bl, sd);
  7409. // calculate base cast time (reduced by dex)
  7410. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  7411. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7412. if (scale > 0) // not instant cast
  7413. time = time * scale / battle_config.castrate_dex_scale;
  7414. else return 0; // instant cast
  7415. }
  7416. // calculate cast time reduced by item/card bonuses
  7417. if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd)
  7418. {
  7419. int i;
  7420. if (sd->castrate != 100)
  7421. time = time * sd->castrate / 100;
  7422. for(i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
  7423. {
  7424. if (sd->skillcast[i].id == skill_id)
  7425. {
  7426. time+= time * sd->skillcast[i].val / 100;
  7427. break;
  7428. }
  7429. }
  7430. }
  7431. // config cast time multiplier
  7432. if (battle_config.cast_rate != 100)
  7433. time = time * battle_config.cast_rate / 100;
  7434. // return final cast time
  7435. return (time > 0) ? time : 0;
  7436. }
  7437. /*==========================================
  7438. * Does cast-time reductions based on sc data.
  7439. *------------------------------------------*/
  7440. int skill_castfix_sc (struct block_list *bl, int time)
  7441. {
  7442. struct status_change *sc = status_get_sc(bl);
  7443. if (sc && sc->count) {
  7444. if (sc->data[SC_SLOWCAST].timer != -1)
  7445. time += time * sc->data[SC_SLOWCAST].val2 / 100;
  7446. if (sc->data[SC_FASTCAST].timer != -1)
  7447. time -= time * sc->data[SC_FASTCAST].val1 / 100;
  7448. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7449. time -= time * sc->data[SC_SUFFRAGIUM].val2 / 100;
  7450. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7451. }
  7452. if (sc->data[SC_MEMORIZE].timer != -1) {
  7453. time>>=1;
  7454. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  7455. status_change_end(bl, SC_MEMORIZE, -1);
  7456. }
  7457. if (sc->data[SC_POEMBRAGI].timer != -1)
  7458. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7459. }
  7460. return (time > 0) ? time : 0;
  7461. }
  7462. /*==========================================
  7463. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  7464. *------------------------------------------*/
  7465. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7466. {
  7467. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7468. int time = skill_get_delay(skill_id, skill_lv);
  7469. nullpo_retr(0, bl);
  7470. if (bl->type&battle_config.no_skill_delay)
  7471. return battle_config.min_skill_delay_limit;
  7472. if (time < 0)
  7473. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  7474. // Delay reductions
  7475. switch (skill_id)
  7476. { //Monk combo skills have their delay reduced by agi/dex.
  7477. case MO_TRIPLEATTACK:
  7478. case MO_CHAINCOMBO:
  7479. case MO_COMBOFINISH:
  7480. case CH_TIGERFIST:
  7481. case CH_CHAINCRUSH:
  7482. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7483. break;
  7484. default:
  7485. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7486. { // if skill delay is allowed to be reduced by dex
  7487. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7488. if (scale > 0)
  7489. time = time * scale / battle_config.castrate_dex_scale;
  7490. else //To be capped later to minimum.
  7491. time = 0;
  7492. }
  7493. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  7494. { // if skill delay is allowed to be reduced by agi
  7495. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  7496. if (scale > 0)
  7497. time = time * scale / battle_config.castrate_dex_scale;
  7498. else //To be capped later to minimum.
  7499. time = 0;
  7500. }
  7501. }
  7502. if (!(delaynodex&2))
  7503. {
  7504. struct status_change *sc;
  7505. sc= status_get_sc(bl);
  7506. if (sc && sc->count) {
  7507. if (sc->data[SC_POEMBRAGI].timer != -1)
  7508. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7509. if (sc->data[SC_SPIRIT].timer != -1)
  7510. switch (skill_id) {
  7511. case CR_SHIELDBOOMERANG:
  7512. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7513. time /=2;
  7514. break;
  7515. case AS_SONICBLOW:
  7516. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7517. time /= 2;
  7518. break;
  7519. }
  7520. }
  7521. }
  7522. if (!(delaynodex&4))
  7523. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7524. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7525. if (battle_config.delay_rate != 100)
  7526. time = time * battle_config.delay_rate / 100;
  7527. if (time < status_get_amotion(bl))
  7528. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  7529. return max(time, battle_config.min_skill_delay_limit);
  7530. }
  7531. /*=========================================
  7532. *
  7533. *-----------------------------------------*/
  7534. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7535. {
  7536. nullpo_retv(tc);
  7537. if(dir == 0){
  7538. tc->val1[0]=x-2;
  7539. tc->val1[1]=x-1;
  7540. tc->val1[2]=x;
  7541. tc->val1[3]=x+1;
  7542. tc->val1[4]=x+2;
  7543. tc->val2[0]=
  7544. tc->val2[1]=
  7545. tc->val2[2]=
  7546. tc->val2[3]=
  7547. tc->val2[4]=y-1;
  7548. }
  7549. else if(dir==2){
  7550. tc->val1[0]=
  7551. tc->val1[1]=
  7552. tc->val1[2]=
  7553. tc->val1[3]=
  7554. tc->val1[4]=x+1;
  7555. tc->val2[0]=y+2;
  7556. tc->val2[1]=y+1;
  7557. tc->val2[2]=y;
  7558. tc->val2[3]=y-1;
  7559. tc->val2[4]=y-2;
  7560. }
  7561. else if(dir==4){
  7562. tc->val1[0]=x-2;
  7563. tc->val1[1]=x-1;
  7564. tc->val1[2]=x;
  7565. tc->val1[3]=x+1;
  7566. tc->val1[4]=x+2;
  7567. tc->val2[0]=
  7568. tc->val2[1]=
  7569. tc->val2[2]=
  7570. tc->val2[3]=
  7571. tc->val2[4]=y+1;
  7572. }
  7573. else if(dir==6){
  7574. tc->val1[0]=
  7575. tc->val1[1]=
  7576. tc->val1[2]=
  7577. tc->val1[3]=
  7578. tc->val1[4]=x-1;
  7579. tc->val2[0]=y+2;
  7580. tc->val2[1]=y+1;
  7581. tc->val2[2]=y;
  7582. tc->val2[3]=y-1;
  7583. tc->val2[4]=y-2;
  7584. }
  7585. else if(dir==1){
  7586. tc->val1[0]=x-1;
  7587. tc->val1[1]=x;
  7588. tc->val1[2]=x+1;
  7589. tc->val1[3]=x+2;
  7590. tc->val1[4]=x+3;
  7591. tc->val2[0]=y-4;
  7592. tc->val2[1]=y-3;
  7593. tc->val2[2]=y-1;
  7594. tc->val2[3]=y;
  7595. tc->val2[4]=y+1;
  7596. }
  7597. else if(dir==3){
  7598. tc->val1[0]=x+3;
  7599. tc->val1[1]=x+2;
  7600. tc->val1[2]=x+1;
  7601. tc->val1[3]=x;
  7602. tc->val1[4]=x-1;
  7603. tc->val2[0]=y-1;
  7604. tc->val2[1]=y;
  7605. tc->val2[2]=y+1;
  7606. tc->val2[3]=y+2;
  7607. tc->val2[4]=y+3;
  7608. }
  7609. else if(dir==5){
  7610. tc->val1[0]=x+1;
  7611. tc->val1[1]=x;
  7612. tc->val1[2]=x-1;
  7613. tc->val1[3]=x-2;
  7614. tc->val1[4]=x-3;
  7615. tc->val2[0]=y+3;
  7616. tc->val2[1]=y+2;
  7617. tc->val2[2]=y+1;
  7618. tc->val2[3]=y;
  7619. tc->val2[4]=y-1;
  7620. }
  7621. else if(dir==7){
  7622. tc->val1[0]=x-3;
  7623. tc->val1[1]=x-2;
  7624. tc->val1[2]=x-1;
  7625. tc->val1[3]=x;
  7626. tc->val1[4]=x+1;
  7627. tc->val2[1]=y;
  7628. tc->val2[0]=y+1;
  7629. tc->val2[2]=y-1;
  7630. tc->val2[3]=y-2;
  7631. tc->val2[4]=y-3;
  7632. }
  7633. }
  7634. /*=========================================
  7635. *
  7636. *-----------------------------------------*/
  7637. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  7638. {
  7639. int c;
  7640. nullpo_retv(tc);
  7641. for( c = 0; c < 5; c++ )
  7642. {
  7643. switch( dir )
  7644. {
  7645. case 0: tc->val2[c]+=are; break;
  7646. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  7647. case 2: tc->val1[c]-=are; break;
  7648. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  7649. case 4: tc->val2[c]-=are; break;
  7650. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  7651. case 6: tc->val1[c]+=are; break;
  7652. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  7653. }
  7654. }
  7655. }
  7656. /*==========================================
  7657. * Weapon Repair [Celest/DracoRPG]
  7658. *------------------------------------------*/
  7659. void skill_repairweapon (struct map_session_data *sd, int idx)
  7660. {
  7661. int material;
  7662. int materials[4] = { 1002, 998, 999, 756 };
  7663. struct item *item;
  7664. struct map_session_data *target_sd;
  7665. nullpo_retv(sd);
  7666. target_sd = map_id2sd(sd->menuskill_val);
  7667. if (!target_sd) //Failed....
  7668. return;
  7669. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7670. return;
  7671. if(idx < 0 || idx >= MAX_INVENTORY)
  7672. return; //Invalid index??
  7673. item = &target_sd->status.inventory[idx];
  7674. if(item->nameid <= 0 || item->attribute == 0)
  7675. return; //Again invalid item....
