skill.c 325 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 "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "mercenary.h"
  19. #include "mob.h"
  20. #include "npc.h"
  21. #include "battle.h"
  22. #include "party.h"
  23. #include "itemdb.h"
  24. #include "script.h"
  25. #include "intif.h"
  26. #include "log.h"
  27. #include "chrif.h"
  28. #include "guild.h"
  29. #include "date.h"
  30. #include "unit.h"
  31. #include <stdio.h>
  32. #include <stdlib.h>
  33. #include <string.h>
  34. #include <time.h>
  35. #define SKILLUNITTIMER_INTERVAL 100
  36. //Guild Skills are shifted to these to make them stick into the skill array.
  37. #define GD_SKILLRANGEMIN 900
  38. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  39. #define HM_SKILLRANGEMIN 800
  40. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  41. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  42. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  43. struct s_skill_db skill_db[MAX_SKILL_DB];
  44. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  45. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  46. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  47. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  48. int firewall_unit_pos;
  49. int icewall_unit_pos;
  50. //Since only mob-casted splash skills can hit ice-walls
  51. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  52. /// Maps skill ids to skill db offsets.
  53. /// Returns the skill's array index, or 0 (Unknown Skill).
  54. int skill_get_index( int id )
  55. {
  56. // avoid ranges reserved for mapping guild/homun skills
  57. if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX )
  58. return 0;
  59. if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX )
  60. return 0;
  61. // map skill number to skill id
  62. if( id >= GD_SKILLBASE )
  63. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  64. if( id >= HM_SKILLBASE )
  65. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  66. // validate result
  67. if( id <= 0 || id >= MAX_SKILL_DB )
  68. return 0;
  69. return id;
  70. }
  71. const char* skill_get_name( int id )
  72. {
  73. return skill_db[skill_get_index(id)].name;
  74. }
  75. const char* skill_get_desc( int id )
  76. {
  77. return skill_db[skill_get_index(id)].desc;
  78. }
  79. // out of bounds error checking [celest]
  80. static void skill_chk(int* id, int lv)
  81. {
  82. *id = skill_get_index(*id); // checks/adjusts id
  83. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  84. }
  85. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  86. // Skill DB
  87. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  88. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  89. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  90. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  91. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  92. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  93. 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); }
  94. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  95. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  96. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  97. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  98. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  99. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  100. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  101. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  102. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  103. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  104. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  105. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  106. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  107. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  108. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  109. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  110. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  111. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  112. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  113. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  114. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  115. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  116. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  117. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  118. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  119. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  120. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  121. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  122. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  123. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  124. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  125. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  126. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  127. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  128. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  129. int skill_tree_get_max(int id, int b_class)
  130. {
  131. int i, skillid;
  132. b_class = pc_class2idx(b_class);
  133. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  134. if (id == skillid) return skill_tree[b_class][i].max;
  135. return skill_get_max (id);
  136. }
  137. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  138. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  139. int status_change_timer_sub(struct block_list *bl, va_list ap);
  140. int skill_attack_area(struct block_list *bl,va_list ap);
  141. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  142. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  143. int skill_greed(struct block_list *bl, va_list ap);
  144. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  145. static int skill_trap_splash(struct block_list *bl, va_list ap);
  146. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  147. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  148. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  149. static int skill_unit_effect(struct block_list *bl,va_list ap);
  150. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  151. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  152. int skill_get_casttype (int id)
  153. {
  154. int inf = skill_get_inf(id);
  155. if (inf&(INF_GROUND_SKILL))
  156. return CAST_GROUND;
  157. if (inf&INF_SUPPORT_SKILL)
  158. return CAST_NODAMAGE;
  159. if (inf&INF_SELF_SKILL) {
  160. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  161. return CAST_DAMAGE; //Combo skill.
  162. return CAST_NODAMAGE;
  163. }
  164. if (skill_get_nk(id)&NK_NO_DAMAGE)
  165. return CAST_NODAMAGE;
  166. return CAST_DAMAGE;
  167. };
  168. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  169. int skill_get_range2 (struct block_list *bl, int id, int lv)
  170. {
  171. int range;
  172. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  173. return 9; //Mobs have a range of 9 regardless of skill used.
  174. range = skill_get_range(id, lv);
  175. if(range < 0) {
  176. if (battle_config.use_weapon_skill_range&bl->type)
  177. return status_get_range(bl);
  178. range *=-1;
  179. }
  180. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  181. switch (id) {
  182. case AC_SHOWER:
  183. case AC_DOUBLE:
  184. case HT_BLITZBEAT:
  185. case AC_CHARGEARROW:
  186. case SN_FALCONASSAULT:
  187. case SN_SHARPSHOOTING:
  188. case HT_POWER:
  189. if (bl->type == BL_PC)
  190. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  191. else
  192. range += 10; //Assume level 10?
  193. break;
  194. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  195. case GS_RAPIDSHOWER:
  196. case GS_PIERCINGSHOT:
  197. case GS_FULLBUSTER:
  198. case GS_SPREADATTACK:
  199. case GS_GROUNDDRIFT:
  200. if (bl->type == BL_PC)
  201. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  202. else
  203. range += 10; //Assume level 10?
  204. break;
  205. case NJ_KIRIKAGE:
  206. if (bl->type == BL_PC)
  207. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  208. break;
  209. }
  210. if(!range && bl->type != BL_PC)
  211. return 9; // Enable non players to use self skills on others. [Skotlex]
  212. return range;
  213. }
  214. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  215. {
  216. int skill, heal;
  217. struct status_change* sc;
  218. if (skill_lv >= battle_config.max_heal_lv)
  219. return battle_config.max_heal;
  220. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  221. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  222. heal += heal * skill * 2 / 100;
  223. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  224. heal += heal * skill * 2 / 100;
  225. sc = status_get_sc(target);
  226. if( sc && sc->count )
  227. {
  228. if( sc->data[SC_CRITICALWOUND] )
  229. heal -= heal * sc->data[SC_CRITICALWOUND]->val2/100;
  230. if( sc->data[SC_INCHEALRATE] )
  231. heal += heal * sc->data[SC_INCHEALRATE]->val1/100;
  232. }
  233. return heal;
  234. }
  235. // Making plagiarize check its own function [Aru]
  236. int can_copy (struct map_session_data *sd, int skillid)
  237. {
  238. // Never copy NPC/Wedding Skills
  239. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  240. return 0;
  241. // High-class skills
  242. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  243. {
  244. if(battle_config.copyskill_restrict == 2)
  245. return 0;
  246. else if(battle_config.copyskill_restrict)
  247. return (sd->status.class_ == JOB_STALKER);
  248. }
  249. return 1;
  250. }
  251. // [MouseJstr] - skill ok to cast? and when?
  252. int skillnotok (int skillid, struct map_session_data *sd)
  253. {
  254. int i,m;
  255. nullpo_retr (1, sd);
  256. m = sd->bl.m;
  257. i = skill_get_index(skillid);
  258. if (i == 0)
  259. return 1; // invalid skill id
  260. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  261. return 0; // GMs can do any damn thing they want
  262. if (sd->blockskill[i] > 0)
  263. return 1;
  264. // Check skill restrictions [Celest]
  265. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  266. return 1;
  267. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  268. return 1;
  269. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  270. return 1;
  271. if(agit_flag && skill_get_nocast (skillid) & 8)
  272. return 1;
  273. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  274. return 1;
  275. switch (skillid) {
  276. case AL_WARP:
  277. if(map[m].flag.nowarp) {
  278. clif_skill_teleportmessage(sd,0);
  279. return 1;
  280. }
  281. return 0;
  282. break;
  283. case AL_TELEPORT:
  284. if(map[m].flag.noteleport) {
  285. clif_skill_teleportmessage(sd,0);
  286. return 1;
  287. }
  288. return 0;
  289. case WE_CALLPARTNER:
  290. case WE_CALLPARENT:
  291. case WE_CALLBABY:
  292. if (map[m].flag.nomemo) {
  293. clif_skill_teleportmessage(sd,1);
  294. return 1;
  295. }
  296. break;
  297. case MC_VENDING:
  298. case MC_IDENTIFY:
  299. return 0; // always allowed
  300. case WZ_ICEWALL:
  301. // noicewall flag [Valaris]
  302. if (map[m].flag.noicewall) {
  303. clif_skill_fail(sd,skillid,0,0);
  304. return 1;
  305. }
  306. break;
  307. case GD_EMERGENCYCALL:
  308. if (
  309. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  310. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  311. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  312. ) {
  313. clif_skill_fail(sd,skillid,0,0);
  314. return 1;
  315. }
  316. break;
  317. }
  318. return (map[m].flag.noskill);
  319. }
  320. // [orn] - skill ok to cast? and when? //homunculus
  321. int skillnotok_hom (int skillid, struct homun_data *hd)
  322. {
  323. int i = skill_get_index(skillid);
  324. nullpo_retr (1, hd);
  325. if (i == 0)
  326. return 1; // invalid skill id
  327. if (hd->blockskill[i] > 0)
  328. return 1;
  329. //Use master's criteria.
  330. return skillnotok(skillid, hd->master);
  331. }
  332. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  333. {
  334. int pos = skill_get_unit_layout_type(skillid,skilllv);
  335. int dir;
  336. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  337. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  338. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  339. }
  340. if (pos != -1) // simple single-definition layout
  341. return &skill_unit_layout[pos];
  342. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  343. if (skillid == MG_FIREWALL)
  344. return &skill_unit_layout [firewall_unit_pos + dir];
  345. else if (skillid == WZ_ICEWALL)
  346. return &skill_unit_layout [icewall_unit_pos + dir];
  347. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  348. return &skill_unit_layout[0]; // default 1x1 layout
  349. }
  350. /*==========================================
  351. *
  352. *------------------------------------------*/
  353. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  354. {
  355. struct map_session_data *sd, *dstsd;
  356. struct mob_data *md, *dstmd;
  357. struct status_data *sstatus, *tstatus;
  358. struct status_change *sc, *tsc;
  359. int skill;
  360. int rate;
  361. nullpo_retr(0, src);
  362. nullpo_retr(0, bl);
  363. if(skillid < 0) return 0;
  364. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  365. sd = BL_CAST(BL_PC, src);
  366. md = BL_CAST(BL_MOB, src);
  367. dstsd = BL_CAST(BL_PC, bl);
  368. dstmd = BL_CAST(BL_MOB, bl);
  369. sc = status_get_sc(src);
  370. tsc = status_get_sc(bl);
  371. sstatus = status_get_status_data(src);
  372. tstatus = status_get_status_data(bl);
  373. if (!tsc) //skill additional effect is about adding effects to the target...
  374. //So if the target can't be inflicted with statuses, this is pointless.
  375. return 0;
  376. switch(skillid)
  377. {
  378. case 0: // Normal attacks (no skill used)
  379. {
  380. if(sd) {
  381. // Automatic trigger of Blitz Beat
  382. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  383. rand()%1000 <= sstatus->luk*10/3+1 ) {
  384. rate=(sd->status.job_level+9)/10;
  385. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  386. }
  387. // Gank
  388. if(dstmd && sd->status.weapon != W_BOW &&
  389. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  390. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  391. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  392. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  393. else
  394. clif_skill_fail(sd,RG_SNATCHER,0,0);
  395. }
  396. // Chance to trigger Taekwon kicks [Dralnu]
  397. if(sc && !sc->data[SC_COMBO]) {
  398. if(sc->data[SC_READYSTORM] &&
  399. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  400. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  401. ; //Stance triggered
  402. else if(sc->data[SC_READYDOWN] &&
  403. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  404. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  405. ; //Stance triggered
  406. else if(sc->data[SC_READYTURN] &&
  407. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  408. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  409. ; //Stance triggered
  410. else if(sc->data[SC_READYCOUNTER])
  411. { //additional chance from SG_FRIEND [Komurka]
  412. rate = 20;
  413. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  414. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  415. status_change_end(src,SC_SKILLRATE_UP,-1);
  416. }
  417. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  418. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  419. }
  420. }
  421. if (sd->special_state.bonus_coma) {
  422. rate = sd->weapon_coma_ele[tstatus->def_ele];
  423. rate += sd->weapon_coma_race[tstatus->race];
  424. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  425. if (rate)
  426. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  427. }
  428. }
  429. if (sc) {
  430. struct status_change_entry *sce;
  431. // Enchant Poison gives a chance to poison attacked enemies
  432. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  433. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  434. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  435. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  436. if((sce=sc->data[SC_EDP]))
  437. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  438. skill_get_time2(ASC_EDP,sce->val1));
  439. }
  440. }
  441. break;
  442. case SM_BASH:
  443. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  444. //TODO: How much % per base level it actually is?