  7676. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  7677. clif_item_repaireffect(sd,item->nameid,1);
  7678. return;
  7679. }
  7680. if (itemdb_type(item->nameid)==4)
  7681. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7682. else
  7683. material = materials [2]; // Armors consume 1 Steel
  7684. if (pc_search_inventory(sd,material) < 0 ) {
  7685. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7686. return;
  7687. }
  7688. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  7689. item->attribute=0;
  7690. clif_equiplist(target_sd);
  7691. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7692. clif_item_repaireffect(sd,item->nameid,0);
  7693. if(sd!=target_sd)
  7694. clif_item_repaireffect(target_sd,item->nameid,0);
  7695. }
  7696. /*==========================================
  7697. * Item Appraisal
  7698. *------------------------------------------*/
  7699. void skill_identify (struct map_session_data *sd, int idx)
  7700. {
  7701. int flag=1;
  7702. nullpo_retv(sd);
  7703. if(idx >= 0 && idx < MAX_INVENTORY) {
  7704. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7705. flag=0;
  7706. sd->status.inventory[idx].identify=1;
  7707. }
  7708. }
  7709. clif_item_identified(sd,idx,flag);
  7710. }
  7711. /*==========================================
  7712. * Weapon Refine [Celest]
  7713. *------------------------------------------*/
  7714. void skill_weaponrefine (struct map_session_data *sd, int idx)
  7715. {
  7716. int i = 0, ep = 0, per;
  7717. int material[5] = { 0, 1010, 1011, 984, 984 };
  7718. struct item *item;
  7719. nullpo_retv(sd);
  7720. if (idx >= 0 && idx < MAX_INVENTORY)
  7721. {
  7722. struct item_data *ditem = sd->inventory_data[idx];
  7723. item = &sd->status.inventory[idx];
  7724. if(item->nameid > 0 && ditem->type == 4)
  7725. {
  7726. if( item->refine >= sd->menuskill_val
  7727. || item->refine >= MAX_REFINE // if it's no longer refineable
  7728. || ditem->flag.no_refine // if the item isn't refinable
  7729. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  7730. {
  7731. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7732. return;
  7733. }
  7734. per = percentrefinery [ditem->wlv][(int)item->refine];
  7735. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7736. pc_delitem(sd, i, 1, 0);
  7737. if (per > rand() % 100) {
  7738. item->refine++;
  7739. if(item->equip) {
  7740. ep = item->equip;
  7741. pc_unequipitem(sd,idx,3);
  7742. }
  7743. clif_refine(sd->fd,0,idx,item->refine);
  7744. clif_delitem(sd,idx,1);
  7745. clif_additem(sd,idx,1,0);
  7746. if (ep)
  7747. pc_equipitem(sd,idx,ep);
  7748. clif_misceffect(&sd->bl,3);
  7749. if(item->refine == MAX_REFINE &&
  7750. item->card[0] == CARD0_FORGE &&
  7751. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  7752. { // Fame point system [DracoRPG]
  7753. switch(ditem->wlv){
  7754. case 1:
  7755. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7756. break;
  7757. case 2:
  7758. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7759. break;
  7760. case 3:
  7761. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7762. break;
  7763. }
  7764. }
  7765. } else {
  7766. item->refine = 0;
  7767. if(item->equip)
  7768. pc_unequipitem(sd,idx,3);
  7769. clif_refine(sd->fd,1,idx,item->refine);
  7770. pc_delitem(sd,idx,1,0);
  7771. clif_misceffect(&sd->bl,2);
  7772. clif_emotion(&sd->bl, 23);
  7773. }
  7774. }
  7775. }
  7776. }
  7777. /*==========================================
  7778. *
  7779. *------------------------------------------*/
  7780. int skill_autospell (struct map_session_data *sd, int skillid)
  7781. {
  7782. int skilllv;
  7783. int maxlv=1,lv;
  7784. nullpo_retr(0, sd);
  7785. skilllv = sd->menuskill_val;
  7786. lv=pc_checkskill(sd,skillid);
  7787. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  7788. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7789. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7790. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  7791. maxlv =10; //Soul Linker bonus. [Skotlex]
  7792. else if(skilllv==2) maxlv=1;
  7793. else if(skilllv==3) maxlv=2;
  7794. else if(skilllv>=4) maxlv=3;
  7795. }
  7796. else if(skillid==MG_SOULSTRIKE){
  7797. if(skilllv==5) maxlv=1;
  7798. else if(skilllv==6) maxlv=2;
  7799. else if(skilllv>=7) maxlv=3;
  7800. }
  7801. else if(skillid==MG_FIREBALL){
  7802. if(skilllv==8) maxlv=1;
  7803. else if(skilllv>=9) maxlv=2;
  7804. }
  7805. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7806. else return 0;
  7807. if(maxlv > lv)
  7808. maxlv = lv;
  7809. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  7810. skill_get_time(SA_AUTOSPELL,skilllv));
  7811. return 0;
  7812. }
  7813. /*==========================================
  7814. * Sitting skills functions.
  7815. *------------------------------------------*/
  7816. static int skill_sit_count (struct block_list *bl, va_list ap)
  7817. {
  7818. struct map_session_data *sd;
  7819. int type =va_arg(ap,int);
  7820. sd=(struct map_session_data*)bl;
  7821. if(!pc_issit(sd))
  7822. return 0;
  7823. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7824. return 1;
  7825. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  7826. return 1;
  7827. return 0;
  7828. }
  7829. static int skill_sit_in (struct block_list *bl, va_list ap)
  7830. {
  7831. struct map_session_data *sd;
  7832. int type =va_arg(ap,int);
  7833. sd=(struct map_session_data*)bl;
  7834. if(!pc_issit(sd))
  7835. return 0;
  7836. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7837. sd->state.gangsterparadise=1;
  7838. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  7839. {
  7840. sd->state.rest=1;
  7841. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7842. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7843. }
  7844. return 0;
  7845. }
  7846. static int skill_sit_out (struct block_list *bl, va_list ap)
  7847. {
  7848. struct map_session_data *sd;
  7849. int type =va_arg(ap,int);
  7850. sd=(struct map_session_data*)bl;
  7851. if(sd->state.gangsterparadise && type&1)
  7852. sd->state.gangsterparadise=0;
  7853. if(sd->state.rest && type&2) {
  7854. sd->state.rest=0;
  7855. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7856. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7857. }
  7858. return 0;
  7859. }
  7860. int skill_sit (struct map_session_data *sd, int type)
  7861. {
  7862. int flag = 0;
  7863. int range = 0, lv;
  7864. nullpo_retr(0, sd);
  7865. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  7866. flag|=1;
  7867. range = skill_get_splash(RG_GANGSTER, lv);
  7868. }
  7869. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  7870. flag|=2;
  7871. range = skill_get_splash(TK_HPTIME, lv);
  7872. }
  7873. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  7874. flag|=2;
  7875. range = skill_get_splash(TK_SPTIME, lv);
  7876. }
  7877. if (!flag) return 0;
  7878. if(type) {
  7879. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  7880. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  7881. } else {
  7882. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  7883. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  7884. }
  7885. return 0;
  7886. }
  7887. /*==========================================
  7888. *
  7889. *------------------------------------------*/
  7890. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  7891. {
  7892. struct block_list *src;
  7893. int skillnum,skilllv;
  7894. unsigned int tick;
  7895. nullpo_retr(0, bl);
  7896. nullpo_retr(0, ap);
  7897. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  7898. skillnum=va_arg(ap,int);
  7899. skilllv=va_arg(ap,int);
  7900. if(skilllv <= 0) return 0;
  7901. tick=va_arg(ap,unsigned int);
  7902. if (src == bl || status_isdead(bl))
  7903. return 0;
  7904. if (bl->type == BL_PC) {
  7905. struct map_session_data *sd = (struct map_session_data *)bl;
  7906. if (sd && sd->sc.option&OPTION_INVISIBLE)
  7907. return 0;
  7908. }
  7909. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  7910. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  7911. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7912. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  7913. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7914. return 0;
  7915. }
  7916. /*==========================================
  7917. *
  7918. *------------------------------------------*/
  7919. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  7920. {
  7921. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  7922. int size = range*2+1;
  7923. for (i=0;i<size*size;i++) {
  7924. x = src->bl.x+(i%size-range);
  7925. y = src->bl.y+(i/size-range);
  7926. map_setcell(src->bl.m,x,y,flag);
  7927. }
  7928. }
  7929. /*==========================================
  7930. * Sets a map cell around the caster, according to the skill's splash range.
  7931. *------------------------------------------*/
  7932. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  7933. {
  7934. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  7935. int size = range*2+1;
  7936. for (i=0;i<size*size;i++) {
  7937. x = src->x+(i%size-range);
  7938. y = src->y+(i/size-range);
  7939. map_setcell(src->m,x,y,flag);
  7940. }
  7941. }
  7942. /*==========================================
  7943. *
  7944. *------------------------------------------*/
  7945. int skill_attack_area (struct block_list *bl, va_list ap)
  7946. {
  7947. struct block_list *src,*dsrc;
  7948. int atk_type,skillid,skilllv,flag,type;
  7949. unsigned int tick;
  7950. if(status_isdead(bl))
  7951. return 0;
  7952. atk_type = va_arg(ap,int);
  7953. src=va_arg(ap,struct block_list*);
  7954. dsrc=va_arg(ap,struct block_list*);
  7955. skillid=va_arg(ap,int);
  7956. skilllv=va_arg(ap,int);
  7957. tick=va_arg(ap,unsigned int);
  7958. flag=va_arg(ap,int);
  7959. type=va_arg(ap,int);
  7960. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  7961. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7962. if(battle_check_target(dsrc,bl,type) <= 0 ||
  7963. !status_check_skilluse(NULL, bl, skillid, 2))
  7964. return 0;
  7965. switch (skillid) {
  7966. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  7967. case NPC_ACIDBREATH:
  7968. case NPC_DARKNESSBREATH:
  7969. case NPC_FIREBREATH:
  7970. case NPC_ICEBREATH:
  7971. case NPC_THUNDERBREATH:
  7972. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7973. default:
  7974. //Area-splash, disable skill animation.
  7975. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  7976. }
  7977. }
  7978. /*==========================================
  7979. *
  7980. *------------------------------------------*/
  7981. int skill_clear_group (struct block_list *bl, int flag)
  7982. {
  7983. struct unit_data *ud = unit_bl2ud(bl);
  7984. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  7985. int i, count=0;
  7986. nullpo_retr(0, bl);
  7987. if (!ud) return 0;
  7988. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  7989. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  7990. {
  7991. switch (ud->skillunit[i]->skill_id) {
  7992. case SA_DELUGE:
  7993. case SA_VOLCANO:
  7994. case SA_VIOLENTGALE:
  7995. case SA_LANDPROTECTOR:
  7996. case NJ_SUITON:
  7997. case NJ_KAENSIN:
  7998. if (flag&1)
  7999. group[count++]= ud->skillunit[i];
  8000. break;
  8001. default:
  8002. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8003. group[count++]= ud->skillunit[i];
  8004. break;
  8005. }
  8006. }
  8007. for (i=0;i<count;i++)
  8008. skill_delunitgroup(bl, group[i]);
  8009. return count;
  8010. }
  8011. /*==========================================
  8012. * Returns the first element field found [Skotlex]
  8013. *------------------------------------------*/
  8014. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8015. {
  8016. struct unit_data *ud = unit_bl2ud(bl);
  8017. int i;
  8018. nullpo_retr(0, bl);
  8019. if (!ud) return NULL;
  8020. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8021. switch (ud->skillunit[i]->skill_id) {
  8022. case SA_DELUGE:
  8023. case SA_VOLCANO:
  8024. case SA_VIOLENTGALE:
  8025. case SA_LANDPROTECTOR:
  8026. case NJ_SUITON:
  8027. return ud->skillunit[i];
  8028. }
  8029. }
  8030. return NULL;
  8031. }
  8032. // for graffiti cleaner [Valaris]
  8033. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8034. {
  8035. struct skill_unit *unit=NULL;
  8036. nullpo_retr(0, bl);
  8037. nullpo_retr(0, ap);
  8038. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8039. return 0;
  8040. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8041. skill_delunit(unit);
  8042. return 0;
  8043. }
  8044. int skill_greed (struct block_list *bl, va_list ap)
  8045. {
  8046. struct block_list *src;
  8047. struct map_session_data *sd=NULL;
  8048. struct flooritem_data *fitem=NULL;
  8049. nullpo_retr(0, bl);
  8050. nullpo_retr(0, ap);
  8051. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8052. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8053. pc_takeitem(sd, fitem);
  8054. return 0;
  8055. }
  8056. /*==========================================
  8057. *
  8058. *------------------------------------------*/
  8059. int skill_cell_overlap(struct block_list *bl, va_list ap)
  8060. {
  8061. int skillid;
  8062. int *alive;
  8063. struct skill_unit *unit;
  8064. struct block_list *src;
  8065. skillid = va_arg(ap,int);
  8066. alive = va_arg(ap,int *);
  8067. src = va_arg(ap,struct block_list *);
  8068. unit = (struct skill_unit *)bl;
  8069. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8070. return 0;
  8071. switch (skillid)
  8072. {
  8073. case SA_LANDPROTECTOR:
  8074. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8075. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8076. { //Check for offensive Land Protector to delete both. [Skotlex]
  8077. (*alive) = 0;
  8078. skill_delunit(unit);
  8079. return 1;
  8080. }
  8081. //Delete the rest of types.
  8082. case HW_GANBANTEIN:
  8083. if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
  8084. { //It deletes everything except songs/dances
  8085. skill_delunit(unit);
  8086. return 1;
  8087. }
  8088. break;
  8089. case SA_VOLCANO:
  8090. case SA_DELUGE:
  8091. case SA_VIOLENTGALE:
  8092. // Suiton/Kaensin CAN super-impose on each another.
  8093. // case NJ_SUITON:
  8094. // case NJ_KAENSIN:
  8095. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8096. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8097. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8098. if (unit->range <= 0)
  8099. {
  8100. (*alive) = 0;
  8101. return 1;
  8102. }
  8103. /*
  8104. switch (unit->group->skill_id)
  8105. { //These cannot override each other.
  8106. case SA_VOLCANO:
  8107. case SA_DELUGE:
  8108. case SA_VIOLENTGALE:
  8109. // case NJ_SUITON:
  8110. // case NJ_KAENSIN:
  8111. (*alive) = 0;
  8112. return 1;
  8113. }
  8114. */
  8115. break;
  8116. case PF_FOGWALL:
  8117. switch(unit->group->skill_id)
  8118. {
  8119. case SA_VOLCANO: //Can't be placed on top of these
  8120. case SA_VIOLENTGALE:
  8121. (*alive) = 0;
  8122. return 1;
  8123. case SA_DELUGE:
  8124. case NJ_SUITON:
  8125. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8126. (*alive) = 2;
  8127. break;
  8128. }
  8129. break;
  8130. case HP_BASILICA:
  8131. if (unit->group->skill_id == HP_BASILICA)
  8132. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8133. (*alive) = 0;
  8134. return 1;
  8135. }
  8136. break;
  8137. }
  8138. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8139. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8140. { //It deletes everything except songs/dances/traps
  8141. (*alive) = 0;
  8142. return 1;
  8143. }
  8144. return 0;
  8145. }
  8146. /*==========================================
  8147. * variation of skill_cell_overlap
  8148. *------------------------------------------*/
  8149. int skill_ganbatein (struct block_list *bl, va_list ap)
  8150. {
  8151. struct skill_unit *unit;
  8152. nullpo_retr(0, bl);
  8153. nullpo_retr(0, ap);
  8154. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8155. return 0;
  8156. if (unit->group->state.song_dance&0x1)
  8157. return 0; //Don't touch song/dance.
  8158. skill_delunit(unit);
  8159. return 1;
  8160. }
  8161. /*==========================================
  8162. *
  8163. *------------------------------------------*/
  8164. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8165. {
  8166. struct mob_data* md;
  8167. struct unit_data*ud = unit_bl2ud(bl);
  8168. struct block_list *from_bl;
  8169. struct block_list *to_bl;
  8170. md = (struct mob_data*)bl;
  8171. from_bl = va_arg(ap,struct block_list *);
  8172. to_bl = va_arg(ap,struct block_list *);
  8173. if(ud && ud->target == from_bl->id)
  8174. ud->target = to_bl->id;
  8175. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8176. md->target_id = to_bl->id;
  8177. return 0;
  8178. }
  8179. /*==========================================
  8180. *
  8181. *------------------------------------------*/
  8182. int skill_trap_splash (struct block_list *bl, va_list ap)
  8183. {
  8184. struct block_list *src;
  8185. int tick;
  8186. struct skill_unit *unit;
  8187. struct skill_unit_group *sg;
  8188. struct block_list *ss;
  8189. src = va_arg(ap,struct block_list *);
  8190. unit = (struct skill_unit *)src;
  8191. tick = va_arg(ap,int);
  8192. nullpo_retr(0, sg = unit->group);
  8193. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8194. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8195. return 0;
  8196. switch(sg->unit_id){
  8197. case UNT_SHOCKWAVE:
  8198. case UNT_SANDMAN:
  8199. case UNT_FLASHER:
  8200. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8201. break;
  8202. case UNT_BLASTMINE:
  8203. case UNT_CLAYMORETRAP:
  8204. case UNT_FREEZINGTRAP:
  8205. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8206. break;
  8207. case UNT_GROUNDDRIFT_WIND:
  8208. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8209. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8210. break;
  8211. case UNT_GROUNDDRIFT_DARK:
  8212. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8213. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8214. break;
  8215. case UNT_GROUNDDRIFT_POISON:
  8216. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8217. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8218. break;
  8219. case UNT_GROUNDDRIFT_WATER:
  8220. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8221. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8222. break;
  8223. case UNT_GROUNDDRIFT_FIRE:
  8224. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8225. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8226. break;
  8227. default:
  8228. return 0;
  8229. }
  8230. return 1;
  8231. }
  8232. /*==========================================
  8233. *
  8234. *------------------------------------------*/
  8235. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8236. {
  8237. struct status_change *sc;
  8238. nullpo_retr(0, bl);
  8239. nullpo_retr(0, sc= status_get_sc(bl));
  8240. if (!sc->count) return 0;
  8241. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8242. status_change_end(bl, SC_ENCPOISON, -1);
  8243. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8244. status_change_end(bl, SC_ASPERSIO, -1);
  8245. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8246. status_change_end(bl, SC_FIREWEAPON, -1);
  8247. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8248. status_change_end(bl, SC_WATERWEAPON, -1);
  8249. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8250. status_change_end(bl, SC_WINDWEAPON, -1);
  8251. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8252. status_change_end(bl, SC_EARTHWEAPON, -1);
  8253. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8254. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8255. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8256. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8257. if (type != SC_ENCHANTARMS && sc->data[SC_ENCHANTARMS].timer != -1)
  8258. status_change_end(bl, SC_ENCHANTARMS, -1);
  8259. return 0;
  8260. }
  8261. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8262. {
  8263. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8264. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8265. int end = 1,i;
  8266. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8267. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8268. { //Check for walls.
  8269. for (i = 0; i < 8; i++)
  8270. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8271. {
  8272. end = 0;
  8273. break;
  8274. }
  8275. } else
  8276. end = 0; //No wall check.
  8277. if(end){
  8278. if (sc->data[SC_CLOAKING].timer != -1) {
  8279. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8280. status_change_end(bl, SC_CLOAKING, -1);
  8281. else if(sc->data[SC_CLOAKING].val4&1)
  8282. { //Remove wall bonus
  8283. sc->data[SC_CLOAKING].val4&=~1;
  8284. status_calc_bl(bl,SCB_SPEED);
  8285. }
  8286. }
  8287. }
  8288. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8289. { //Add wall speed bonus
  8290. sc->data[SC_CLOAKING].val4|=1;
  8291. status_calc_bl(bl,SCB_SPEED);
  8292. }
  8293. return end;
  8294. }
  8295. /*==========================================
  8296. *
  8297. *
  8298. *------------------------------------------*/
  8299. void skill_stop_dancing (struct block_list *src)
  8300. {
  8301. struct status_change* sc;
  8302. struct skill_unit_group* group;
  8303. struct map_session_data* dsd = NULL;
  8304. nullpo_retv(src);
  8305. nullpo_retv(sc = status_get_sc(src));
  8306. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8307. return;
  8308. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8309. sc->data[SC_DANCING].val2 = 0;
  8310. if (sc->data[SC_DANCING].val4)
  8311. {
  8312. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8313. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8314. sc->data[SC_DANCING].val4 = 0;
  8315. }
  8316. status_change_end(src, SC_DANCING, -1);
  8317. if (dsd)
  8318. {
  8319. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8320. status_change_end(&dsd->bl, SC_DANCING, -1);
  8321. }
  8322. if (group)
  8323. skill_delunitgroup(NULL, group);
  8324. }
  8325. /*==========================================
  8326. *
  8327. *------------------------------------------*/
  8328. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8329. {
  8330. struct skill_unit *unit;
  8331. nullpo_retr(NULL, group);
  8332. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8333. nullpo_retr(NULL, unit=&group->unit[idx]);
  8334. if(!unit->alive)
  8335. group->alive_count++;
  8336. unit->bl.id=map_addobject(&unit->bl);
  8337. unit->bl.type=BL_SKILL;
  8338. unit->bl.m=group->map;
  8339. unit->bl.x=x;
  8340. unit->bl.y=y;
  8341. unit->group=group;
  8342. unit->alive=1;
  8343. unit->val1=val1;
  8344. unit->val2=val2;
  8345. map_addblock(&unit->bl);
  8346. switch (group->skill_id) {
  8347. case AL_PNEUMA:
  8348. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8349. break;
  8350. case MG_SAFETYWALL:
  8351. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8352. break;
  8353. case SA_LANDPROTECTOR:
  8354. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8355. break;
  8356. case HP_BASILICA:
  8357. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8358. break;
  8359. case WZ_ICEWALL:
  8360. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8361. break;
  8362. default:
  8363. if (group->state.song_dance&0x1) //Check for dissonance.