  445. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  446. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  447. }
  448. break;
  449. case AS_VENOMKNIFE:
  450. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  451. skilllv = pc_checkskill(sd, TF_POISON);
  452. case TF_POISON:
  453. case AS_SPLASHER:
  454. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  455. && sd && skillid==TF_POISON
  456. )
  457. clif_skill_fail(sd,skillid,0,0);
  458. break;
  459. case AS_SONICBLOW:
  460. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  461. break;
  462. case AS_GRIMTOOTH:
  463. skill = dstsd?SC_SLOWDOWN:SC_STOP;
  464. if (!tsc->data[skill])
  465. sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
  466. break;
  467. case WZ_FIREPILLAR:
  468. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  469. break;
  470. case MG_FROSTDIVER:
  471. case WZ_FROSTNOVA:
  472. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  473. break;
  474. case WZ_STORMGUST:
  475. //Tharis pointed out that this is normal freeze chance with a base of 300%
  476. if(tsc->sg_counter >= 3 &&
  477. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  478. tsc->sg_counter = 0;
  479. break;
  480. case WZ_METEOR:
  481. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  482. break;
  483. case WZ_VERMILION:
  484. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  485. break;
  486. case HT_FREEZINGTRAP:
  487. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  488. break;
  489. case HT_FLASHER:
  490. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  491. break;
  492. case HT_LANDMINE:
  493. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  494. break;
  495. case HT_SHOCKWAVE:
  496. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  497. break;
  498. case HT_SANDMAN:
  499. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  500. break;
  501. case TF_SPRINKLESAND:
  502. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  503. break;
  504. case TF_THROWSTONE:
  505. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  506. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  507. break;
  508. case NPC_DARKCROSS:
  509. case CR_HOLYCROSS:
  510. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  511. break;
  512. case CR_GRANDCROSS:
  513. case NPC_GRANDDARKNESS:
  514. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  515. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  516. break;
  517. case AM_ACIDTERROR:
  518. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  519. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  520. clif_emotion(bl,23);
  521. break;
  522. case AM_DEMONSTRATION:
  523. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  524. break;
  525. case CR_SHIELDCHARGE:
  526. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  527. break;
  528. case PA_PRESSURE:
  529. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  530. break;
  531. case RG_RAID:
  532. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  533. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  534. break;
  535. case BA_FROSTJOKE:
  536. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  537. break;
  538. case DC_SCREAM:
  539. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  540. break;
  541. case BD_LULLABY:
  542. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  543. break;
  544. case DC_UGLYDANCE:
  545. rate = 5+5*skilllv;
  546. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  547. rate += 5+skill;
  548. status_zap(bl, 0, rate);
  549. break;
  550. case SL_STUN:
  551. if (tstatus->size==1) //Only stuns mid-sized mobs.
  552. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  553. break;
  554. case NPC_PETRIFYATTACK:
  555. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  556. skilllv,0,0,skill_get_time(skillid,skilllv),
  557. skill_get_time2(skillid,skilllv));
  558. break;
  559. case NPC_CURSEATTACK:
  560. case NPC_SLEEPATTACK:
  561. case NPC_BLINDATTACK:
  562. case NPC_POISON:
  563. case NPC_SILENCEATTACK:
  564. case NPC_STUNATTACK:
  565. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  566. break;
  567. case NPC_ACIDBREATH:
  568. case NPC_ICEBREATH:
  569. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  570. break;
  571. case NPC_BLEEDING:
  572. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  573. break;
  574. case NPC_MENTALBREAKER:
  575. { //Based on observations by Tharis, Mental Breaker should do SP damage
  576. //equal to Matk*skLevel.
  577. rate = sstatus->matk_min;
  578. if (rate < sstatus->matk_max)
  579. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  580. rate*=skilllv;
  581. status_zap(bl, 0, rate);
  582. break;
  583. }
  584. // Equipment breaking monster skills [Celest]
  585. case NPC_WEAPONBRAKER:
  586. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  587. break;
  588. case NPC_ARMORBRAKE:
  589. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  590. break;
  591. case NPC_HELMBRAKE:
  592. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  593. break;
  594. case NPC_SHIELDBRAKE:
  595. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  596. break;
  597. case CH_TIGERFIST:
  598. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  599. break;
  600. case LK_SPIRALPIERCE:
  601. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  602. break;
  603. case ST_REJECTSWORD:
  604. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  605. break;
  606. case PF_FOGWALL:
  607. if (src != bl && !tsc->data[SC_DELUGE])
  608. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  609. break;
  610. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  611. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  612. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  613. break;
  614. case LK_JOINTBEAT:
  615. skill = status_skill2sc(skillid);
  616. if (tsc->jb_flag) {
  617. sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  618. tsc->jb_flag = 0;
  619. }
  620. break;
  621. case ASC_METEORASSAULT:
  622. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  623. switch(rand()%3) {
  624. case 0:
  625. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  626. break;
  627. case 1:
  628. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  629. break;
  630. default:
  631. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  632. }
  633. break;
  634. case HW_NAPALMVULCAN:
  635. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  636. break;
  637. case WS_CARTTERMINATION: // Cart termination
  638. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  639. break;
  640. case CR_ACIDDEMONSTRATION:
  641. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  642. break;
  643. case TK_DOWNKICK:
  644. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  645. break;
  646. case TK_JUMPKICK:
  647. //Cancel out Soul Linker status of the target. [Skotlex]
  648. if (tsc->count) {
  649. //Remove NORMAL potions effect.
  650. if (tsc->data[SC_ASPDPOTION0] && !tsc->data[SC_ASPDPOTION0]->val4)
  651. status_change_end(bl, SC_ASPDPOTION0, -1);
  652. if (tsc->data[SC_ASPDPOTION1] && !tsc->data[SC_ASPDPOTION1]->val4)
  653. status_change_end(bl, SC_ASPDPOTION1, -1);
  654. if (tsc->data[SC_ASPDPOTION2] && !tsc->data[SC_ASPDPOTION2]->val4)
  655. status_change_end(bl, SC_ASPDPOTION2, -1);
  656. if (tsc->data[SC_ASPDPOTION3] && !tsc->data[SC_ASPDPOTION3]->val4)
  657. status_change_end(bl, SC_ASPDPOTION3, -1);
  658. if (tsc->data[SC_SPEEDUP0] && !tsc->data[SC_SPEEDUP0]->val4)
  659. status_change_end(bl, SC_SPEEDUP0, -1);
  660. if (tsc->data[SC_SPEEDUP1] && !tsc->data[SC_SPEEDUP1]->val4)
  661. status_change_end(bl, SC_SPEEDUP1, -1);
  662. if (tsc->data[SC_SPIRIT])
  663. status_change_end(bl, SC_SPIRIT, -1);
  664. if (tsc->data[SC_ONEHAND])
  665. status_change_end(bl, SC_ONEHAND, -1);
  666. if (tsc->data[SC_ADRENALINE2])
  667. status_change_end(bl, SC_ADRENALINE2, -1);
  668. }
  669. break;
  670. case TK_TURNKICK:
  671. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  672. if(attack_type&BF_MISC) //70% base stun chance...
  673. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  674. break;
  675. case GS_BULLSEYE: //0.1% coma rate.
  676. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  677. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  678. break;
  679. case GS_PIERCINGSHOT:
  680. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  681. break;
  682. case NJ_HYOUSYOURAKU:
  683. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  684. break;
  685. case GS_FLING:
  686. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  687. break;
  688. case GS_DISARM:
  689. rate = 3*skilllv;
  690. if (sstatus->dex > tstatus->dex)
  691. rate += (sstatus->dex - tstatus->dex)/5;
  692. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  693. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  694. break;
  695. case NPC_EVILLAND:
  696. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  697. break;
  698. case NPC_HELLJUDGEMENT:
  699. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  700. break;
  701. case NPC_CRITICALWOUND:
  702. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  703. break;
  704. }
  705. if(sd && attack_type&BF_WEAPON &&
  706. skillid != WS_CARTTERMINATION &&
  707. skillid != AM_DEMONSTRATION &&
  708. skillid != CR_REFLECTSHIELD &&
  709. skillid != ASC_BREAKER
  710. ){ //Trigger status effects
  711. int i, type;
  712. for(i=0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++)
  713. {
  714. rate = sd->addeff[i].rate;
  715. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  716. rate += sd->addeff[i].arrow_rate;
  717. if (!rate) continue;
  718. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  719. { //Trigger has range consideration.
  720. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  721. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  722. continue; //Range Failed.
  723. }
  724. type = sd->addeff[i].id;
  725. skill = skill_get_time2(status_sc2skill(type),7);
  726. if (sd->addeff[i].flag&ATF_TARGET)
  727. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  728. if (sd->addeff[i].flag&ATF_SELF)
  729. status_change_start(src,type,rate,7,0,0,0,skill,0);
  730. }
  731. }
  732. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  733. { //Pass heritage to Master for status causing effects. [Skotlex]
  734. sd = map_id2sd(md->master_id);
  735. src = sd?&sd->bl:src;
  736. }
  737. // Autospell when attacking
  738. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  739. struct block_list *tbl;
  740. struct unit_data *ud;
  741. int i, skilllv;
  742. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  743. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  744. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  745. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  746. continue; // one or more trigger conditions were not fulfilled
  747. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  748. if (skillnotok(skill, sd))
  749. continue;
  750. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  751. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  752. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  753. if (rand()%1000 > rate)
  754. continue;
  755. if (sd->autospell[i].id < 0)
  756. tbl = src;
  757. else
  758. tbl = bl;
  759. switch (skill_get_casttype(skill)) {
  760. case CAST_GROUND:
  761. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  762. break;
  763. case CAST_NODAMAGE:
  764. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  765. break;
  766. case CAST_DAMAGE:
  767. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  768. break;
  769. }
  770. //Set canact delay. [Skotlex]
  771. ud = unit_bl2ud(src);
  772. if (ud) {
  773. rate = skill_delayfix(src, skill, skilllv);
  774. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  775. ud->canact_tick = tick+rate;
  776. }
  777. break; //Only one auto skill comes off at a time.
  778. }
  779. }
  780. //Auto-script when attacking
  781. if(sd && src != bl && sd->autoscript[0].script) {
  782. int i;
  783. for (i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++) {
  784. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  785. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  786. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  787. continue; // one or more trigger conditions were not fulfilled
  788. if (rand()%1000 > sd->autoscript[i].rate)
  789. continue;
  790. run_script(sd->autoscript[i].script,0,sd->bl.id,0);
  791. break; //Have only one script execute at a time.
  792. }
  793. }
  794. //Polymorph
  795. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  796. dstmd && !(tstatus->mode&MD_BOSS) &&
  797. (rand()%10000 < sd->classchange))
  798. {
  799. struct mob_db *mob;
  800. int class_;
  801. skill = 0;
  802. do {
  803. do {
  804. class_ = rand() % MAX_MOB_DB;
  805. } while (!mobdb_checkid(class_));
  806. rate = rand() % 1000000;
  807. mob = mob_db(class_);
  808. } while (
  809. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  810. (skill++) < 2000);
  811. if (skill < 2000)
  812. mob_class_change(dstmd,class_);
  813. }
  814. return 0;
  815. }
  816. /* Splitted off from skill_additional_effect, which is never called when the
  817. * attack skill kills the enemy. Place in this function counter status effects
  818. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  819. * from cards) that will take effect on the source, not the target. [Skotlex]
  820. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  821. * type of skills, so not every instance of skill_additional_effect needs a call
  822. * to this one.
  823. */
  824. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  825. {
  826. int rate;
  827. struct map_session_data *sd=NULL;
  828. struct map_session_data *dstsd=NULL;
  829. struct status_change *tsc;
  830. nullpo_retr(0, src);
  831. nullpo_retr(0, bl);
  832. if(skillid < 0) return 0;
  833. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  834. tsc = status_get_sc(bl);
  835. if (tsc && !tsc->count)
  836. tsc = NULL;
  837. sd = BL_CAST(BL_PC, src);
  838. dstsd = BL_CAST(BL_PC, bl);
  839. switch(skillid){
  840. case 0: //Normal Attack
  841. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  842. tsc->data[SC_KAAHI]->val4 = add_timer(
  843. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  844. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  845. break;
  846. case MO_EXTREMITYFIST:
  847. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  848. break;
  849. case GS_FULLBUSTER:
  850. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  851. break;
  852. case HFLI_SBR44: //[orn]
  853. case HVAN_EXPLOSION:
  854. if(src->type == BL_HOM){
  855. TBL_HOM *hd = (TBL_HOM*)src;
  856. hd->homunculus.intimacy = 200;
  857. if (hd->master)
  858. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  859. }
  860. break;
  861. }
  862. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  863. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  864. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  865. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  866. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  867. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  868. ){ //Soul Drain should only work on targetted spells [Skotlex]
  869. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  870. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  871. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  872. }
  873. if(dstsd && attack_type&BF_WEAPON)
  874. { //Counter effects.
  875. int i, type, time;
  876. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  877. {
  878. rate = dstsd->addeff2[i].rate;
  879. if (attack_type&BF_LONG)
  880. rate+=dstsd->addeff2[i].arrow_rate;
  881. if (!rate) continue;
  882. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  883. { //Trigger has range consideration.