  8364. skill_dance_overlap(unit, 1);
  8365. break;
  8366. }
  8367. clif_skill_setunit(unit);
  8368. return unit;
  8369. }
  8370. /*==========================================
  8371. *
  8372. *------------------------------------------*/
  8373. int skill_delunit (struct skill_unit* unit)
  8374. {
  8375. struct skill_unit_group *group;
  8376. nullpo_retr(0, unit);
  8377. if( !unit->alive )
  8378. return 0;
  8379. nullpo_retr(0, group=unit->group);
  8380. // invoke ondelete event
  8381. skill_unit_ondelete(unit, gettick());
  8382. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8383. skill_dance_overlap(unit, 0);
  8384. // invoke onout event
  8385. if( !unit->range )
  8386. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8387. switch (group->skill_id) {
  8388. case AL_PNEUMA:
  8389. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8390. break;
  8391. case MG_SAFETYWALL:
  8392. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8393. break;
  8394. case SA_LANDPROTECTOR:
  8395. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8396. break;
  8397. case HP_BASILICA:
  8398. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8399. break;
  8400. case WZ_ICEWALL:
  8401. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8402. break;
  8403. }
  8404. clif_skill_delunit(unit);
  8405. unit->group=NULL;
  8406. unit->alive=0;
  8407. map_delobjectnofree(unit->bl.id);
  8408. if(--group->alive_count==0)
  8409. skill_delunitgroup(NULL, group);
  8410. return 0;
  8411. }
  8412. /*==========================================
  8413. *
  8414. *------------------------------------------*/
  8415. static int skill_unit_group_newid = MAX_SKILL_DB;
  8416. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  8417. {
  8418. struct unit_data* ud = unit_bl2ud( src );
  8419. struct skill_unit_group* group;
  8420. int i;
  8421. if(skilllv <= 0) return 0;
  8422. nullpo_retr(NULL, src);
  8423. nullpo_retr(NULL, ud);
  8424. // find a free spot to store the new unit group
  8425. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  8426. if(i == MAX_SKILLUNITGROUP)
  8427. {
  8428. // array is full, make room by discarding oldest group
  8429. int j=0;
  8430. unsigned maxdiff=0,x,tick=gettick();
  8431. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8432. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8433. maxdiff=x;
  8434. j=i;
  8435. }
  8436. skill_delunitgroup(src, ud->skillunit[j]);
  8437. //Since elements must have shifted, we use the last slot.
  8438. i = MAX_SKILLUNITGROUP-1;
  8439. }
  8440. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8441. group->src_id = src->id;
  8442. group->party_id = status_get_party_id(src);
  8443. group->guild_id = status_get_guild_id(src);
  8444. group->group_id = skill_unit_group_newid++;
  8445. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8446. group->unit_count = count;
  8447. group->alive_count = 0;
  8448. group->val1 = 0;
  8449. group->val2 = 0;
  8450. group->val3 = 0;
  8451. group->skill_id = skillid;
  8452. group->skill_lv = skilllv;
  8453. group->unit_id = unit_id;
  8454. group->map = src->m;
  8455. group->limit = limit;
  8456. group->interval = interval;
  8457. group->tick = gettick();
  8458. group->valstr = NULL;
  8459. ud->skillunit[i] = group;
  8460. if(skill_unit_group_newid<=0)
  8461. skill_unit_group_newid = MAX_SKILL_DB;
  8462. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8463. group->tick += 1500;
  8464. return group;
  8465. }
  8466. /*==========================================
  8467. *
  8468. *------------------------------------------*/
  8469. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8470. {
  8471. struct unit_data *ud;
  8472. int i,j;
  8473. nullpo_retr(0, group);
  8474. if (!src) src=map_id2bl(group->src_id);
  8475. ud = unit_bl2ud(src);
  8476. if(!src || !ud) {
  8477. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8478. return 0;
  8479. }
  8480. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8481. {
  8482. struct status_change* sc = status_get_sc(src);
  8483. if (sc && sc->data[SC_DANCING].timer != -1)
  8484. {
  8485. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8486. status_change_end(src,SC_DANCING,-1);
  8487. }
  8488. }
  8489. // end Gospel's status change on 'src'
  8490. // (needs to be done when the group is deleted by other means than skill deactivation)
  8491. if (group->unit_id == UNT_GOSPEL) {
  8492. struct status_change *sc = status_get_sc(src);
  8493. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8494. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8495. status_change_end(src,SC_GOSPEL,-1);
  8496. }
  8497. }
  8498. if (group->skill_id == SG_SUN_WARM ||
  8499. group->skill_id == SG_MOON_WARM ||
  8500. group->skill_id == SG_STAR_WARM) {
  8501. struct status_change *sc = status_get_sc(src);
  8502. if(sc && sc->data[SC_WARM].timer != -1) {
  8503. sc->data[SC_WARM].val4 = 0;
  8504. status_change_end(src,SC_WARM,-1);
  8505. }
  8506. }
  8507. if (src->type==BL_PC && group->state.ammo_consume)
  8508. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8509. group->alive_count=0;
  8510. // remove all unit cells
  8511. if(group->unit != NULL)
  8512. for( i = 0; i < group->unit_count; i++ )
  8513. skill_delunit(&group->unit[i]);
  8514. // clear Talkie-box string
  8515. if( group->valstr != NULL )
  8516. {
  8517. aFree(group->valstr);
  8518. group->valstr = NULL;
  8519. }
  8520. map_freeblock(&group->unit->bl);
  8521. group->unit=NULL;
  8522. group->group_id=0;
  8523. group->unit_count=0;
  8524. // locate this group, swap with the last entry and delete it
  8525. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  8526. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  8527. if( i < MAX_SKILLUNITGROUP )
  8528. {
  8529. ud->skillunit[i] = ud->skillunit[j];
  8530. ud->skillunit[j] = NULL;
  8531. ers_free(skill_unit_ers, group);
  8532. }
  8533. else
  8534. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8535. return 1;
  8536. }
  8537. /*==========================================
  8538. *
  8539. *------------------------------------------*/
  8540. int skill_clear_unitgroup (struct block_list *src)
  8541. {
  8542. struct unit_data *ud = unit_bl2ud(src);
  8543. nullpo_retr(0, ud);
  8544. while (ud->skillunit[0])
  8545. skill_delunitgroup(src, ud->skillunit[0]);
  8546. return 1;
  8547. }
  8548. /*==========================================
  8549. *
  8550. *------------------------------------------*/
  8551. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  8552. {
  8553. int i,j=-1,k,s,id;
  8554. struct unit_data *ud;
  8555. struct skill_unit_group_tickset *set;
  8556. nullpo_retr(0, bl);
  8557. if (group->interval==-1)
  8558. return NULL;
  8559. ud = unit_bl2ud(bl);
  8560. if (!ud) return NULL;
  8561. set = ud->skillunittick;
  8562. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8563. id = s = group->skill_id;
  8564. else
  8565. id = s = group->group_id;
  8566. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8567. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8568. if (set[k].id == id)
  8569. return &set[k];
  8570. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8571. j=k;
  8572. }
  8573. if (j == -1) {
  8574. if(battle_config.error_log) {
  8575. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8576. }
  8577. j = id % MAX_SKILLUNITGROUPTICKSET;
  8578. }
  8579. set[j].id = id;
  8580. set[j].tick = tick;
  8581. return &set[j];
  8582. }
  8583. /*==========================================
  8584. *
  8585. *------------------------------------------*/
  8586. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  8587. {
  8588. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  8589. struct skill_unit_group* group = unit->group;
  8590. unsigned int tick = va_arg(ap,unsigned int);
  8591. if( !unit->alive || bl->prev == NULL )
  8592. return 0;
  8593. nullpo_retr(0, group);
  8594. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  8595. return 0; //AoE skills are ineffective. [Skotlex]
  8596. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  8597. return 0;
  8598. skill_unit_onplace_timer(unit,bl,tick);
  8599. return 1;
  8600. }
  8601. /*==========================================
  8602. *
  8603. *------------------------------------------*/
  8604. int skill_unit_timer_sub (struct block_list* bl, va_list ap)
  8605. {
  8606. struct skill_unit* unit = (struct skill_unit *)bl;
  8607. struct skill_unit_group* group = unit->group;
  8608. unsigned int tick = va_arg(ap,unsigned int);
  8609. bool dissonance;
  8610. if( !unit->alive )
  8611. return 0;
  8612. nullpo_retr(0, group);
  8613. dissonance = skill_dance_switch(unit, 0);
  8614. if( unit->range >= 0 && group->interval != -1 )
  8615. {
  8616. if( battle_config.skill_wall_check )
  8617. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8618. else
  8619. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8620. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  8621. group->unit_id = UNT_USED_TRAPS;
  8622. if( !unit->alive )
  8623. {
  8624. if( dissonance ) skill_dance_switch(unit, 1);
  8625. return 0;
  8626. }
  8627. }
  8628. if( dissonance ) skill_dance_switch(unit, 1);
  8629. // check for expiration
  8630. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  8631. { // stuff inlined from skill_unit_onlimit()
  8632. switch( group->unit_id )
  8633. {
  8634. case UNT_BLASTMINE:
  8635. case UNT_GROUNDDRIFT_WIND:
  8636. case UNT_GROUNDDRIFT_DARK:
  8637. case UNT_GROUNDDRIFT_POISON:
  8638. case UNT_GROUNDDRIFT_WATER:
  8639. case UNT_GROUNDDRIFT_FIRE:
  8640. group->unit_id = UNT_USED_TRAPS;
  8641. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  8642. group->limit=DIFF_TICK(tick+1500,group->tick);
  8643. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8644. break;
  8645. case UNT_ANKLESNARE:
  8646. if( group->val2 > 0 ) { // used trap
  8647. struct block_list *target = map_id2bl(group->val2);
  8648. if(target)
  8649. status_change_end(target,SC_ANKLE,-1);
  8650. skill_delunit(unit);
  8651. break;
  8652. }
  8653. // else fall through
  8654. case UNT_SKIDTRAP:
  8655. case UNT_LANDMINE:
  8656. case UNT_SHOCKWAVE:
  8657. case UNT_SANDMAN:
  8658. case UNT_FLASHER:
  8659. case UNT_FREEZINGTRAP:
  8660. case UNT_CLAYMORETRAP:
  8661. case UNT_TALKIEBOX:
  8662. {
  8663. struct block_list* src = map_id2bl(group->src_id);
  8664. if( src && src->type == BL_PC )
  8665. { // revert unit back into a trap
  8666. struct item item_tmp;
  8667. memset(&item_tmp,0,sizeof(item_tmp));
  8668. item_tmp.nameid = ITEMID_TRAP;
  8669. item_tmp.identify = 1;
  8670. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  8671. }
  8672. skill_delunit(unit);
  8673. }
  8674. break;
  8675. case UNT_WARP_ACTIVE:
  8676. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  8677. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  8678. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  8679. // restart timers
  8680. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  8681. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  8682. // apply effect to all units standing on it
  8683. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  8684. break;
  8685. case UNT_CALLFAMILY:
  8686. {
  8687. struct map_session_data *sd = NULL;
  8688. if(group->val1) {
  8689. sd = map_charid2sd(group->val1);
  8690. group->val1 = 0;
  8691. if (sd && !map[sd->bl.m].flag.nowarp)
  8692. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8693. }
  8694. if(group->val2) {
  8695. sd = map_charid2sd(group->val2);
  8696. group->val2 = 0;
  8697. if (sd && !map[sd->bl.m].flag.nowarp)
  8698. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8699. }
  8700. skill_delunit(unit);
  8701. }
  8702. break;
  8703. default:
  8704. skill_delunit(unit);
  8705. }
  8706. }
  8707. else
  8708. {
  8709. switch( group->unit_id )
  8710. {
  8711. case UNT_ICEWALL:
  8712. // icewall loses 50 hp every second
  8713. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  8714. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  8715. unit->limit = DIFF_TICK(tick+700,group->tick);
  8716. break;
  8717. case UNT_TATAMIGAESHI:
  8718. if( unit->range >= 0 )
  8719. { //Disable processed cell.