  884. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  885. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  886. continue; //Range Failed.
  887. }
  888. type = dstsd->addeff2[i].id;
  889. time = skill_get_time2(status_sc2skill(type),7);
  890. if (dstsd->addeff2[i].flag&ATF_TARGET)
  891. status_change_start(src,type,rate,7,0,0,0,time,0);
  892. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  893. status_change_start(bl,type,rate,7,0,0,0,time,0);
  894. }
  895. }
  896. // Trigger counter-spells to retaliate against damage causing skills.
  897. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  898. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  899. {
  900. struct block_list *tbl;
  901. struct unit_data *ud;
  902. int i, skillid, skilllv, rate;
  903. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  904. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  905. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  906. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  907. continue; // one or more trigger conditions were not fulfilled
  908. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  909. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  910. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  911. rate = dstsd->autospell2[i].rate;
  912. if (attack_type&BF_LONG)
  913. rate>>=1;
  914. if (skillnotok(skillid, dstsd))
  915. continue;
  916. if (rand()%1000 > rate)
  917. continue;
  918. if (dstsd->autospell2[i].id < 0)
  919. tbl = bl;
  920. else
  921. tbl = src;
  922. switch (skill_get_casttype(skillid)) {
  923. case CAST_GROUND:
  924. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  925. break;
  926. case CAST_NODAMAGE:
  927. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  928. break;
  929. case CAST_DAMAGE:
  930. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  931. break;
  932. }
  933. //Set canact delay. [Skotlex]
  934. ud = unit_bl2ud(bl);
  935. if (ud) {
  936. rate = skill_delayfix(bl, skillid, skilllv);
  937. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  938. ud->canact_tick = tick+rate;
  939. }
  940. break; //trigger only one auto-spell per hit.
  941. }
  942. }
  943. //Auto-script when attacked
  944. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script &&
  945. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  946. {
  947. int i;
  948. for (i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++) {
  949. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  950. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  951. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  952. continue; // one or more trigger conditions were not fulfilled
  953. if (rand()%1000 > dstsd->autoscript2[i].rate)
  954. continue;
  955. run_script(dstsd->autoscript2[i].script,0,dstsd->bl.id,0);
  956. break; //Have only one script execute at a time.
  957. }
  958. }
  959. return 0;
  960. }
  961. /*=========================================================================
  962. Breaks equipment. On-non players causes the corresponding strip effect.
  963. - rate goes from 0 to 10000 (100.00%)
  964. - flag is a BCT_ flag to indicate which type of adjustment should be used
  965. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  966. --------------------------------------------------------------------------*/
  967. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  968. {
  969. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  970. const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  971. const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  972. struct status_change *sc = status_get_sc(bl);
  973. int i,j;
  974. TBL_PC *sd;
  975. sd = BL_CAST(BL_PC, bl);
  976. if (sc && !sc->count)
  977. sc = NULL;
  978. if (sd) {
  979. if (sd->unbreakable_equip)
  980. where &= ~sd->unbreakable_equip;
  981. if (sd->unbreakable)
  982. rate -= rate*sd->unbreakable/100;
  983. if (where&EQP_WEAPON) {
  984. switch (sd->status.weapon) {
  985. case W_FIST: //Bare fists should not break :P
  986. case W_1HAXE:
  987. case W_2HAXE:
  988. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  989. case W_STAFF:
  990. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  991. case W_HUUMA:
  992. where &= ~EQP_WEAPON;
  993. }
  994. }
  995. }
  996. if (flag&BCT_ENEMY) {
  997. if (battle_config.equip_skill_break_rate != 100)
  998. rate = rate*battle_config.equip_skill_break_rate/100;
  999. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1000. if (battle_config.equip_self_break_rate != 100)
  1001. rate = rate*battle_config.equip_self_break_rate/100;
  1002. }
  1003. for (i = 0; i < 4; i++) {
  1004. if (where&where_list[i]) {
  1005. if (sc && sc->count && sc->data[scdef[i]])
  1006. where&=~where_list[i];
  1007. else if (rand()%10000 >= rate)
  1008. where&=~where_list[i];
  1009. else if (!sd) //Cause Strip effect.
  1010. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1011. }
  1012. }
  1013. if (!where) //Nothing to break.
  1014. return 0;
  1015. if (sd) {
  1016. for (i = 0; i < EQI_MAX; i++) {
  1017. j = sd->equip_index[i];
  1018. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1019. continue;
  1020. flag = 0;
  1021. switch(i) {
  1022. case EQI_HEAD_TOP: //Upper Head
  1023. flag = (where&EQP_HELM);
  1024. break;
  1025. case EQI_ARMOR: //Body
  1026. flag = (where&EQP_ARMOR);
  1027. break;
  1028. case EQI_HAND_R: //Left/Right hands
  1029. case EQI_HAND_L:
  1030. flag = (
  1031. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1032. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1033. break;
  1034. default:
  1035. continue;
  1036. }
  1037. if (flag) {
  1038. sd->status.inventory[j].attribute = 1;
  1039. pc_unequipitem(sd, j, 3);
  1040. }
  1041. }
  1042. clif_equiplist(sd);
  1043. }
  1044. return where; //Return list of pieces broken.
  1045. }
  1046. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1047. {
  1048. struct status_change *sc;
  1049. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1050. const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1051. const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1052. int i;
  1053. if (rand()%100 >= rate)
  1054. return 0;
  1055. sc = status_get_sc(bl);
  1056. if (!sc)
  1057. return 0;
  1058. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1059. if (where&pos[i] && sc->data[sc_def[i]])
  1060. where&=~pos[i];
  1061. }
  1062. if (!where) return 0;
  1063. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1064. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1065. where&=~pos[i];
  1066. }
  1067. return where?1:0;
  1068. }
  1069. /*=========================================================================
  1070. Used to knock back players, monsters, traps, etc
  1071. - 'count' is the number of squares to knock back
  1072. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1073. - if 'flag&0x1', position update packets must not be sent.
  1074. -------------------------------------------------------------------------*/
  1075. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1076. {
  1077. int dx = 0, dy = 0, nx, ny;
  1078. int ret;
  1079. struct skill_unit* su = NULL;
  1080. nullpo_retr(0, src);
  1081. if (src != target && map_flag_gvg(target->m))
  1082. return 0; //No knocking back in WoE
  1083. if (count == 0)
  1084. return 0; //Actual knockback distance is 0.
  1085. switch (target->type)
  1086. {
  1087. case BL_MOB:
  1088. {
  1089. struct mob_data* md = BL_CAST(BL_MOB, target);
  1090. if( md->class_ == MOBID_EMPERIUM || md->class_ == MOBID_BARRICADEA || md->class_ == MOBID_BARRICADEB )
  1091. return 0;
  1092. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1093. return 0;
  1094. }
  1095. break;
  1096. case BL_PC:
  1097. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1098. return 0;
  1099. break;
  1100. case BL_SKILL:
  1101. su = (struct skill_unit *)target;
  1102. break;
  1103. }
  1104. if (direction == -1) // <optimized>: do the computation here instead of outside
  1105. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1106. if (direction >= 0 && direction < 8)
  1107. { // take the reversed 'direction' and reverse it
  1108. dx = -dirx[direction];
  1109. dy = -diry[direction];
  1110. }
  1111. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1112. nx = ret>>16;
  1113. ny = ret&0xffff;
  1114. if (!su)
  1115. unit_stop_walking(target,0);
  1116. dx = nx - target->x;
  1117. dy = ny - target->y;
  1118. if (!dx && !dy) //Could not knockback.
  1119. return 0;
  1120. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1121. if(su)
  1122. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1123. else
  1124. map_moveblock(target, nx, ny, gettick());
  1125. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1126. if(!(flag&0x1))
  1127. clif_blown(target);
  1128. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1129. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1130. return count; //Return amount of knocked back cells.
  1131. }
  1132. //Checks if bl should reflect back a spell.
  1133. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1134. static int skill_magic_reflect(struct block_list *bl, int type)
  1135. {
  1136. struct status_change *sc = status_get_sc(bl);
  1137. struct map_session_data *sd;
  1138. sd = BL_CAST(BL_PC, bl);
  1139. if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
  1140. return 1;
  1141. if(sc && sc->count)
  1142. {
  1143. if(sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2)
  1144. return 1;
  1145. if(sc->data[SC_KAITE] && (sd || status_get_lv(bl) <= 80))
  1146. { //Works on players or mobs with level under 80.
  1147. clif_specialeffect(bl, 438, AREA);
  1148. if (--sc->data[SC_KAITE]->val2 <= 0)
  1149. status_change_end(bl, SC_KAITE, -1);
  1150. return 1;
  1151. }
  1152. }
  1153. return 0;
  1154. }
  1155. /*
  1156. * =========================================================================
  1157. * Does a skill attack with the given properties.
  1158. * src is the master behind the attack (player/mob/pet)
  1159. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1160. * bl is the target to be attacked.
  1161. * flag can hold a bunch of information:
  1162. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1163. * (usually holds number of targets, or just 1 for simple splash attacks)
  1164. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1165. * packet shouldn't display a skill animation)
  1166. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1167. * client (causes player characters to not scream skill name)
  1168. *-------------------------------------------------------------------------*/
  1169. 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)
  1170. {
  1171. struct Damage dmg;
  1172. struct status_data *sstatus, *tstatus;
  1173. struct status_change *sc;
  1174. struct map_session_data *sd, *tsd;
  1175. int type,damage,rdamage=0;
  1176. if(skillid > 0 && skilllv <= 0) return 0;
  1177. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1178. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1179. nullpo_retr(0, bl); //Target to be attacked.
  1180. if (src != dsrc) {
  1181. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1182. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1183. return 0;
  1184. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1185. //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]
  1186. if (!status_check_skilluse(src, bl, skillid, 2))
  1187. return 0;
  1188. }
  1189. sd = BL_CAST(BL_PC, src);
  1190. tsd = BL_CAST(BL_PC, bl);
  1191. sstatus = status_get_status_data(src);
  1192. tstatus = status_get_status_data(bl);
  1193. sc= status_get_sc(bl);
  1194. if (sc && !sc->count) sc = NULL; //Don't need it.
  1195. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1196. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1197. return 0;
  1198. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1199. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1200. return 0;
  1201. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1202. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1203. //Skotlex: Adjusted to the new system
  1204. if(src->type==BL_PET)
  1205. { // [Valaris]
  1206. struct pet_data *pd = (TBL_PET*)src;
  1207. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1208. {
  1209. int element = skill_get_ele(skillid, skilllv);
  1210. if (skillid == -1)
  1211. element = sstatus->rhw.ele;
  1212. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1213. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1214. else
  1215. dmg.damage= skilllv;
  1216. dmg.damage2=0;
  1217. dmg.div_= pd->a_skill->div_;
  1218. }
  1219. }
  1220. if (attack_type&BF_MAGIC) {
  1221. if (!(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) &&
  1222. skill_magic_reflect(bl, src==dsrc))
  1223. { //Magic reflection, switch caster/target
  1224. struct block_list *tbl = bl;
  1225. bl = src;
  1226. src = tbl;
  1227. sd = BL_CAST(BL_PC, src);
  1228. tsd = BL_CAST(BL_PC, bl);
  1229. sc = status_get_sc(bl);
  1230. if (sc && !sc->count)
  1231. sc = NULL; //Don't need it.
  1232. //Spirit of Wizard blocks bounced back spells.
  1233. if (sc && sc->data[SC_SPIRIT] &&
  1234. sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  1235. {
  1236. //It should only consume once per skill casted. Val3 is the skill
  1237. //id and val4 is the ID of the damage src, this should account for
  1238. //ground spells (and single target spells will be completed on
  1239. //castend_id) [Skotlex]
  1240. if (tsd && !(
  1241. sc->data[SC_SPIRIT]->val3 == skillid &&
  1242. sc->data[SC_SPIRIT]->val4 == dsrc->id)
  1243. ) { //Check if you have stone to consume.
  1244. type = pc_search_inventory (tsd, 7321);
  1245. if (type >= 0)
  1246. pc_delitem(tsd, type, 1, 0);
  1247. } else
  1248. type = 0;
  1249. if (type >= 0) {
  1250. dmg.damage = dmg.damage2 = 0;
  1251. dmg.dmg_lv = ATK_FLEE;
  1252. sc->data[SC_SPIRIT]->val3 = skillid;
  1253. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1254. }
  1255. }
  1256. }
  1257. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1258. int sp = skill_get_sp(skillid,skilllv);
  1259. dmg.damage = dmg.damage2 = 0;
  1260. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1261. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1262. if(skillid == WZ_WATERBALL && skilllv > 1)
  1263. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1264. status_heal(bl, 0, sp, 2);
  1265. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1266. }
  1267. }
  1268. damage = dmg.damage + dmg.damage2;
  1269. if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc &&
  1270. skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1271. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1272. //Skill hit type
  1273. type=(skillid==0)?5:skill_get_hit(skillid);
  1274. if(damage < dmg.div_
  1275. //Only skills that knockback even when they miss. [Skotlex]
  1276. && skillid != CH_PALMSTRIKE)
  1277. dmg.blewcount = 0;
  1278. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1279. if(battle_config.gx_disptype) dsrc = src;
  1280. if(src == bl) type = 4;
  1281. else flag|=SD_ANIMATION;
  1282. }
  1283. if(skillid == NJ_TATAMIGAESHI) {
  1284. dsrc = src; //For correct knockback.
  1285. flag|=SD_ANIMATION;
  1286. }
  1287. if(sd) {
  1288. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1289. if (sd->sc.data[SC_COMBO])
  1290. { //End combo state after skill is invoked. [Skotlex]
  1291. switch (skillid) {
  1292. case TK_TURNKICK:
  1293. case TK_STORMKICK:
  1294. case TK_DOWNKICK:
  1295. case TK_COUNTER:
  1296. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1297. { //Extend combo time.
  1298. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1299. sd->skilllv_old = skilllv;
  1300. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1301. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1302. sd->sc.data[SC_COMBO]->timer = add_timer(
  1303. tick+sd->sc.data[SC_COMBO]->val4,
  1304. status_change_timer, src->id, SC_COMBO);
  1305. break;
  1306. }
  1307. default:
  1308. status_change_end(src,SC_COMBO,-1);
  1309. }
  1310. }
  1311. switch(skillid)
  1312. {
  1313. case MO_TRIPLEATTACK:
  1314. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1315. flag=1;
  1316. break;
  1317. case MO_CHAINCOMBO:
  1318. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1319. flag=1;
  1320. break;
  1321. case MO_COMBOFINISH:
  1322. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1323. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1324. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1325. flag=1;
  1326. case CH_TIGERFIST:
  1327. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1328. flag=1;
  1329. case CH_CHAINCRUSH:
  1330. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1331. flag=1;
  1332. break;
  1333. case AC_DOUBLE:
  1334. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1335. pc_checkskill(sd, HT_POWER))
  1336. {
  1337. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1338. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1339. clif_combo_delay(src,2000);
  1340. }
  1341. break;
  1342. case TK_COUNTER:
  1343. { //bonus from SG_FRIEND [Komurka]
  1344. int level;
  1345. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1346. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1347. }
  1348. break;
  1349. case SL_STIN:
  1350. case SL_STUN:
  1351. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1352. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1353. break;
  1354. case GS_FULLBUSTER:
  1355. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1356. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1357. break;
  1358. } //Switch End
  1359. if (flag) { //Possible to chain
  1360. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1361. if (flag < 0) flag = 0;
  1362. flag += 300 * battle_config.combo_delay_rate/100;
  1363. sc_start(src,SC_COMBO,100,skillid,flag);
  1364. clif_combo_delay(src, flag);
  1365. }
  1366. }
  1367. // Cart Revolution and Grimtooth need this weirdo dummy packet for the first target to display correctly
  1368. if( flag&SD_PREAMBLE )
  1369. clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, -30000, dmg.div_, skillid, skilllv, 6);
  1370. //Display damage.
  1371. switch( skillid )
  1372. {
  1373. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1374. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1375. break;
  1376. //Skills that need be passed as a normal attack for the client to display correctly.
  1377. case HVAN_EXPLOSION:
  1378. case NPC_SELFDESTRUCTION:
  1379. if(src->type==BL_PC)
  1380. dmg.blewcount = 10;
  1381. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1382. // fall through
  1383. case KN_AUTOCOUNTER:
  1384. case NPC_CRITICALSLASH:
  1385. case TF_DOUBLE:
  1386. case GS_CHAINACTION:
  1387. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1388. break;
  1389. case AS_SPLASHER:
  1390. if( flag&SD_ANIMATION ) // the surrounding targets
  1391. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1392. else // the central target doesn't display an animation
  1393. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1394. break;
  1395. default:
  1396. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1397. type = 5;
  1398. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1399. break;
  1400. }
  1401. map_freeblock_lock();
  1402. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1403. && pc_checkskill(tsd,RG_PLAGIARISM)
  1404. && (!sc || !sc->data[SC_PRESERVE])
  1405. && damage < tsd->status.hp)
  1406. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1407. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1408. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1409. {
  1410. int lv = skilllv;
  1411. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1412. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1413. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1414. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1415. }
  1416. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1417. lv = type;
  1418. //kRO Update makes it impossible to copy skills beyond the skill_db max.
  1419. if ((type = skill_get_max(skillid)) < lv)
  1420. lv = type;
  1421. tsd->cloneskill_id = skillid;
  1422. tsd->status.skill[skillid].id = skillid;
  1423. tsd->status.skill[skillid].lv = lv;
  1424. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1425. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1426. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1427. clif_skillinfoblock(tsd);
  1428. }
  1429. }
  1430. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1431. struct skill_unit* su = (struct skill_unit*)bl;
  1432. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1433. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1434. }
  1435. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1436. { //Skills with can't walk delay also stop normal attacking for that
  1437. //duration when the attack connects. [Skotlex]
  1438. struct unit_data *ud = unit_bl2ud(src);
  1439. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1440. ud->attackabletime = tick + type;
  1441. }
  1442. if (!dmg.amotion) {
  1443. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1444. if (damage > 0) {
  1445. if (!status_isdead(bl))
  1446. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1447. //Counter status effects [Skotlex]
  1448. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1449. }
  1450. }
  1451. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1452. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1453. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1454. {
  1455. int direction = -1; // default
  1456. switch(skillid)
  1457. {
  1458. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1459. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1460. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1461. }
  1462. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1463. }
  1464. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1465. if (dmg.amotion)
  1466. battle_delay_damage(tick, dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1467. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1468. int rate = 50 + skilllv * 5;
  1469. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1470. if(rand()%100 < rate)
  1471. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1472. }
  1473. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1474. if (battle_config.left_cardfix_to_right)
  1475. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1476. else
  1477. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1478. }
  1479. if (rdamage>0) {
  1480. if (dmg.amotion)
  1481. battle_delay_damage(tick, dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1482. else
  1483. status_fix_damage(bl,src,rdamage,0);
  1484. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1485. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1486. if (tsd && src != bl)
  1487. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1488. skill_additional_effect(bl,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
  1489. }
  1490. if (!(flag&2) &&
  1491. (
  1492. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1493. ) &&
  1494. (sc = status_get_sc(src)) &&
  1495. sc->data[SC_DOUBLECAST] &&
  1496. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1497. {
  1498. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1499. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1500. }
  1501. map_freeblock_unlock();
  1502. return damage;
  1503. }
  1504. /*==========================================
  1505. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1506. * flagについて?F16?i?を確認
  1507. * MSB <- 00fTffff ->LSB
  1508. * T =タ?ゲット選?用(BCT_*)
  1509. * ffff=自由に使用可能
  1510. * 0 =予約?B0に固定
  1511. *------------------------------------------*/
  1512. static int skill_area_temp[8];
  1513. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1514. int skill_area_sub (struct block_list *bl, va_list ap)
  1515. {
  1516. struct block_list *src;
  1517. int skill_id,skill_lv,flag;
  1518. unsigned int tick;
  1519. SkillFunc func;
  1520. nullpo_retr(0, bl);
  1521. nullpo_retr(0, ap);
  1522. src=va_arg(ap,struct block_list *);
  1523. skill_id=va_arg(ap,int);
  1524. skill_lv=va_arg(ap,int);
  1525. tick=va_arg(ap,unsigned int);
  1526. flag=va_arg(ap,int);
  1527. func=va_arg(ap,SkillFunc);
  1528. if(battle_check_target(src,bl,flag) > 0)
  1529. return func(src,bl,skill_id,skill_lv,tick,flag);
  1530. return 0;
  1531. }
  1532. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1533. {
  1534. struct skill_unit *unit;
  1535. int skillid,g_skillid;
  1536. unit = (struct skill_unit *)bl;
  1537. if(bl->prev == NULL || bl->type != BL_SKILL)
  1538. return 0;
  1539. if(!unit->alive)
  1540. return 0;
  1541. skillid = va_arg(ap,int);
  1542. g_skillid = unit->group->skill_id;
  1543. switch (skillid)
  1544. {
  1545. case MG_SAFETYWALL:
  1546. case AL_PNEUMA:
  1547. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1548. return 0;
  1549. break;
  1550. case AL_WARP:
  1551. case HT_SKIDTRAP:
  1552. case HT_LANDMINE:
  1553. case HT_ANKLESNARE:
  1554. case HT_SHOCKWAVE:
  1555. case HT_SANDMAN:
  1556. case HT_FLASHER:
  1557. case HT_FREEZINGTRAP:
  1558. case HT_BLASTMINE:
  1559. case HT_CLAYMORETRAP:
  1560. case HT_TALKIEBOX:
  1561. case HP_BASILICA:
  1562. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1563. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1564. return 0;
  1565. break;
  1566. default: //Avoid stacking with same kind of trap. [Skotlex]
  1567. if (g_skillid != skillid)
  1568. return 0;
  1569. break;
  1570. }
  1571. return 1;
  1572. }
  1573. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1574. {
  1575. //Non players do not check for the skill's splash-trigger area.
  1576. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1577. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1578. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1579. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1580. return 0;
  1581. }
  1582. range += layout_type;
  1583. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1584. }
  1585. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1586. {
  1587. int skillid;
  1588. if(bl->prev == NULL)
  1589. return 0;
  1590. if(status_isdead(bl))
  1591. return 0;
  1592. skillid = va_arg(ap,int);
  1593. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1594. return 0;
  1595. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  1596. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1597. return 1;
  1598. }
  1599. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1600. {
  1601. int range, type;
  1602. switch (skillid) { // to be expanded later
  1603. case WZ_ICEWALL:
  1604. range = 2;
  1605. break;
  1606. default:
  1607. {
  1608. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1609. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1610. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1611. return 0;
  1612. }
  1613. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1614. }
  1615. break;
  1616. }
  1617. // if the caster is a monster/NPC, only check for players
  1618. // otherwise just check characters
  1619. if (bl->type == BL_PC)
  1620. type = BL_CHAR;
  1621. else
  1622. type = BL_PC;
  1623. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1624. x - range, y - range, x + range, y + range,
  1625. type, skillid);
  1626. }
  1627. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1628. {
  1629. struct map_session_data *sd;
  1630. int gid, id, strvit, agidex;
  1631. sd = (struct map_session_data *)bl;
  1632. id = va_arg(ap,int);
  1633. gid = va_arg(ap,int);
  1634. if (sd->status.guild_id != gid)
  1635. return 0;
  1636. if(id == sd->bl.id && battle_config.guild_aura&16)
  1637. return 0;
  1638. strvit = va_arg(ap,int);
  1639. agidex = va_arg(ap,int);
  1640. if (sd->sc.data[SC_GUILDAURA]) {
  1641. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1642. if (sce->val3 != strvit || sce->val4 != agidex) {
  1643. sce->val3 = strvit;
  1644. sce->val4 = agidex;
  1645. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1646. }
  1647. return 0;
  1648. }
  1649. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1650. return 1;
  1651. }
  1652. /*==========================================
  1653. * [orn]
  1654. * Checks that you have the requirements for casting a skill for homunculus.
  1655. * Flag:
  1656. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1657. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1658. *------------------------------------------*/
  1659. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  1660. {
  1661. struct status_data *status;
  1662. TBL_PC * sd;
  1663. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  1664. int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1665. nullpo_retr(0, hd);
  1666. sd = hd->master;
  1667. if (lv <= 0) return 0;
  1668. status = &hd->battle_status;
  1669. //Code speedup, rather than using skill_get_* over and over again.
  1670. j = skill_get_index(skill);
  1671. if( j == 0 )
  1672. return 0;
  1673. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1674. return 0;
  1675. for(i = 0; i < 10; i++) {
  1676. itemid[i] = skill_db[j].itemid[i];
  1677. amount[i] = skill_db[j].amount[i];
  1678. }
  1679. hp = skill_db[j].hp[lv-1];
  1680. sp = skill_db[j].sp[lv-1];
  1681. hp_rate = skill_db[j].hp_rate[lv-1];
  1682. sp_rate = skill_db[j].sp_rate[lv-1];
  1683. state = skill_db[j].state;
  1684. mhp = skill_db[j].mhp[lv-1];
  1685. if(mhp > 0)
  1686. hp += (status->max_hp * mhp)/100;
  1687. if(hp_rate > 0)
  1688. hp += (status->hp * hp_rate)/100;
  1689. else
  1690. hp += (status->max_hp * (-hp_rate))/100;
  1691. if(sp_rate > 0)
  1692. sp += (status->sp * sp_rate)/100;
  1693. else
  1694. sp += (status->max_sp * (-sp_rate))/100;
  1695. switch(skill) { // Check for cost reductions due to skills & SCs
  1696. case HFLI_SBR44:
  1697. if(hd->homunculus.intimacy <= 200)
  1698. return 0;
  1699. break;
  1700. case HVAN_EXPLOSION:
  1701. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  1702. return 0;
  1703. break;
  1704. }
  1705. if(!(type&2)){
  1706. if( hp>0 && status->hp <= (unsigned int)hp) {
  1707. clif_skill_fail(sd,skill,2,0);
  1708. return 0;
  1709. }
  1710. if( sp>0 && status->sp < (unsigned int)sp) {
  1711. clif_skill_fail(sd,skill,1,0);
  1712. return 0;
  1713. }
  1714. }
  1715. if (!type) //States are only checked on begin casting.