  8720. unit->range = -1;
  8721. if (--group->val1 <= 0) // number of live cells
  8722. { //All tiles were processed, disable skill.
  8723. group->target_flag=BCT_NOONE;
  8724. group->bl_flag= BL_NUL;
  8725. }
  8726. }
  8727. break;
  8728. }
  8729. }
  8730. return 0;
  8731. }
  8732. /*==========================================
  8733. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  8734. *------------------------------------------*/
  8735. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  8736. {
  8737. map_freeblock_lock();
  8738. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8739. map_freeblock_unlock();
  8740. return 0;
  8741. }
  8742. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  8743. /*==========================================
  8744. *
  8745. *------------------------------------------*/
  8746. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  8747. {
  8748. struct skill_unit* unit = (struct skill_unit *)bl;
  8749. struct skill_unit_group* group = unit->group;
  8750. struct block_list* target = va_arg(ap,struct block_list*);
  8751. unsigned int tick = va_arg(ap,unsigned int);
  8752. int flag = va_arg(ap,int);
  8753. bool dissonance;
  8754. int skill_id;
  8755. int i;
  8756. nullpo_retr(0, group);
  8757. if( !unit->alive || target->prev == NULL )
  8758. return 0;
  8759. dissonance = skill_dance_switch(unit, 0);
  8760. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8761. skill_id = unit->group->skill_id;
  8762. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  8763. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  8764. if( dissonance ) skill_dance_switch(unit, 1);
  8765. return 0;
  8766. }
  8767. //Target-type check.
  8768. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  8769. {
  8770. if( group->src_id == target->id && group->state.song_dance&0x2 )
  8771. { //Ensemble check to see if they went out/in of the area [Skotlex]
  8772. if( flag&1 )
  8773. {
  8774. if( flag&2 )
  8775. { //Clear this skill id.
  8776. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  8777. if( i < ARRAYLENGTH(skill_unit_temp) )
  8778. skill_unit_temp[i] = 0;
  8779. }
  8780. }
  8781. else
  8782. {
  8783. if( flag&2 )
  8784. { //Store this skill id.
  8785. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8786. if( i < ARRAYLENGTH(skill_unit_temp) )
  8787. skill_unit_temp[i] = skill_id;
  8788. else if( battle_config.error_log )
  8789. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8790. }
  8791. }
  8792. if( flag&4 )
  8793. skill_unit_onleft(skill_id,target,tick);
  8794. }
  8795. if( dissonance ) skill_dance_switch(unit, 1);
  8796. return 0;
  8797. }
  8798. else
  8799. {
  8800. if( flag&1 )
  8801. {
  8802. int result = skill_unit_onplace(unit,target,tick);
  8803. if( flag&2 && result )
  8804. { //Clear skill ids we have stored in onout.
  8805. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  8806. if( i < ARRAYLENGTH(skill_unit_temp) )
  8807. skill_unit_temp[i] = 0;
  8808. }
  8809. }
  8810. else
  8811. {
  8812. int result = skill_unit_onout(unit,target,tick);
  8813. if( flag&2 && result )
  8814. { //Store this unit id.
  8815. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8816. if( i < ARRAYLENGTH(skill_unit_temp) )
  8817. skill_unit_temp[i] = skill_id;
  8818. else if( battle_config.error_log )
  8819. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8820. }
  8821. }
  8822. //TODO: Normally, this is dangerous since the unit and group could be freed
  8823. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  8824. //cells do not get deleted within them. [Skotlex]
  8825. if( dissonance ) skill_dance_switch(unit, 1);
  8826. if( flag&4 )
  8827. skill_unit_onleft(skill_id,target,tick);
  8828. return 1;
  8829. }
  8830. }
  8831. /*==========================================
  8832. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8833. * Flag values:
  8834. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8835. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8836. * units to figure out when they have left a group.
  8837. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8838. *------------------------------------------*/
  8839. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  8840. {
  8841. nullpo_retr(0, bl);
  8842. if( bl->prev == NULL )
  8843. return 0;
  8844. if( flag&2 && !(flag&1) )
  8845. { //Onout, clear data
  8846. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  8847. }
  8848. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8849. if( flag&2 && flag&1 )
  8850. { //Onplace, check any skill units you have left.
  8851. int i;
  8852. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  8853. if( skill_unit_temp[i] )
  8854. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8855. }
  8856. return 0;
  8857. }
  8858. /*==========================================
  8859. *
  8860. *------------------------------------------*/
  8861. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  8862. {
  8863. int i,j;
  8864. unsigned int tick = gettick();
  8865. int *m_flag;
  8866. struct skill_unit *unit1;
  8867. struct skill_unit *unit2;
  8868. nullpo_retr(0, group);
  8869. if (group->unit_count<=0)
  8870. return 0;
  8871. if (group->unit==NULL)
  8872. return 0;
  8873. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  8874. return 0;
  8875. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  8876. // m_flag
  8877. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8878. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8879. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8880. // 3: Both 1+2.
  8881. for(i=0;i<group->unit_count;i++){
  8882. unit1=&group->unit[i];
  8883. if (!unit1->alive || unit1->bl.m!=m)
  8884. continue;
  8885. for(j=0;j<group->unit_count;j++){
  8886. unit2=&group->unit[j];
  8887. if (!unit2->alive)
  8888. continue;
  8889. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8890. m_flag[i] |= 0x1;
  8891. }
  8892. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8893. m_flag[i] |= 0x2;
  8894. }
  8895. }
  8896. }
  8897. j = 0;
  8898. for (i=0;i<group->unit_count;i++) {
  8899. unit1=&group->unit[i];
  8900. if (!unit1->alive)
  8901. continue;
  8902. if (!(m_flag[i]&0x2)) {
  8903. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  8904. skill_dance_overlap(unit1, 0);
  8905. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  8906. }
  8907. //Move Cell using "smart" criteria (avoid useless moving around)
  8908. switch(m_flag[i])
  8909. {
  8910. case 0:
  8911. //Cell moves independently, safely move it.
  8912. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  8913. break;
  8914. case 1:
  8915. //Cell moves unto another cell, look for a replacement cell that won't collide
  8916. //and has no cell moving into it (flag == 2)
  8917. for(;j<group->unit_count;j++)
  8918. {
  8919. if(m_flag[j]!=2 || !group->unit[j].alive)
  8920. continue;
  8921. //Move to where this cell would had moved.
  8922. unit2 = &group->unit[j];
  8923. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  8924. j++; //Skip this cell as we have used it.
  8925. break;
  8926. }
  8927. break;
  8928. case 2:
  8929. case 3:
  8930. break; //Don't move the cell as a cell will end on this tile anyway.
  8931. }
  8932. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  8933. if (group->state.song_dance&0x1) //Check for dissonance effect.
  8934. skill_dance_overlap(unit1, 1);
  8935. clif_skill_setunit(unit1);
  8936. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  8937. }
  8938. }
  8939. aFree(m_flag);
  8940. return 0;
  8941. }
  8942. /*==========================================
  8943. *
  8944. *------------------------------------------*/
  8945. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  8946. {
  8947. int i,j;
  8948. nullpo_retr(0, sd);
  8949. if(nameid<=0)
  8950. return 0;
  8951. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  8952. if(skill_produce_db[i].nameid == nameid )
  8953. break;
  8954. }
  8955. if( i >= MAX_SKILL_PRODUCE_DB )
  8956. return 0;
  8957. if(trigger>=0){
  8958. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  8959. if(skill_produce_db[i].itemlv!=trigger)
  8960. return 0;
  8961. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  8962. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  8963. return 0;
  8964. } else { // Weapon (itemlv must be higher or equal)
  8965. if(skill_produce_db[i].itemlv>trigger)
  8966. return 0;
  8967. }
  8968. }
  8969. if((j=skill_produce_db[i].req_skill)>0 &&
  8970. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  8971. return 0;
  8972. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  8973. int id,x,y;
  8974. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  8975. continue;
  8976. if(skill_produce_db[i].mat_amount[j] <= 0) {
  8977. if(pc_search_inventory(sd,id) < 0)
  8978. return 0;
  8979. }
  8980. else {
  8981. for(y=0,x=0;y<MAX_INVENTORY;y++)
  8982. if( sd->status.inventory[y].nameid == id )
  8983. x+=sd->status.inventory[y].amount;
  8984. if(x<qty*skill_produce_db[i].mat_amount[j])
  8985. return 0;
  8986. }
  8987. }
  8988. return i+1;
  8989. }
  8990. /*==========================================
  8991. *
  8992. *------------------------------------------*/
  8993. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  8994. {
  8995. int slot[3];
  8996. int i,sc,ele,idx,equip,wlv,make_per,flag;
  8997. struct status_data *status;
  8998. nullpo_retr(0, sd);
  8999. status = status_get_status_data(&sd->bl);
  9000. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9001. return 0;
  9002. idx--;
  9003. if (qty < 1)
  9004. qty = 1;
  9005. if (!skill_id) //A skill can be specified for some override cases.