  1716. switch(state) {
  1717. case ST_MOVE_ENABLE:
  1718. if(!unit_can_move(&hd->bl)) {
  1719. clif_skill_fail(sd,skill,0,0);
  1720. return 0;
  1721. }
  1722. break;
  1723. }
  1724. if(!(type&1))
  1725. return 1;
  1726. // Check items and reduce required amounts
  1727. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1728. {
  1729. index[i] = -1;
  1730. if(itemid[i] <= 0)
  1731. continue;// no item
  1732. index[i] = pc_search_inventory(sd,itemid[i]);
  1733. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  1734. {
  1735. clif_skill_fail(sd,skill,0,0);
  1736. return 0;
  1737. }
  1738. }
  1739. // Consume items
  1740. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1741. {
  1742. if(index[i] >= 0)
  1743. pc_delitem(sd,index[i],amount[i],0);
  1744. }
  1745. if(type&2)
  1746. return 1;
  1747. if(sp || hp)
  1748. status_zap(&hd->bl, hp, sp);
  1749. return 1;
  1750. }
  1751. /*==========================================
  1752. *
  1753. *------------------------------------------*/
  1754. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1755. {
  1756. return 1;
  1757. }
  1758. /*==========================================
  1759. *
  1760. *------------------------------------------*/
  1761. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  1762. {
  1763. struct block_list *src = map_id2bl(id),*target;
  1764. struct unit_data *ud = unit_bl2ud(src);
  1765. struct skill_timerskill *skl = NULL;
  1766. int range;
  1767. nullpo_retr(0, src);
  1768. nullpo_retr(0, ud);
  1769. skl = ud->skilltimerskill[data];
  1770. nullpo_retr(0, skl);
  1771. ud->skilltimerskill[data] = NULL;
  1772. do {
  1773. if(src->prev == NULL)
  1774. break;
  1775. if(skl->target_id) {
  1776. target = map_id2bl(skl->target_id);
  1777. if(!target && skl->skill_id == RG_INTIMIDATE)
  1778. target = src; //Required since it has to warp.
  1779. if(target == NULL)
  1780. break;
  1781. if(target->prev == NULL)
  1782. break;
  1783. if(src->m != target->m)
  1784. break;
  1785. if(status_isdead(src))
  1786. break;
  1787. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  1788. break;
  1789. switch(skl->skill_id) {
  1790. case RG_INTIMIDATE:
  1791. if (unit_warp(src,-1,-1,-1,3) == 0) {
  1792. short x,y;
  1793. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  1794. if (target != src && !status_isdead(target))
  1795. unit_warp(target, -1, x, y, 3);
  1796. }
  1797. break;
  1798. case BA_FROSTJOKE:
  1799. case DC_SCREAM:
  1800. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  1801. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  1802. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  1803. break;
  1804. case WZ_WATERBALL:
  1805. if (!status_isdead(target))
  1806. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1807. if (skl->type>1 && !status_isdead(target)) {
  1808. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  1809. } else {
  1810. struct status_change *sc = status_get_sc(src);
  1811. if(sc) {
  1812. if(sc->data[SC_MAGICPOWER])
  1813. status_change_end(src,SC_MAGICPOWER,-1);
  1814. if(sc->data[SC_SPIRIT] &&
  1815. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1816. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  1817. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1818. }
  1819. }
  1820. break;
  1821. default:
  1822. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1823. break;
  1824. }
  1825. }
  1826. else {
  1827. if(src->m != skl->map)
  1828. break;
  1829. switch(skl->skill_id) {
  1830. case WZ_METEOR:
  1831. if(skl->type >= 0) {
  1832. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  1833. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1834. }
  1835. else
  1836. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  1837. break;
  1838. }
  1839. }
  1840. } while (0);
  1841. //Free skl now that it is no longer needed.
  1842. ers_free(skill_timer_ers, skl);
  1843. return 0;
  1844. }
  1845. /*==========================================
  1846. *
  1847. *------------------------------------------*/
  1848. 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)
  1849. {
  1850. int i;
  1851. struct unit_data *ud;
  1852. nullpo_retr(1, src);
  1853. ud = unit_bl2ud(src);
  1854. nullpo_retr(1, ud);
  1855. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  1856. if( i == MAX_SKILLTIMERSKILL ) return 1;
  1857. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  1858. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  1859. ud->skilltimerskill[i]->src_id = src->id;
  1860. ud->skilltimerskill[i]->target_id = target;
  1861. ud->skilltimerskill[i]->skill_id = skill_id;
  1862. ud->skilltimerskill[i]->skill_lv = skill_lv;
  1863. ud->skilltimerskill[i]->map = src->m;
  1864. ud->skilltimerskill[i]->x = x;
  1865. ud->skilltimerskill[i]->y = y;
  1866. ud->skilltimerskill[i]->type = type;
  1867. ud->skilltimerskill[i]->flag = flag;
  1868. return 0;
  1869. }
  1870. /*==========================================
  1871. *
  1872. *------------------------------------------*/
  1873. int skill_cleartimerskill (struct block_list *src)
  1874. {
  1875. int i;
  1876. struct unit_data *ud;
  1877. nullpo_retr(0, src);
  1878. ud = unit_bl2ud(src);
  1879. nullpo_retr(0, ud);
  1880. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  1881. if(ud->skilltimerskill[i]) {
  1882. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  1883. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  1884. ud->skilltimerskill[i]=NULL;
  1885. }
  1886. }
  1887. return 1;
  1888. }
  1889. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  1890. {
  1891. TBL_SKILL *su = (TBL_SKILL*)bl;
  1892. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1893. { //Reveal trap.
  1894. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  1895. //clif_changetraplook(bl, su->group->unit_id);
  1896. clif_skill_setunit(su);
  1897. return 1;
  1898. }
  1899. return 0;
  1900. }
  1901. /*==========================================
  1902. *
  1903. *
  1904. *------------------------------------------*/
  1905. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1906. {
  1907. struct map_session_data *sd = NULL, *tsd = NULL;
  1908. struct status_data *tstatus;
  1909. struct status_change *sc;
  1910. if (skillid > 0 && skilllv <= 0) return 0;
  1911. nullpo_retr(1, src);
  1912. nullpo_retr(1, bl);
  1913. if (src->m != bl->m)
  1914. return 1;
  1915. if (bl->prev == NULL)
  1916. return 1;
  1917. sd = BL_CAST(BL_PC, src);
  1918. tsd = BL_CAST(BL_PC, bl);
  1919. if (status_isdead(bl))
  1920. return 1;
  1921. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  1922. { //GTB makes all targetted magic display miss with a single bolt.
  1923. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  1924. return 1;
  1925. }
  1926. sc = status_get_sc(src);
  1927. if (sc && !sc->count)
  1928. sc = NULL; //Unneeded
  1929. tstatus = status_get_status_data(bl);
  1930. map_freeblock_lock();
  1931. switch(skillid)
  1932. {
  1933. case SM_BASH:
  1934. case MC_MAMMONITE:
  1935. case TF_DOUBLE:
  1936. case AC_DOUBLE:
  1937. case AS_SONICBLOW:
  1938. case KN_PIERCE:
  1939. case KN_SPEARBOOMERANG:
  1940. case TF_POISON:
  1941. case TF_SPRINKLESAND:
  1942. case AC_CHARGEARROW:
  1943. case RG_INTIMIDATE:
  1944. case AM_ACIDTERROR:
  1945. case BA_MUSICALSTRIKE:
  1946. case DC_THROWARROW:
  1947. case BA_DISSONANCE:
  1948. case CR_HOLYCROSS:
  1949. case NPC_DARKCROSS:
  1950. case CR_SHIELDCHARGE:
  1951. case CR_SHIELDBOOMERANG:
  1952. case NPC_PIERCINGATT:
  1953. case NPC_MENTALBREAKER:
  1954. case NPC_RANGEATTACK:
  1955. case NPC_CRITICALSLASH:
  1956. case NPC_COMBOATTACK:
  1957. case NPC_GUIDEDATTACK:
  1958. case NPC_POISON:
  1959. case NPC_RANDOMATTACK:
  1960. case NPC_WATERATTACK:
  1961. case NPC_GROUNDATTACK:
  1962. case NPC_FIREATTACK:
  1963. case NPC_WINDATTACK:
  1964. case NPC_POISONATTACK:
  1965. case NPC_HOLYATTACK:
  1966. case NPC_DARKNESSATTACK:
  1967. case NPC_TELEKINESISATTACK:
  1968. case NPC_UNDEADATTACK:
  1969. case NPC_ARMORBRAKE:
  1970. case NPC_WEAPONBRAKER:
  1971. case NPC_HELMBRAKE:
  1972. case NPC_SHIELDBRAKE:
  1973. case NPC_BLINDATTACK:
  1974. case NPC_SILENCEATTACK:
  1975. case NPC_STUNATTACK:
  1976. case NPC_PETRIFYATTACK:
  1977. case NPC_CURSEATTACK:
  1978. case NPC_SLEEPATTACK:
  1979. case LK_AURABLADE:
  1980. case LK_SPIRALPIERCE:
  1981. case LK_HEADCRUSH:
  1982. case CG_ARROWVULCAN:
  1983. case HW_MAGICCRASHER:
  1984. case ITM_TOMAHAWK:
  1985. case MO_TRIPLEATTACK:
  1986. case CH_CHAINCRUSH:
  1987. case CH_TIGERFIST:
  1988. case PA_SHIELDCHAIN: // Shield Chain
  1989. case PA_SACRIFICE:
  1990. case WS_CARTTERMINATION: // Cart Termination
  1991. case AS_VENOMKNIFE:
  1992. case HT_PHANTASMIC:
  1993. case HT_POWER:
  1994. case TK_DOWNKICK:
  1995. case TK_COUNTER:
  1996. case GS_CHAINACTION:
  1997. case GS_TRIPLEACTION:
  1998. case GS_MAGICALBULLET:
  1999. case GS_TRACKING:
  2000. case GS_PIERCINGSHOT:
  2001. case GS_RAPIDSHOWER:
  2002. case GS_DUST:
  2003. case GS_DISARM: // Added disarm. [Reddozen]
  2004. case GS_FULLBUSTER:
  2005. case NJ_SYURIKEN:
  2006. case NJ_KUNAI:
  2007. case ASC_BREAKER:
  2008. case HFLI_MOON: //[orn]
  2009. case HFLI_SBR44: //[orn]
  2010. case NPC_BLEEDING:
  2011. case NPC_CRITICALWOUND:
  2012. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2013. break;
  2014. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2015. switch( rand()%6 ){
  2016. case 0: flag |= BREAK_ANKLE; break;
  2017. case 1: flag |= BREAK_WRIST; break;
  2018. case 2: flag |= BREAK_KNEE; break;
  2019. case 3: flag |= BREAK_SHOULDER; break;
  2020. case 4: flag |= BREAK_WAIST; break;
  2021. case 5: flag |= BREAK_NECK; break;
  2022. }
  2023. //TODO: is there really no cleaner way to do this?
  2024. sc = status_get_sc(bl);
  2025. if (sc) sc->jb_flag = flag;
  2026. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2027. break;
  2028. case MO_COMBOFINISH:
  2029. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2030. { //Becomes a splash attack when Soul Linked.
  2031. map_foreachinrange(skill_area_sub, bl,
  2032. skill_get_splash(skillid, skilllv),splash_target(src),
  2033. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2034. skill_castend_damage_id);
  2035. } else
  2036. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2037. break;
  2038. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2039. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2040. skill_area_temp[1] = 0;
  2041. map_foreachinrange(skill_attack_area, src,
  2042. skill_get_splash(skillid, skilllv), splash_target(src),
  2043. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2044. break;
  2045. case KN_CHARGEATK:
  2046. {
  2047. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2048. unsigned int dist = distance_bl(src, bl);
  2049. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2050. // teleport to target (if not on WoE grounds)
  2051. if( !map_flag_gvg(src->m) && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2052. clif_slide(src, bl->x, bl->y);
  2053. // cause damage and knockback if the path to target was a straight one
  2054. if( path )
  2055. {
  2056. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2057. skill_blown(src, bl, dist, dir, 0);
  2058. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2059. // make the caster look in the direction of the target
  2060. unit_setdir(src, (dir+4)%8);
  2061. }
  2062. }
  2063. break;
  2064. case TK_JUMPKICK:
  2065. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2066. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2067. clif_slide(src,bl->x,bl->y);
  2068. break;
  2069. case SN_SHARPSHOOTING:
  2070. case NJ_KAMAITACHI:
  2071. //It won't shoot through walls since on castend there has to be a direct
  2072. //line of sight between caster and target.
  2073. skill_area_temp[1] = bl->id;
  2074. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2075. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2076. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2077. break;
  2078. case NPC_ACIDBREATH:
  2079. case NPC_DARKNESSBREATH:
  2080. case NPC_FIREBREATH:
  2081. case NPC_ICEBREATH:
  2082. case NPC_THUNDERBREATH:
  2083. skill_area_temp[1] = bl->id;
  2084. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2085. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2086. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2087. break;
  2088. case MO_INVESTIGATE:
  2089. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2090. if (sc && sc->data[SC_BLADESTOP])
  2091. status_change_end(src,SC_BLADESTOP,-1);
  2092. break;
  2093. case RG_BACKSTAP:
  2094. {
  2095. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2096. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2097. if (sc && sc->data[SC_HIDING])
  2098. status_change_end(src, SC_HIDING, -1);
  2099. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2100. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2101. unit_setdir(bl,dir);
  2102. }
  2103. else if (sd)
  2104. clif_skill_fail(sd,skillid,0,0);
  2105. }
  2106. break;
  2107. case MO_FINGEROFFENSIVE:
  2108. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2109. if (battle_config.finger_offensive_type && sd) {
  2110. int i;
  2111. for (i = 1; i < sd->spiritball_old; i++)
  2112. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2113. }
  2114. if (sc && sc->data[SC_BLADESTOP])
  2115. status_change_end(src,SC_BLADESTOP,-1);
  2116. break;
  2117. case MO_CHAINCOMBO:
  2118. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2119. if (sc && sc->data[SC_BLADESTOP])
  2120. status_change_end(src,SC_BLADESTOP,-1);
  2121. break;
  2122. case NJ_ISSEN:
  2123. if (sc) {
  2124. if (sc->data[SC_NEN])
  2125. status_change_end(src,SC_NEN,-1);
  2126. if (sc->data[SC_HIDING])
  2127. status_change_end(src,SC_HIDING,-1);
  2128. }
  2129. case MO_EXTREMITYFIST:
  2130. if (sc && skillid == MO_EXTREMITYFIST)
  2131. {
  2132. if (sc->data[SC_EXPLOSIONSPIRITS])
  2133. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2134. if (sc->data[SC_BLADESTOP])
  2135. status_change_end(src,SC_BLADESTOP,-1);
  2136. }
  2137. //Client expects you to move to target regardless of distance
  2138. {
  2139. struct unit_data *ud = unit_bl2ud(src);
  2140. short dx,dy;
  2141. int i,speed;
  2142. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2143. dx = bl->x - src->x;
  2144. dy = bl->y - src->y;
  2145. if (dx < 0) dx-=i;
  2146. else if (dx > 0) dx+=i;
  2147. if (dy < 0) dy-=i;
  2148. else if (dy > 0) dy+=i;
  2149. if (!dx && !dy) dy++;
  2150. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2151. {
  2152. dx = bl->x;
  2153. dy = bl->y;
  2154. } else {
  2155. dx = src->x + dx;
  2156. dy = src->y + dy;
  2157. }
  2158. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2159. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2160. //Increase can't walk delay to not alter your walk path
  2161. ud->canmove_tick = tick;
  2162. speed = status_get_speed(src);
  2163. for (i = 0; i < ud->walkpath.path_len; i ++)
  2164. {
  2165. if(ud->walkpath.path[i]&1)
  2166. ud->canmove_tick+=7*speed/5;
  2167. else
  2168. ud->canmove_tick+=speed;
  2169. }
  2170. }
  2171. }
  2172. break;
  2173. //Splash attack skills.
  2174. case AS_GRIMTOOTH:
  2175. case AS_SPLASHER:
  2176. case SM_MAGNUM:
  2177. case HT_BLITZBEAT:
  2178. case MC_CARTREVOLUTION:
  2179. case NPC_SPLASHATTACK:
  2180. case AC_SHOWER:
  2181. case MG_NAPALMBEAT:
  2182. case MG_FIREBALL:
  2183. case RG_RAID:
  2184. case HW_NAPALMVULCAN:
  2185. case NJ_HUUMA:
  2186. case NJ_BAKUENRYU:
  2187. case ASC_METEORASSAULT:
  2188. case GS_DESPERADO:
  2189. case GS_SPREADATTACK:
  2190. case NPC_EARTHQUAKE:
  2191. case NPC_PULSESTRIKE:
  2192. case NPC_HELLJUDGEMENT:
  2193. if( flag&1 )
  2194. { //Recursive invocation
  2195. // skill_area_temp[0] holds number of targets in area
  2196. // skill_area_temp[1] holds the id of the original target
  2197. // skill_area_temp[2] counts how many targets have already been processed
  2198. int sflag = skill_area_temp[0] & 0xFFF;
  2199. if( flag&SD_LEVEL )
  2200. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2201. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2202. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2203. if( skill_area_temp[2] == 0 && (skillid == AS_GRIMTOOTH || skillid == MC_CARTREVOLUTION || skillid == NPC_SPLASHATTACK) )
  2204. sflag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2205. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2206. skill_area_temp[2]++;
  2207. }
  2208. else
  2209. {
  2210. if ( skillid == NJ_BAKUENRYU )
  2211. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2212. skill_area_temp[0] = 0;
  2213. skill_area_temp[1] = bl->id;
  2214. skill_area_temp[2] = 0;
  2215. // if skill damage should be split among targets, count them
  2216. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2217. //special case: Venom Splasher uses a different range for searching than for splashing
  2218. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2219. 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);
  2220. // recursive invocation of skill_castend_damage_id() with flag|1
  2221. 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);
  2222. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2223. if (skillid == SM_MAGNUM) {
  2224. //Initiate 10% of your damage becomes fire element.
  2225. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2226. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2227. }
  2228. }
  2229. break;
  2230. case KN_BRANDISHSPEAR:
  2231. //Coded apart for it needs the flag passed to the damage calculation.
  2232. if (skill_area_temp[1] != bl->id)
  2233. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2234. else
  2235. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2236. break;
  2237. case KN_BOWLINGBASH:
  2238. if(flag&1){
  2239. if(bl->id==skill_area_temp[1])
  2240. break;
  2241. //two hits for 500%
  2242. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2243. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2244. } else {
  2245. int i,c;
  2246. c = skill_get_blewcount(skillid,skilllv);
  2247. // keep moving target in the direction that src is looking, square by square
  2248. for(i=0;i<c;i++){
  2249. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2250. break; //Can't knockback
  2251. 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);
  2252. if( skill_area_temp[0] > 1 ) break; // collision
  2253. }
  2254. clif_blown(bl); //Update target pos.
  2255. if (i!=c) { //Splash
  2256. skill_area_temp[1] = bl->id;
  2257. 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);
  2258. }
  2259. //Weirdo dual-hit property, two attacks for 500%
  2260. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2261. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2262. }
  2263. break;
  2264. case KN_SPEARSTAB:
  2265. if(flag&1) {
  2266. if (bl->id==skill_area_temp[1])
  2267. break;
  2268. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2269. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2270. } else {
  2271. int x=bl->x,y=bl->y,i,dir;
  2272. dir = map_calc_dir(bl,src->x,src->y);
  2273. skill_area_temp[1] = bl->id;
  2274. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2275. // all the enemies between the caster and the target are hit, as well as the target
  2276. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2277. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2278. for (i=0;i<4;i++) {
  2279. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2280. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2281. x += dirx[dir];
  2282. y += diry[dir];
  2283. }
  2284. }
  2285. break;
  2286. case TK_TURNKICK:
  2287. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2288. {
  2289. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2290. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2291. map_foreachinrange(skill_area_sub,bl,
  2292. skill_get_splash(skillid, skilllv),BL_CHAR,
  2293. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2294. skill_castend_nodamage_id);
  2295. }
  2296. break;
  2297. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2298. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2299. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2300. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2301. break;
  2302. case PR_TURNUNDEAD:
  2303. case ALL_RESURRECTION:
  2304. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2305. break;
  2306. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2307. break;
  2308. case MG_SOULSTRIKE:
  2309. case NPC_DARKSTRIKE:
  2310. case MG_COLDBOLT:
  2311. case MG_FIREBOLT:
  2312. case MG_LIGHTNINGBOLT:
  2313. case WZ_EARTHSPIKE:
  2314. case AL_HEAL:
  2315. case AL_HOLYLIGHT:
  2316. case WZ_JUPITEL:
  2317. case NPC_DARKTHUNDER:
  2318. case PR_ASPERSIO:
  2319. case MG_FROSTDIVER:
  2320. case WZ_SIGHTBLASTER:
  2321. case WZ_SIGHTRASHER:
  2322. case NJ_KOUENKA:
  2323. case NJ_HYOUSENSOU:
  2324. case NJ_HUUJIN:
  2325. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2326. break;
  2327. case NPC_MAGICALATTACK:
  2328. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2329. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2330. break;
  2331. case HVAN_CAPRICE: //[blackhole89]
  2332. {
  2333. int ran=rand()%4;
  2334. int sid = 0;
  2335. switch(ran)
  2336. {
  2337. case 0: sid=MG_COLDBOLT; break;
  2338. case 1: sid=MG_FIREBOLT; break;
  2339. case 2: sid=MG_LIGHTNINGBOLT; break;
  2340. case 3: sid=WZ_EARTHSPIKE; break;
  2341. }
  2342. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2343. }
  2344. break;
  2345. case WZ_WATERBALL:
  2346. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2347. {
  2348. int range = skilllv/2;
  2349. int size = 2*range + 1;
  2350. int count = 0;
  2351. if( src->type == BL_PC )
  2352. {// count the number of water cells in range
  2353. struct skill_unit* unit;
  2354. int x, y;
  2355. for( y = src->y - range; y <= src->y + range; ++y )
  2356. for( x = src->x - range; x <= src->x + range; ++x )
  2357. {
  2358. if( map_getcell(src->m,x,y,CELL_CHKWATER) )
  2359. count++; // natural water cell
  2360. else
  2361. if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL
  2362. || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2363. {
  2364. count++; // skill-induced water cell
  2365. skill_delunit(unit); // consume cell
  2366. }
  2367. }
  2368. }
  2369. else // non-players bypass the water requirement
  2370. count = size*size;
  2371. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2372. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2373. }
  2374. break;
  2375. case PR_BENEDICTIO:
  2376. //Should attack undead and demons. [Skotlex]
  2377. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2378. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2379. break;
  2380. case SL_SMA:
  2381. if (sc && sc->data[SC_SMA])
  2382. status_change_end(src,SC_SMA,-1);
  2383. case SL_STIN:
  2384. case SL_STUN:
  2385. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2386. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2387. clif_skill_fail(sd,skillid,0,0);
  2388. break;
  2389. }
  2390. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2391. break;
  2392. case NPC_DARKBREATH:
  2393. clif_emotion(src,7);
  2394. case SN_FALCONASSAULT:
  2395. case PA_PRESSURE:
  2396. case CR_ACIDDEMONSTRATION:
  2397. case TF_THROWSTONE:
  2398. case NPC_SMOKING:
  2399. case GS_FLING:
  2400. case NJ_ZENYNAGE:
  2401. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2402. break;
  2403. case HVAN_EXPLOSION:
  2404. case NPC_SELFDESTRUCTION:
  2405. if (src != bl)
  2406. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2407. break;
  2408. // Celest
  2409. case PF_SOULBURN:
  2410. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2412. if (skilllv == 5)
  2413. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2414. status_percent_damage(src, bl, 0, 100, false);
  2415. } else {
  2416. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2417. if (skilllv == 5)
  2418. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2419. status_percent_damage(src, src, 0, 100, false);
  2420. }
  2421. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2422. break;
  2423. case NPC_BLOODDRAIN:
  2424. case NPC_ENERGYDRAIN:
  2425. {
  2426. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2427. src, src, bl, skillid, skilllv, tick, flag);
  2428. if (heal > 0){
  2429. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2430. status_heal(src, heal, 0, 0);
  2431. }
  2432. }
  2433. break;
  2434. case GS_BULLSEYE:
  2435. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2436. break;
  2437. case NJ_KASUMIKIRI:
  2438. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2439. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2440. break;
  2441. case NJ_KIRIKAGE:
  2442. if (!map_flag_gvg(src->m))
  2443. { //You don't move on GVG grounds.