  9006. skill_id = skill_produce_db[idx].req_skill;
  9007. slot[0]=slot1;
  9008. slot[1]=slot2;
  9009. slot[2]=slot3;
  9010. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9011. int j;
  9012. if( slot[i]<=0 )
  9013. continue;
  9014. j = pc_search_inventory(sd,slot[i]);
  9015. if(j < 0)
  9016. continue;
  9017. if(slot[i]==1000){ /* Star Crumb */
  9018. pc_delitem(sd,j,1,1);
  9019. sc++;
  9020. }
  9021. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9022. static const int ele_table[4]={3,1,4,2};
  9023. pc_delitem(sd,j,1,1);
  9024. ele=ele_table[slot[i]-994];
  9025. }
  9026. }
  9027. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9028. int j,id,x;
  9029. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9030. continue;
  9031. x=qty*skill_produce_db[idx].mat_amount[i];
  9032. do{
  9033. int y=0;
  9034. j = pc_search_inventory(sd,id);
  9035. if(j >= 0){
  9036. y = sd->status.inventory[j].amount;
  9037. if(y>x)y=x;
  9038. pc_delitem(sd,j,y,0);
  9039. }else {
  9040. if(battle_config.error_log)
  9041. ShowError("skill_produce_mix: material item error\n");
  9042. }
  9043. x-=y;
  9044. }while( j>=0 && x>0 );
  9045. }
  9046. if((equip=itemdb_isequip(nameid)))
  9047. wlv = itemdb_wlv(nameid);
  9048. if(!equip) {
  9049. switch(skill_id){
  9050. case BS_IRON:
  9051. case BS_STEEL:
  9052. case BS_ENCHANTEDSTONE:
  9053. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9054. i = pc_checkskill(sd,skill_id);
  9055. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9056. switch(nameid){
  9057. case 998: // Iron
  9058. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9059. break;
  9060. case 999: // Steel
  9061. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9062. break;
  9063. case 1000: //Star Crumb
  9064. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9065. break;
  9066. default: // Enchanted Stones
  9067. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9068. break;
  9069. }
  9070. break;
  9071. case ASC_CDP:
  9072. make_per = (2000 + 40*status->dex + 20*status->luk);
  9073. break;
  9074. case AL_HOLYWATER:
  9075. make_per = 100000; //100% success
  9076. break;
  9077. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9078. case AM_TWILIGHT1:
  9079. case AM_TWILIGHT2:
  9080. case AM_TWILIGHT3:
  9081. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9082. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9083. + status->int_*5 + status->dex*10+status->luk*10;
  9084. switch(nameid){
  9085. case 501: // Red Potion
  9086. case 503: // Yellow Potion
  9087. case 504: // White Potion
  9088. case 605: // Anodyne
  9089. case 606: // Aloevera
  9090. make_per += 2000;
  9091. break;
  9092. case 505: // Blue Potion
  9093. make_per -= 500;
  9094. break;
  9095. case 545: // Condensed Red Potion
  9096. case 546: // Condensed Yellow Potion
  9097. case 547: // Condensed White Potion
  9098. make_per -= 1000;
  9099. break;
  9100. case 970: // Alcohol
  9101. make_per += 1000;
  9102. break;
  9103. case 7139: // Glistening Coat
  9104. make_per -= 1000;
  9105. break;
  9106. case 7135: // Bottle Grenade
  9107. case 7136: // Acid Bottle
  9108. case 7137: // Plant Bottle
  9109. case 7138: // Marine Sphere Bottle
  9110. default:
  9111. break;
  9112. }
  9113. if(battle_config.pp_rate != 100)
  9114. make_per = make_per * battle_config.pp_rate / 100;
  9115. break;
  9116. case SA_CREATECON: // Elemental Converter Creation
  9117. make_per = 100000; // should be 100% success rate
  9118. break;
  9119. default:
  9120. if (sd->menuskill_id == AM_PHARMACY &&
  9121. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9122. { //Assume Cooking Dish
  9123. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9124. make_per = 10000; //100% Success
  9125. else
  9126. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9127. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9128. break;
  9129. }
  9130. make_per = 5000;
  9131. break;
  9132. }
  9133. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9134. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9135. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9136. 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
  9137. 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
  9138. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9139. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9140. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9141. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9142. if(battle_config.wp_rate != 100)
  9143. make_per = make_per * battle_config.wp_rate / 100;
  9144. }
  9145. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9146. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9147. make_per = (make_per * 80) / 100; //Lupus
  9148. if(make_per < 1) make_per = 1;
  9149. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9150. struct item tmp_item;
  9151. memset(&tmp_item,0,sizeof(tmp_item));
  9152. tmp_item.nameid=nameid;
  9153. tmp_item.amount=1;
  9154. tmp_item.identify=1;
  9155. if(equip){
  9156. tmp_item.card[0]=CARD0_FORGE;
  9157. tmp_item.card[1]=((sc*5)<<8)+ele;
  9158. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9159. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9160. } else {
  9161. //Flag is only used on the end, so it can be used here. [Skotlex]
  9162. switch (skill_id) {
  9163. case BS_DAGGER:
  9164. case BS_SWORD:
  9165. case BS_TWOHANDSWORD:
  9166. case BS_AXE:
  9167. case BS_MACE:
  9168. case BS_KNUCKLE:
  9169. case BS_SPEAR:
  9170. flag = battle_config.produce_item_name_input&0x1;
  9171. break;
  9172. case AM_PHARMACY:
  9173. case AM_TWILIGHT1:
  9174. case AM_TWILIGHT2:
  9175. case AM_TWILIGHT3:
  9176. flag = battle_config.produce_item_name_input&0x2;
  9177. break;
  9178. case AL_HOLYWATER:
  9179. flag = battle_config.produce_item_name_input&0x8;
  9180. break;
  9181. case ASC_CDP:
  9182. flag = battle_config.produce_item_name_input&0x10;
  9183. break;
  9184. default:
  9185. flag = battle_config.produce_item_name_input&0x80;
  9186. break;
  9187. }
  9188. if (flag) {
  9189. tmp_item.card[0]=CARD0_CREATE;
  9190. tmp_item.card[1]=0;
  9191. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9192. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9193. }
  9194. }
  9195. // if(log_config.produce > 0)
  9196. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9197. //TODO update PICKLOG
  9198. if(equip){
  9199. clif_produceeffect(sd,0,nameid);
  9200. clif_misceffect(&sd->bl,3);
  9201. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9202. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9203. } else {
  9204. int fame = 0;
  9205. tmp_item.amount = 0;
  9206. for (i=0; i< qty; i++)
  9207. { //Apply quantity modifiers.
  9208. if (rand()%10000 < make_per || qty == 1)
  9209. { //Success
  9210. tmp_item.amount++;
  9211. if(nameid < 545 || nameid > 547)
  9212. continue;
  9213. if(skill_id != AM_PHARMACY &&
  9214. skill_id != AM_TWILIGHT1 &&
  9215. skill_id != AM_TWILIGHT2 &&
  9216. skill_id != AM_TWILIGHT3)
  9217. continue;
  9218. //Add fame as needed.
  9219. switch(++sd->potion_success_counter) {
  9220. case 3:
  9221. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9222. break;
  9223. case 5:
  9224. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9225. break;
  9226. case 7:
  9227. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9228. break;
  9229. case 10:
  9230. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9231. sd->potion_success_counter = 0;
  9232. break;
  9233. }
  9234. } else //Failure
  9235. sd->potion_success_counter = 0;
  9236. }
  9237. if (fame)
  9238. pc_addfame(sd,fame);
  9239. //Visual effects and the like.
  9240. switch (skill_id) {
  9241. case AM_PHARMACY:
  9242. case AM_TWILIGHT1:
  9243. case AM_TWILIGHT2:
  9244. case AM_TWILIGHT3:
  9245. case ASC_CDP:
  9246. clif_produceeffect(sd,2,nameid);
  9247. clif_misceffect(&sd->bl,5);
  9248. break;
  9249. case BS_IRON:
  9250. case BS_STEEL:
  9251. case BS_ENCHANTEDSTONE:
  9252. clif_produceeffect(sd,0,nameid);
  9253. clif_misceffect(&sd->bl,3);
  9254. break;
  9255. default: //Those that don't require a skill?
  9256. if (skill_produce_db[idx].itemlv>10 &&
  9257. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9258. clif_specialeffect(&sd->bl, 608, AREA);
  9259. break;
  9260. }
  9261. }
  9262. if (tmp_item.amount) { //Success
  9263. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9264. clif_additem(sd,0,0,flag);
  9265. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9266. }
  9267. return 1;
  9268. }
  9269. }
  9270. //Failure
  9271. // if(log_config.produce)
  9272. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9273. //TODO update PICKLOG
  9274. if(equip){
  9275. clif_produceeffect(sd,1,nameid);
  9276. clif_misceffect(&sd->bl,2);
  9277. } else {
  9278. switch (skill_id) {
  9279. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9280. status_percent_damage(NULL, &sd->bl, -25, 0);
  9281. case AM_PHARMACY:
  9282. case AM_TWILIGHT1:
  9283. case AM_TWILIGHT2:
  9284. case AM_TWILIGHT3:
  9285. clif_produceeffect(sd,3,nameid);
  9286. clif_misceffect(&sd->bl,6);
  9287. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9288. break;
  9289. case BS_IRON:
  9290. case BS_STEEL:
  9291. case BS_ENCHANTEDSTONE:
  9292. clif_produceeffect(sd,1,nameid);
  9293. clif_misceffect(&sd->bl,2);
  9294. break;
  9295. default:
  9296. if (skill_produce_db[idx].itemlv>10 &&
  9297. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9298. clif_specialeffect(&sd->bl, 609, AREA);
  9299. }
  9300. }
  9301. return 0;
  9302. }
  9303. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9304. {
  9305. int i,j,flag,index=-1;
  9306. struct item tmp_item;
  9307. nullpo_retr(0, sd);
  9308. if(nameid <= 0)
  9309. return 1;
  9310. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9311. if(nameid == skill_arrow_db[i].nameid) {
  9312. index = i;
  9313. break;
  9314. }
  9315. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9316. return 1;
  9317. pc_delitem(sd,j,1,0);
  9318. for(i=0;i<5;i++) {
  9319. memset(&tmp_item,0,sizeof(tmp_item));
  9320. tmp_item.identify = 1;
  9321. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9322. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9323. if(battle_config.produce_item_name_input&0x4) {
  9324. tmp_item.card[0]=CARD0_CREATE;
  9325. tmp_item.card[1]=0;
  9326. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9327. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9328. }
  9329. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9330. continue;
  9331. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9332. clif_additem(sd,0,0,flag);
  9333. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9334. }
  9335. }
  9336. return 0;
  9337. }
  9338. /*==========================================
  9339. *
  9340. *------------------------------------------*/
  9341. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9342. {
  9343. struct map_session_data *sd = map_id2sd(id);
  9344. if (data <= 0 || data >= MAX_SKILL)
  9345. return 0;
  9346. if (sd) sd->blockskill[data] = 0;
  9347. return 1;
  9348. }
  9349. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9350. {
  9351. nullpo_retr (-1, sd);
  9352. skillid = skill_get_index(skillid);
  9353. if (skillid == 0)
  9354. return -1;
  9355. if (tick < 1) {
  9356. sd->blockskill[skillid] = 0;
  9357. return -1;
  9358. }
  9359. sd->blockskill[skillid] = 1;
  9360. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9361. }
  9362. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9363. {
  9364. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9365. if (data <= 0 || data >= MAX_SKILL)
  9366. return 0;
  9367. if (hd) hd->blockskill[data] = 0;
  9368. return 1;
  9369. }
  9370. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9371. {
  9372. nullpo_retr (-1, hd);
  9373. skillid = skill_get_index(skillid);
  9374. if (skillid == 0)
  9375. return -1;
  9376. if (tick < 1) {
  9377. hd->blockskill[skillid] = 0;
  9378. return -1;
  9379. }
  9380. hd->blockskill[skillid] = 1;
  9381. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9382. }
  9383. /*
  9384. *
  9385. */
  9386. int skill_split_str (char *str, char **val, int num)
  9387. {
  9388. int i;
  9389. for( i = 0; i < num && str; i++ )
  9390. {
  9391. val[i] = str;
  9392. str = strchr(str,',');
  9393. if( str )
  9394. *str++=0;
  9395. }
  9396. return i;
  9397. }
  9398. /*
  9399. *
  9400. */
  9401. int skill_split_atoi (char *str, int *val)
  9402. {
  9403. int i, j, diff, step = 1;
  9404. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9405. if (!str) break;
  9406. val[i] = atoi(str);
  9407. str = strchr(str,':');
  9408. if (str)
  9409. *str++=0;
  9410. }
  9411. if(i==0) //No data found.