  2444. short x, y;
  2445. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2446. if (unit_movepos(src, x, y, 0, 0))
  2447. clif_slide(src,src->x,src->y);
  2448. }
  2449. if (sc && sc->data[SC_HIDING])
  2450. status_change_end(src, SC_HIDING, -1);
  2451. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2452. break;
  2453. case 0:
  2454. if(sd) {
  2455. if (flag & 3){
  2456. if (bl->id != skill_area_temp[1])
  2457. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2458. } else {
  2459. skill_area_temp[1] = bl->id;
  2460. map_foreachinrange(skill_area_sub, bl,
  2461. sd->splash_range, BL_CHAR,
  2462. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2463. skill_castend_damage_id);
  2464. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2465. }
  2466. }
  2467. break;
  2468. default:
  2469. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2470. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2471. 0, abs(skill_get_num(skillid, skilllv)),
  2472. skillid, skilllv, skill_get_hit(skillid));
  2473. map_freeblock_unlock();
  2474. return 1;
  2475. }
  2476. map_freeblock_unlock();
  2477. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2478. battle_consume_ammo(sd, skillid, skilllv);
  2479. return 0;
  2480. }
  2481. /*==========================================
  2482. *
  2483. *------------------------------------------*/
  2484. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2485. {
  2486. struct map_session_data *sd;
  2487. struct homun_data *hd;
  2488. struct map_session_data *dstsd;
  2489. struct status_data *sstatus, *tstatus;
  2490. struct status_change *tsc;
  2491. struct status_change_entry *tsce;
  2492. struct mob_data *md;
  2493. struct mob_data *dstmd;
  2494. int i,type;
  2495. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2496. nullpo_retr(1, src);
  2497. nullpo_retr(1, bl);
  2498. if (src->m != bl->m)
  2499. return 1;
  2500. sd = BL_CAST(BL_PC, src);
  2501. hd = BL_CAST(BL_HOM, src);
  2502. md = BL_CAST(BL_MOB, src);
  2503. dstsd = BL_CAST(BL_PC, bl);
  2504. dstmd = BL_CAST(BL_MOB, bl);
  2505. if(bl->prev == NULL)
  2506. return 1;
  2507. if(status_isdead(src))
  2508. return 1;
  2509. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2510. return 1;
  2511. tstatus = status_get_status_data(bl);
  2512. sstatus = status_get_status_data(src);
  2513. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2514. switch (skillid) {
  2515. case HLIF_HEAL: //[orn]
  2516. if (bl->type != BL_HOM) {
  2517. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2518. break ;
  2519. }
  2520. case AL_HEAL:
  2521. case ALL_RESURRECTION:
  2522. case PR_ASPERSIO:
  2523. //Apparently only player casted skills can be offensive like this.
  2524. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2525. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2526. //Offensive heal does not works on non-enemies. [Skotlex]
  2527. clif_skill_fail(sd,skillid,0,0);
  2528. return 0;
  2529. }
  2530. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2531. }
  2532. break;
  2533. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2534. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2535. default:
  2536. //Skill is actually ground placed.
  2537. if (src == bl && skill_get_unit_id(skillid,0))
  2538. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2539. }
  2540. type = status_skill2sc(skillid);
  2541. tsc = status_get_sc(bl);
  2542. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2543. if (src!=bl && type > -1 &&
  2544. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2545. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2546. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2547. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2548. map_freeblock_lock();
  2549. switch(skillid)
  2550. {
  2551. case HLIF_HEAL: //[orn]
  2552. case AL_HEAL:
  2553. {
  2554. int heal = skill_calc_heal(src, bl, skilllv);
  2555. int heal_get_jobexp;
  2556. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2557. heal=0;
  2558. if (sd) {
  2559. if ((i = pc_skillheal_bonus(sd, skillid)))
  2560. heal += heal * i / 100;
  2561. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2562. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  2563. heal = heal*2;
  2564. }
  2565. if (tsc && tsc->count)
  2566. {
  2567. if (tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS)
  2568. ) { //Bounce back heal
  2569. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2570. status_change_end(bl, SC_KAITE, -1);
  2571. if (src == bl)
  2572. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2573. else {
  2574. bl = src;
  2575. dstsd = sd;
  2576. }
  2577. } else
  2578. if (tsc->data[SC_BERSERK])
  2579. heal = 0; //Needed so that it actually displays 0 when healing.
  2580. }
  2581. heal_get_jobexp = status_heal(bl,heal,0,0);
  2582. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2583. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2584. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2585. if (heal_get_jobexp <= 0)
  2586. heal_get_jobexp = 1;
  2587. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2588. }
  2589. }
  2590. break;
  2591. case PR_REDEMPTIO:
  2592. if (sd && !(flag&1)) {
  2593. if (sd->status.party_id == 0) {
  2594. clif_skill_fail(sd,skillid,0,0);
  2595. break;
  2596. }
  2597. skill_area_temp[0] = 0;
  2598. party_foreachsamemap(skill_area_sub,
  2599. sd,skill_get_splash(skillid, skilllv),
  2600. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2601. skill_castend_nodamage_id);
  2602. if (skill_area_temp[0] == 0) {
  2603. clif_skill_fail(sd,skillid,0,0);
  2604. break;
  2605. }
  2606. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2607. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2608. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2609. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2610. clif_updatestatus(sd,SP_BASEEXP);
  2611. clif_updatestatus(sd,SP_JOBEXP);
  2612. }
  2613. status_set_hp(src, 1, 0);
  2614. status_set_sp(src, 0, 0);
  2615. break;
  2616. } else if (status_isdead(bl) && flag&1) { //Revive
  2617. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2618. skilllv = 3; //Resurrection level 3 is used
  2619. } else //Invalid target, skip resurrection.
  2620. break;
  2621. case ALL_RESURRECTION:
  2622. if(sd && map_flag_gvg(bl->m))
  2623. { //No reviving in WoE grounds!
  2624. clif_skill_fail(sd,skillid,0,0);
  2625. break;
  2626. }
  2627. if (!status_isdead(bl))
  2628. break;
  2629. {
  2630. int per = 0, sper = 0;
  2631. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2632. break;
  2633. switch(skilllv){
  2634. case 1: per=10; break;
  2635. case 2: per=30; break;
  2636. case 3: per=50; break;
  2637. case 4: per=80; break;
  2638. }
  2639. if(dstsd && dstsd->special_state.restart_full_recover)
  2640. per = sper = 100;
  2641. if (status_revive(bl, per, sper))
  2642. {
  2643. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2644. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2645. {
  2646. int exp = 0,jexp = 0;
  2647. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2648. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2649. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2650. if (exp < 1) exp = 1;
  2651. }
  2652. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2653. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2654. if (jexp < 1) jexp = 1;
  2655. }
  2656. if(exp > 0 || jexp > 0)
  2657. pc_gainexp (sd, bl, exp, jexp);
  2658. }
  2659. }
  2660. }
  2661. break;
  2662. case AL_DECAGI:
  2663. clif_skill_nodamage (src, bl, skillid, skilllv,
  2664. sc_start(bl, type,
  2665. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  2666. skilllv, skill_get_time(skillid,skilllv)));
  2667. break;
  2668. case AL_CRUCIS:
  2669. if (flag&1)
  2670. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2671. else {
  2672. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2673. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2674. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2675. }
  2676. break;
  2677. case PR_LEXDIVINA:
  2678. if (tsce) {
  2679. status_change_end(bl,type, -1);
  2680. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2681. } else
  2682. clif_skill_nodamage (src, bl, skillid, skilllv,
  2683. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2684. break;
  2685. case SA_ABRACADABRA:
  2686. {
  2687. int abra_skillid = 0, abra_skilllv;
  2688. do {
  2689. i = rand() % MAX_SKILL_ABRA_DB;
  2690. abra_skillid = skill_abra_db[i].skillid;
  2691. } while (abra_skillid == 0 ||
  2692. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2693. rand()%10000 >= skill_abra_db[i].per
  2694. );
  2695. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2696. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2697. if( sd )
  2698. {// player-casted
  2699. sd->state.abra_flag = 1;
  2700. sd->skillitem = abra_skillid;
  2701. sd->skillitemlv = abra_skilllv;
  2702. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2703. }
  2704. else
  2705. {// mob-casted
  2706. struct unit_data *ud = unit_bl2ud(src);
  2707. int inf = skill_get_inf(abra_skillid);
  2708. int target_id = 0;
  2709. if (!ud) break;
  2710. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2711. if (src->type == BL_PET)
  2712. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2713. if (!bl) bl = src;
  2714. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2715. } else { //Assume offensive skills
  2716. if (ud->target)
  2717. target_id = ud->target;
  2718. else switch (src->type) {
  2719. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2720. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2721. }
  2722. if (!target_id)
  2723. break;
  2724. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2725. bl = map_id2bl(target_id);
  2726. if (!bl) bl = src;
  2727. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2728. } else
  2729. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2730. }
  2731. }
  2732. }
  2733. break;
  2734. case SA_COMA:
  2735. clif_skill_nodamage(src,bl,skillid,skilllv,
  2736. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2737. break;
  2738. case SA_FULLRECOVERY:
  2739. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2740. if (status_isimmune(bl))
  2741. break;
  2742. status_percent_heal(bl, 100, 100);
  2743. break;
  2744. case SA_SUMMONMONSTER:
  2745. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2746. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  2747. break;
  2748. case SA_LEVELUP:
  2749. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2750. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  2751. break;
  2752. case SA_INSTANTDEATH:
  2753. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2754. status_set_hp(bl,1,0);
  2755. break;
  2756. case SA_QUESTION:
  2757. case SA_GRAVITY:
  2758. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2759. break;
  2760. case SA_CLASSCHANGE:
  2761. case SA_MONOCELL:
  2762. if (dstmd)
  2763. {
  2764. int class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  2765. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2766. mob_class_change(dstmd,class_);
  2767. if( tsc && dstmd->status.mode&MD_BOSS )
  2768. {
  2769. const int scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  2770. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  2771. if (tsc->data[i]) status_change_end(bl, i, -1);
  2772. for (i = 0; i < ARRAYLENGTH(scs); i++)
  2773. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  2774. }
  2775. }
  2776. break;
  2777. case SA_DEATH:
  2778. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2779. status_kill(bl);
  2780. break;
  2781. case SA_REVERSEORCISH:
  2782. clif_skill_nodamage(src,bl,skillid,skilllv,
  2783. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  2784. break;
  2785. case SA_FORTUNE:
  2786. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2787. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2788. break;
  2789. case SA_TAMINGMONSTER:
  2790. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2791. if (sd && dstmd) {
  2792. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  2793. if( i < MAX_PET_DB )
  2794. pet_catch_process1(sd, dstmd->class_);
  2795. }
  2796. break;
  2797. case CR_PROVIDENCE:
  2798. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  2799. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  2800. clif_skill_fail(sd,skillid,0,0);
  2801. map_freeblock_unlock();
  2802. return 1;
  2803. }
  2804. }
  2805. clif_skill_nodamage(src,bl,skillid,skilllv,
  2806. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2807. break;
  2808. case CG_MARIONETTE:
  2809. {
  2810. struct status_change *sc= status_get_sc(src);
  2811. int type2 = SC_MARIONETTE2;
  2812. if(sc && tsc){
  2813. if (!sc->data[type] && !tsc->data[type2]) {
  2814. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  2815. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  2816. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2817. }
  2818. else if (sc->data[type] && tsc->data[type2] &&
  2819. sc->data[type]->val1 == bl->id && tsc->data[type2]->val1 == src->id) {
  2820. status_change_end(src, type, -1);
  2821. status_change_end(bl, type2, -1);
  2822. }
  2823. else {
  2824. if (sd) clif_skill_fail(sd,skillid,0,0);
  2825. map_freeblock_unlock();
  2826. return 1;
  2827. }
  2828. }
  2829. }
  2830. break;
  2831. case RG_CLOSECONFINE:
  2832. clif_skill_nodamage(src,bl,skillid,skilllv,
  2833. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  2834. break;
  2835. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  2836. case SA_FROSTWEAPON:
  2837. case SA_LIGHTNINGLOADER:
  2838. case SA_SEISMICWEAPON:
  2839. if (dstsd) {
  2840. if(dstsd->status.weapon == W_FIST ||
  2841. (dstsd->sc.count && !dstsd->sc.data[type] &&
  2842. ( //Allow re-enchanting to lenghten time. [Skotlex]
  2843. dstsd->sc.data[SC_FIREWEAPON] ||
  2844. dstsd->sc.data[SC_WATERWEAPON] ||
  2845. dstsd->sc.data[SC_WINDWEAPON] ||
  2846. dstsd->sc.data[SC_EARTHWEAPON] ||
  2847. dstsd->sc.data[SC_SHADOWWEAPON] ||
  2848. dstsd->sc.data[SC_GHOSTWEAPON] ||
  2849. dstsd->sc.data[SC_ENCPOISON]
  2850. ))
  2851. ) {
  2852. if (sd) clif_skill_fail(sd,skillid,0,0);
  2853. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2854. break;
  2855. }
  2856. }
  2857. if (sd) {
  2858. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  2859. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  2860. clif_skill_fail(sd,skillid,0,0);
  2861. break;
  2862. }
  2863. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  2864. }
  2865. // 100% success rate at lv4 & 5, but lasts longer at lv5
  2866. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  2867. if (sd)
  2868. clif_skill_fail(sd,skillid,0,0);
  2869. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  2870. clif_displaymessage(sd->fd,"You broke target's weapon");
  2871. }
  2872. break;
  2873. case PR_ASPERSIO:
  2874. if (sd && dstmd) {
  2875. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2876. break;
  2877. }
  2878. clif_skill_nodamage(src,bl,skillid,skilllv,
  2879. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2880. break;
  2881. case ITEM_ENCHANTARMS:
  2882. clif_skill_nodamage(src,bl,skillid,skilllv,
  2883. sc_start2(bl,type,100,skilllv,
  2884. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  2885. break;
  2886. case TK_SEVENWIND:
  2887. switch(skill_get_ele(skillid,skilllv)) {
  2888. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  2889. case ELE_WIND : type = SC_WINDWEAPON; break;
  2890. case ELE_WATER : type = SC_WATERWEAPON; break;
  2891. case ELE_FIRE : type = SC_FIREWEAPON; break;
  2892. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  2893. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  2894. case ELE_HOLY : type = SC_ASPERSIO; break;
  2895. }
  2896. clif_skill_nodamage(src,bl,skillid,skilllv,
  2897. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2898. break;
  2899. case PR_KYRIE:
  2900. clif_skill_nodamage(bl,bl,skillid,skilllv,
  2901. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2902. break;
  2903. //Passive Magnum, should had been casted on yourself.