  9412. return 0;
  9413. if(i==1)
  9414. { //Single value, have the whole range have the same value.
  9415. for (; i < MAX_SKILL_LEVEL; i++)
  9416. val[i] = val[i-1];
  9417. return i;
  9418. }
  9419. //Check for linear change with increasing steps until we reach half of the data acquired.
  9420. for (step = 1; step <= i/2; step++)
  9421. {
  9422. diff = val[i-1] - val[i-step-1];
  9423. for(j = i-1; j >= step; j--)
  9424. if ((val[j]-val[j-step]) != diff)
  9425. break;
  9426. if (j>=step) //No match, try next step.
  9427. continue;
  9428. for(; i < MAX_SKILL_LEVEL; i++)
  9429. { //Apply linear increase
  9430. val[i] = val[i-step]+diff;
  9431. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9432. { val[i] = 1; diff = 0; step = 1; }
  9433. }
  9434. return i;
  9435. }
  9436. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9437. for (;i<MAX_SKILL_LEVEL; i++)
  9438. val[i] = val[i-1];
  9439. return i;
  9440. }
  9441. /*
  9442. *
  9443. */
  9444. void skill_init_unit_layout (void)
  9445. {
  9446. int i,j,size,pos = 0;
  9447. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9448. // standard square layouts go first
  9449. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9450. size = i*2+1;
  9451. skill_unit_layout[i].count = size*size;
  9452. for (j=0; j<size*size; j++) {
  9453. skill_unit_layout[i].dx[j] = (j%size-i);
  9454. skill_unit_layout[i].dy[j] = (j/size-i);
  9455. }
  9456. }
  9457. // afterwards add special ones
  9458. pos = i;
  9459. for (i=0;i<MAX_SKILL_DB;i++) {
  9460. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9461. continue;
  9462. switch (i) {
  9463. case MG_FIREWALL:
  9464. case WZ_ICEWALL:
  9465. // these will be handled later
  9466. break;
  9467. case PR_SANCTUARY:
  9468. case NPC_EVILLAND:
  9469. {
  9470. static const int dx[] = {
  9471. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9472. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9473. static const int dy[]={
  9474. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9475. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9476. skill_unit_layout[pos].count = 21;
  9477. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9478. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9479. break;
  9480. }
  9481. case PR_MAGNUS:
  9482. {
  9483. static const int dx[] = {
  9484. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9485. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9486. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9487. static const int dy[] = {
  9488. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9489. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9490. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9491. skill_unit_layout[pos].count = 33;
  9492. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9493. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9494. break;
  9495. }
  9496. case AS_VENOMDUST:
  9497. {
  9498. static const int dx[] = {-1, 0, 0, 0, 1};
  9499. static const int dy[] = { 0,-1, 0, 1, 0};
  9500. skill_unit_layout[pos].count = 5;
  9501. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9502. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9503. break;
  9504. }
  9505. case CR_GRANDCROSS:
  9506. case NPC_GRANDDARKNESS:
  9507. {
  9508. static const int dx[] = {
  9509. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9510. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9511. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9512. static const int dy[] = {
  9513. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9514. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9515. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9516. skill_unit_layout[pos].count = 29;
  9517. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9518. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9519. break;
  9520. }
  9521. case PF_FOGWALL:
  9522. {
  9523. static const int dx[] = {
  9524. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9525. static const int dy[] = {
  9526. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9527. skill_unit_layout[pos].count = 15;
  9528. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9529. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9530. break;
  9531. }
  9532. case PA_GOSPEL:
  9533. {
  9534. static const int dx[] = {
  9535. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9536. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9537. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9538. -1, 0, 1};
  9539. static const int dy[] = {
  9540. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9541. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9542. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9543. 3, 3, 3};
  9544. skill_unit_layout[pos].count = 33;
  9545. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9546. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9547. break;
  9548. }
  9549. case NJ_KAENSIN:
  9550. {
  9551. 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};
  9552. 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};
  9553. skill_unit_layout[pos].count = 24;
  9554. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9555. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9556. break;
  9557. }
  9558. case NJ_TATAMIGAESHI:
  9559. {
  9560. //Level 1 (count 4, cross of 3x3)
  9561. static const int dx1[] = {-1, 1, 0, 0};
  9562. static const int dy1[] = { 0, 0,-1, 1};
  9563. //Level 2-3 (count 8, cross of 5x5)
  9564. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  9565. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  9566. //Level 4-5 (count 12, cross of 7x7
  9567. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  9568. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  9569. //lv1
  9570. j = 0;
  9571. skill_unit_layout[pos].count = 4;
  9572. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  9573. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  9574. skill_db[i].unit_layout_type[j] = pos;
  9575. //lv2/3
  9576. j++;
  9577. pos++;
  9578. skill_unit_layout[pos].count = 8;
  9579. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  9580. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  9581. skill_db[i].unit_layout_type[j] = pos;
  9582. skill_db[i].unit_layout_type[++j] = pos;
  9583. //lv4/5
  9584. j++;
  9585. pos++;
  9586. skill_unit_layout[pos].count = 12;
  9587. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  9588. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  9589. skill_db[i].unit_layout_type[j] = pos;
  9590. skill_db[i].unit_layout_type[++j] = pos;
  9591. //Fill in the rest using lv 5.
  9592. for (;j<MAX_SKILL_LEVEL;j++)
  9593. skill_db[i].unit_layout_type[j] = pos;
  9594. //Skip, this way the check below will fail and continue to the next skill.
  9595. pos++;
  9596. break;
  9597. }
  9598. default:
  9599. ShowError("unknown unit layout at skill %d\n",i);
  9600. break;
  9601. }
  9602. if (!skill_unit_layout[pos].count)
  9603. continue;
  9604. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9605. skill_db[i].unit_layout_type[j] = pos;
  9606. pos++;
  9607. }
  9608. // firewall and icewall have 8 layouts (direction-dependent)
  9609. firewall_unit_pos = pos;
  9610. for (i=0;i<8;i++) {
  9611. if (i&1) {
  9612. skill_unit_layout[pos].count = 5;
  9613. if (i&0x2) {
  9614. int dx[] = {-1,-1, 0, 0, 1};
  9615. int dy[] = { 1, 0, 0,-1,-1};
  9616. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9617. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9618. } else {
  9619. int dx[] = { 1, 1 ,0, 0,-1};
  9620. int dy[] = { 1, 0, 0,-1,-1};
  9621. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9622. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9623. }
  9624. } else {
  9625. skill_unit_layout[pos].count = 3;
  9626. if (i%4==0) {
  9627. int dx[] = {-1, 0, 1};
  9628. int dy[] = { 0, 0, 0};
  9629. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9630. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9631. } else {
  9632. int dx[] = { 0, 0, 0};
  9633. int dy[] = {-1, 0, 1};
  9634. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9635. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9636. }
  9637. }
  9638. pos++;
  9639. }
  9640. icewall_unit_pos = pos;
  9641. for (i=0;i<8;i++) {
  9642. skill_unit_layout[pos].count = 5;
  9643. if (i&1) {
  9644. if (i&0x2) {
  9645. int dx[] = {-2,-1, 0, 1, 2};
  9646. int dy[] = { 2, 1, 0,-1,-2};
  9647. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9648. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9649. } else {
  9650. int dx[] = { 2, 1 ,0,-1,-2};
  9651. int dy[] = { 2, 1, 0,-1,-2};
  9652. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9653. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9654. }
  9655. } else {
  9656. if (i%4==0) {
  9657. int dx[] = {-2,-1, 0, 1, 2};
  9658. int dy[] = { 0, 0, 0, 0, 0};
  9659. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9660. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9661. } else {
  9662. int dx[] = { 0, 0, 0, 0, 0};
  9663. int dy[] = {-2,-1, 0, 1, 2};
  9664. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9665. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9666. }
  9667. }
  9668. pos++;
  9669. }
  9670. }
  9671. /*==========================================
  9672. * DB reading.
  9673. * skill_db.txt
  9674. * skill_require_db.txt
  9675. * skill_cast_db.txt
  9676. * skill_unit_db.txt
  9677. * produce_db.txt
  9678. * create_arrow_db.txt
  9679. * abra_db.txt
  9680. * skill_castnodex_db.txt
  9681. * skill_nocast_db.txt
  9682. *------------------------------------------*/
  9683. /// Opens and parses a CSV file into columns, feeding them to the specified callback function row by row.
  9684. /// Tracks the progress of the operation (file position, number of successfully processed rows).
  9685. /// Returns 'true' if it was able to process the specified file, or 'false' if it could not be read.
  9686. static bool skill_read_csvdb( const char* directory, const char* filename, int mincolumns, bool (*parseproc)(char* split[], int columns, int current) )
  9687. {
  9688. FILE* fp;
  9689. int lines = 0;
  9690. int entries = 0;
  9691. char path[1024], line[1024];
  9692. // open file
  9693. snprintf(path, sizeof(path), "%s/%s", directory, filename);
  9694. fp = fopen(path,"r");
  9695. if( fp == NULL )
  9696. {
  9697. ShowError("skill_read_db: can't read %s\n", path);
  9698. return false;
  9699. }
  9700. // process rows one by one
  9701. while( fgets(line, sizeof(line), fp) )
  9702. {
  9703. char* split[50];
  9704. int columns;
  9705. lines++;
  9706. if( line[0] == '/' && line[1] == '/' )
  9707. continue;
  9708. //TODO: strip trailing // comment
  9709. //TODO: strip trailing whitespace
  9710. if( line[0] == '\0' || line[0] == '\n' )
  9711. continue;
  9712. memset(split,0,sizeof(split));
  9713. columns = skill_split_str(line,split,ARRAYLENGTH(split));
  9714. if( columns < 2 ) // FIXME: assumes db has at least 2 mandatory columns
  9715. continue; // empty line
  9716. if( columns < mincolumns )
  9717. {
  9718. ShowError("skill_read_csvdb: Insufficient columns in line %d of \"%s\" (found %d, need at least %d).\n", lines, path, columns, mincolumns);
  9719. continue; // not enough columns
  9720. }
  9721. if( columns > ARRAYLENGTH(split) )
  9722. {
  9723. ShowError("skill_read_csvdb: Too many columns in line %d of \"%s\" (found %d, capacity %d). Increase the capacity in the source code please.\n", lines, path, columns, ARRAYLENGTH(split) );
  9724. continue; // source code problem
  9725. }
  9726. // parse this row
  9727. if( !parseproc(split, columns, entries) )
  9728. {
  9729. ShowError("skill_read_csvdb: Could not process contents of line %d of \"%s\".\n", lines, path);
  9730. continue; // invalid row contents?
  9731. }
  9732. // success!
  9733. entries++;
  9734. }
  9735. fclose(fp);
  9736. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  9737. return true;
  9738. }
  9739. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  9740. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  9741. int i = atoi(split[0]);
  9742. if( i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX ) {
  9743. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild skill mapping)!\n");
  9744. return false;
  9745. }
  9746. if( i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX ) {
  9747. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with homunculus skill mapping)!\n");
  9748. return false;
  9749. }
  9750. i = skill_get_index(i);
  9751. if( !i ) // invalid skill id
  9752. return false;
  9753. skill_split_atoi(split[1],skill_db[i].range);
  9754. skill_db[i].hit = atoi(split[2]);
  9755. skill_db[i].inf = atoi(split[3]);
  9756. skill_split_atoi(split[4],skill_db[i].element);
  9757. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  9758. skill_split_atoi(split[6],skill_db[i].splash);
  9759. skill_db[i].max = atoi(split[7]);
  9760. skill_split_atoi(split[8],skill_db[i].num);
  9761. if( strcmpi(split[9],"yes") == 0 )
  9762. skill_db[i].castcancel = 1;
  9763. else
  9764. skill_db[i].castcancel = 0;
  9765. skill_db[i].cast_def_rate = atoi(split[10]);
  9766. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  9767. skill_split_atoi(split[12],skill_db[i].maxcount);
  9768. if( strcmpi(split[13],"weapon") == 0 )
  9769. skill_db[i].skill_type = BF_WEAPON;
  9770. else if( strcmpi(split[13],"magic") == 0 )
  9771. skill_db[i].skill_type = BF_MAGIC;
  9772. else if( strcmpi(split[13],"misc") == 0 )
  9773. skill_db[i].skill_type = BF_MISC;
  9774. else
  9775. skill_db[i].skill_type = 0;
  9776. skill_split_atoi(split[14],skill_db[i].blewcount);
  9777. safestrncpy(skill_db[i].name, split[15], sizeof(skill_db[i].name));
  9778. safestrncpy(skill_db[i].desc, split[16], sizeof(skill_db[i].desc));
  9779. return true;
  9780. }
  9781. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  9782. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  9783. char* p;
  9784. int j;
  9785. int i = atoi(split[0]);
  9786. i = skill_get_index(i);
  9787. if( !i ) // invalid skill id
  9788. return false;
  9789. skill_split_atoi(split[1],skill_db[i].hp);
  9790. skill_split_atoi(split[2],skill_db[i].mhp);
  9791. skill_split_atoi(split[3],skill_db[i].sp);
  9792. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9793. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9794. skill_split_atoi(split[6],skill_db[i].zeny);
  9795. //FIXME: document this
  9796. p = split[7];
  9797. for( j = 0; j < 32; j++ )
  9798. {
  9799. int l = atoi(p);
  9800. if( l == 99 ) // magic value?
  9801. {
  9802. skill_db[i].weapon = 0xffffffff;
  9803. break;
  9804. }
  9805. else
  9806. skill_db[i].weapon |= 1<<l;
  9807. p = strchr(p,':');
  9808. if(!p)
  9809. break;
  9810. p++;
  9811. }
  9812. //FIXME: document this
  9813. p = split[8];
  9814. for( j = 0; j < 32; j++ )
  9815. {
  9816. int l = atoi(p);
  9817. if( l == 99 ) // magic value?
  9818. {
  9819. skill_db[i].ammo = 0xffffffff;
  9820. break;
  9821. }
  9822. else if( l ) // 0 not allowed?
  9823. skill_db[i].ammo |= 1<<l;
  9824. p = strchr(p,':');
  9825. if( !p )
  9826. break;
  9827. p++;
  9828. }
  9829. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  9830. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  9831. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  9832. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  9833. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  9834. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  9835. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  9836. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  9837. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  9838. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  9839. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  9840. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  9841. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  9842. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  9843. else skill_db[i].state = ST_NONE;
  9844. skill_split_atoi(split[11],skill_db[i].spiritball);
  9845. for( j = 0; j < 10; j++ ) {
  9846. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  9847. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  9848. }
  9849. return true;
  9850. }
  9851. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  9852. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  9853. int i = atoi(split[0]);
  9854. i = skill_get_index(i);
  9855. if( !i ) // invalid skill id
  9856. return false;
  9857. skill_split_atoi(split[1],skill_db[i].cast);
  9858. skill_split_atoi(split[2],skill_db[i].delay);
  9859. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9860. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9861. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9862. return true;
  9863. }
  9864. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  9865. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  9866. int i = atoi(split[0]);
  9867. i = skill_get_index(i);
  9868. if( !i ) // invalid skill id
  9869. return false;
  9870. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9871. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9872. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9873. skill_split_atoi(split[4],skill_db[i].unit_range);
  9874. skill_db[i].unit_interval = atoi(split[5]);
  9875. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9876. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9877. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  9878. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  9879. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  9880. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  9881. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  9882. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  9883. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9884. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9885. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9886. skill_db[i].unit_target = BCT_NOENEMY;
  9887. //By default, target just characters.
  9888. skill_db[i].unit_target |= BL_CHAR;
  9889. if (skill_db[i].unit_flag&UF_NOPC)
  9890. skill_db[i].unit_target &= ~BL_PC;
  9891. if (skill_db[i].unit_flag&UF_NOMOB)
  9892. skill_db[i].unit_target &= ~BL_MOB;
  9893. if (skill_db[i].unit_flag&UF_SKILL)
  9894. skill_db[i].unit_target |= BL_SKILL;
  9895. return true;
  9896. }
  9897. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  9898. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  9899. int x,y;
  9900. int i = atoi(split[0]);
  9901. if( !i )
  9902. return false;
  9903. if( current == MAX_SKILL_PRODUCE_DB )
  9904. return false;
  9905. skill_produce_db[current].nameid = i;
  9906. skill_produce_db[current].itemlv = atoi(split[1]);
  9907. skill_produce_db[current].req_skill = atoi(split[2]);
  9908. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  9909. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  9910. {
  9911. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  9912. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  9913. }
  9914. if( current == MAX_SKILL_PRODUCE_DB-1 )
  9915. ShowWarning("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB);
  9916. return true;
  9917. }
  9918. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  9919. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  9920. int x,y;
  9921. int i = atoi(split[0]);
  9922. if( !i )
  9923. return false;
  9924. if( current == MAX_SKILL_ARROW_DB )
  9925. return false;
  9926. skill_arrow_db[current].nameid = i;
  9927. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  9928. {
  9929. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  9930. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  9931. }
  9932. //TODO?: add capacity warning here
  9933. return true;
  9934. }
  9935. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  9936. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  9937. int i = atoi(split[0]);
  9938. i = skill_get_index(i);
  9939. if( !i )
  9940. return false;
  9941. if( current == MAX_SKILL_ABRA_DB )
  9942. return false;
  9943. skill_abra_db[i].req_lv = atoi(split[2]);
  9944. skill_abra_db[i].per = atoi(split[3]);
  9945. //TODO?: add capacity warning here
  9946. return true;
  9947. }
  9948. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  9949. {// Skill id,Cast,Delay (optional)
  9950. int i = atoi(split[0]);
  9951. i = skill_get_index(i);
  9952. if( !i ) // invalid skill id
  9953. return false;
  9954. skill_split_atoi(split[1],skill_db[i].castnodex);
  9955. if( split[2] ) // optional column
  9956. skill_split_atoi(split[2],skill_db[i].delaynodex);
  9957. return true;
  9958. }
  9959. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  9960. {// SkillID,Flag
  9961. int i = atoi(split[0]);
  9962. i = skill_get_index(i);
  9963. if( !i ) // invalid skill id
  9964. return false;
  9965. skill_db[i].nocast |= atoi(split[1]);
  9966. return true;
  9967. }
  9968. int skill_readdb(void)
  9969. {
  9970. // init skill db structures
  9971. memset(skill_db,0,sizeof(skill_db));
  9972. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9973. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9974. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9975. // load skill databases
  9976. skill_read_csvdb(db_path, "skill_db.txt", 17, skill_parse_row_skilldb);
  9977. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  9978. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  9979. skill_read_csvdb(db_path, "skill_require_db.txt", 17, skill_parse_row_requiredb);
  9980. skill_read_csvdb(db_path, "skill_cast_db.txt", 6, skill_parse_row_castdb);
  9981. skill_read_csvdb(db_path, "skill_unit_db.txt", 8, skill_parse_row_unitdb);
  9982. skill_init_unit_layout();
  9983. skill_read_csvdb(db_path, "produce_db.txt", 4, skill_parse_row_producedb);
  9984. skill_read_csvdb(db_path, "create_arrow_db.txt", 1+2, skill_parse_row_createarrowdb);
  9985. skill_read_csvdb(db_path, "abra_db.txt", 4, skill_parse_row_abradb);
  9986. skill_read_csvdb(db_path, "skill_castnodex_db.txt", 2, skill_parse_row_castnodexdb);
  9987. skill_read_csvdb(db_path, "skill_nocast_db.txt", 2, skill_parse_row_nocastdb);
  9988. return 0;
  9989. }
  9990. void skill_reload (void)
  9991. {
  9992. skill_readdb();
  9993. }
  9994. /*==========================================
  9995. *
  9996. *------------------------------------------*/
  9997. int do_init_skill (void)
  9998. {
  9999. skill_readdb();
  10000. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10001. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10002. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10003. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10004. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10005. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10006. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10007. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  10008. return 0;
  10009. }
  10010. int do_final_skill(void)
  10011. {
  10012. ers_destroy(skill_unit_ers);
  10013. ers_destroy(skill_timer_ers);
  10014. return 0;
  10015. }