  2904. case SM_MAGNUM:
  2905. skill_area_temp[1] = 0;
  2906. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src),
  2907. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2908. clif_skill_nodamage (src,src,skillid,skilllv,1);
  2909. //Initiate 10% of your damage becomes fire element.
  2910. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2911. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2912. break;
  2913. case AL_INCAGI:
  2914. case AL_BLESSING:
  2915. case PR_SLOWPOISON:
  2916. case PR_IMPOSITIO:
  2917. case PR_LEXAETERNA:
  2918. case PR_SUFFRAGIUM:
  2919. case PR_BENEDICTIO:
  2920. case LK_BERSERK:
  2921. case KN_AUTOCOUNTER:
  2922. case KN_TWOHANDQUICKEN:
  2923. case KN_ONEHAND:
  2924. case CR_SPEARQUICKEN:
  2925. case CR_REFLECTSHIELD:
  2926. case AS_POISONREACT:
  2927. case MC_LOUD:
  2928. case MG_ENERGYCOAT:
  2929. case MO_EXPLOSIONSPIRITS:
  2930. case MO_STEELBODY:
  2931. case MO_BLADESTOP:
  2932. case LK_AURABLADE:
  2933. case LK_PARRYING:
  2934. case LK_CONCENTRATION:
  2935. case WS_CARTBOOST:
  2936. case SN_SIGHT:
  2937. case WS_MELTDOWN:
  2938. case WS_OVERTHRUSTMAX:
  2939. case ST_REJECTSWORD:
  2940. case HW_MAGICPOWER:
  2941. case PF_MEMORIZE:
  2942. case PA_SACRIFICE:
  2943. case ASC_EDP:
  2944. case NPC_STOP:
  2945. case PF_DOUBLECASTING:
  2946. case SG_SUN_COMFORT:
  2947. case SG_MOON_COMFORT:
  2948. case SG_STAR_COMFORT:
  2949. case NPC_HALLUCINATION:
  2950. case HP_ASSUMPTIO:
  2951. case GS_MADNESSCANCEL:
  2952. case GS_ADJUSTMENT:
  2953. case GS_INCREASING:
  2954. case NJ_KASUMIKIRI:
  2955. case NJ_UTSUSEMI:
  2956. case NJ_NEN:
  2957. case NPC_DEFENDER:
  2958. case NPC_MAGICMIRROR:
  2959. clif_skill_nodamage(src,bl,skillid,skilllv,
  2960. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2961. break;
  2962. case MG_SIGHT:
  2963. case AL_RUWACH:
  2964. case WZ_SIGHTBLASTER:
  2965. case NPC_WIDESIGHT:
  2966. case NPC_STONESKIN:
  2967. case NPC_ANTIMAGIC:
  2968. clif_skill_nodamage(src,bl,skillid,skilllv,
  2969. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  2970. break;
  2971. case HLIF_AVOID:
  2972. case HAMI_DEFENCE:
  2973. i = skill_get_time(skillid,skilllv);
  2974. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  2975. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  2976. break;
  2977. case NJ_BUNSINJYUTSU:
  2978. clif_skill_nodamage(src,bl,skillid,skilllv,
  2979. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2980. if (tsc && tsc->data[SC_NEN])
  2981. status_change_end(bl,SC_NEN,-1);
  2982. break;
  2983. /* Was modified to only affect targetted char. [Skotlex]
  2984. case HP_ASSUMPTIO:
  2985. if (flag&1)
  2986. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2987. else
  2988. {
  2989. map_foreachinrange(skill_area_sub, bl,
  2990. skill_get_splash(skillid, skilllv), BL_PC,
  2991. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  2992. skill_castend_nodamage_id);
  2993. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2994. }
  2995. break;
  2996. */
  2997. case SM_ENDURE:
  2998. clif_skill_nodamage(src,bl,skillid,skilllv,
  2999. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3000. if (sd)
  3001. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3002. break;
  3003. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3004. if (sd && dstsd && dstsd->sc.count) {
  3005. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3006. dstsd->sc.data[SC_WATERWEAPON] ||
  3007. dstsd->sc.data[SC_WINDWEAPON] ||
  3008. dstsd->sc.data[SC_EARTHWEAPON] ||
  3009. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3010. dstsd->sc.data[SC_GHOSTWEAPON]
  3011. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3012. ) {
  3013. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3014. clif_skill_fail(sd,skillid,0,0);
  3015. break;
  3016. }
  3017. }
  3018. clif_skill_nodamage(src,bl,skillid,skilllv,
  3019. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3020. break;
  3021. case LK_TENSIONRELAX:
  3022. clif_skill_nodamage(src,bl,skillid,skilllv,
  3023. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3024. skill_get_time(skillid,skilllv)));
  3025. break;
  3026. case MC_CHANGECART:
  3027. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3028. break;
  3029. case TK_MISSION:
  3030. if (sd) {
  3031. int id;
  3032. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3033. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3034. clif_skill_fail(sd,skillid,0,0);
  3035. break;
  3036. }
  3037. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3038. if (!id) {
  3039. clif_skill_fail(sd,skillid,0,0);
  3040. break;
  3041. }
  3042. sd->mission_mobid = id;
  3043. sd->mission_count = 0;
  3044. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3045. clif_mission_info(sd, id, 0);
  3046. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3047. }
  3048. break;
  3049. case AC_CONCENTRATION:
  3050. {
  3051. clif_skill_nodamage(src,bl,skillid,skilllv,
  3052. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3053. map_foreachinrange( status_change_timer_sub, src,
  3054. skill_get_splash(skillid, skilllv), BL_CHAR,
  3055. src,NULL,type,tick);
  3056. }
  3057. break;
  3058. case SM_PROVOKE:
  3059. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3060. map_freeblock_unlock();
  3061. return 1;
  3062. }
  3063. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3064. clif_skill_nodamage(src,bl,skillid,skilllv,
  3065. (i=sc_start(bl,type,
  3066. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3067. skilllv,skill_get_time(skillid,skilllv))));
  3068. if (!i)
  3069. {
  3070. if (sd)
  3071. clif_skill_fail(sd,skillid,0,0);
  3072. map_freeblock_unlock();
  3073. return 0;
  3074. }
  3075. unit_skillcastcancel(bl, 2);
  3076. if(tsc && tsc->count){
  3077. if(tsc->data[SC_FREEZE])
  3078. status_change_end(bl,SC_FREEZE,-1);
  3079. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  3080. status_change_end(bl,SC_STONE,-1);
  3081. if(tsc->data[SC_SLEEP])
  3082. status_change_end(bl,SC_SLEEP,-1);
  3083. }
  3084. if(dstmd) {
  3085. dstmd->state.provoke_flag = src->id;
  3086. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3087. }
  3088. break;
  3089. case CR_DEVOTION:
  3090. if(sd && dstsd)
  3091. {
  3092. int count = min(skilllv, 5);
  3093. int lv = sd->status.base_level - dstsd->status.base_level;
  3094. if (lv < 0) lv = -lv;
  3095. if (lv > battle_config.devotion_level_difference ||
  3096. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || //Avoid overriding [Skotlex]
  3097. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3098. clif_skill_fail(sd,skillid,0,0);
  3099. map_freeblock_unlock();
  3100. return 1;
  3101. }
  3102. // check if the char isn't devoted already
  3103. ARR_FIND( 0, count, i, sd->devotion[i] == bl->id );
  3104. if( i == count )
  3105. {// not there, find first empty slot
  3106. ARR_FIND( 0, count, i, sd->devotion[i] == 0 );
  3107. if( i == count )
  3108. {// all slots full, fail
  3109. clif_skill_fail(sd,skillid,0,0);
  3110. map_freeblock_unlock();
  3111. return 1;
  3112. }
  3113. }
  3114. sd->devotion[i] = bl->id;
  3115. clif_skill_nodamage(src,bl,skillid,skilllv,
  3116. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3117. clif_devotion(sd,NULL);
  3118. }
  3119. else
  3120. if (sd)
  3121. clif_skill_fail(sd,skillid,0,0);
  3122. break;
  3123. case MO_CALLSPIRITS:
  3124. if(sd) {
  3125. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3126. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3127. }
  3128. break;
  3129. case CH_SOULCOLLECT:
  3130. if(sd) {
  3131. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3132. for (i = 0; i < 5; i++)
  3133. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3134. }
  3135. break;
  3136. case MO_KITRANSLATION:
  3137. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3138. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3139. }
  3140. break;
  3141. case TK_TURNKICK:
  3142. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3143. if (skill_area_temp[1] != bl->id) {
  3144. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3145. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3146. }
  3147. break;
  3148. case MO_ABSORBSPIRITS:
  3149. i = 0;
  3150. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3151. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3152. i = dstsd->spiritball * 10;
  3153. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3154. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3155. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3156. i = 2 * dstmd->level;
  3157. mob_target(dstmd,src,0);
  3158. }
  3159. if (i) status_heal(src, 0, i, 3);
  3160. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3161. break;
  3162. case AC_MAKINGARROW:
  3163. if(sd) {
  3164. clif_arrow_create_list(sd);
  3165. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3166. }
  3167. break;
  3168. case AM_PHARMACY:
  3169. if(sd) {
  3170. clif_skill_produce_mix_list(sd,22);
  3171. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3172. }
  3173. break;
  3174. case SA_CREATECON:
  3175. if(sd) {
  3176. clif_skill_produce_mix_list(sd,23);
  3177. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3178. }
  3179. break;
  3180. case BS_HAMMERFALL:
  3181. clif_skill_nodamage(src,bl,skillid,skilllv,
  3182. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3183. break;
  3184. case RG_RAID:
  3185. skill_area_temp[1] = 0;
  3186. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3187. map_foreachinrange(skill_area_sub, bl,
  3188. skill_get_splash(skillid, skilllv), splash_target(src),
  3189. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3190. skill_castend_damage_id);
  3191. status_change_end(src, SC_HIDING, -1);
  3192. break;
  3193. case ASC_METEORASSAULT:
  3194. case GS_SPREADATTACK:
  3195. case NPC_EARTHQUAKE:
  3196. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3197. case NPC_HELLJUDGEMENT:
  3198. case NPC_PULSESTRIKE:
  3199. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3200. break;
  3201. case KN_BRANDISHSPEAR:
  3202. {
  3203. int c,n=4;
  3204. int dir = map_calc_dir(src,bl->x,bl->y);
  3205. struct square tc;
  3206. int x=bl->x,y=bl->y;
  3207. skill_brandishspear_first(&tc,dir,x,y);
  3208. skill_brandishspear_dir(&tc,dir,4);
  3209. skill_area_temp[1] = bl->id;
  3210. if(skilllv > 9){
  3211. for(c=1;c<4;c++){
  3212. map_foreachincell(skill_area_sub,
  3213. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3214. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3215. skill_castend_damage_id);
  3216. }
  3217. }
  3218. if(skilllv > 6){
  3219. skill_brandishspear_dir(&tc,dir,-1);
  3220. n--;
  3221. }else{
  3222. skill_brandishspear_dir(&tc,dir,-2);
  3223. n-=2;
  3224. }
  3225. if(skilllv > 3){
  3226. for(c=0;c<5;c++){
  3227. map_foreachincell(skill_area_sub,
  3228. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3229. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3230. skill_castend_damage_id);
  3231. if(skilllv > 6 && n==3 && c==4){
  3232. skill_brandishspear_dir(&tc,dir,-1);
  3233. n--;c=-1;
  3234. }
  3235. }
  3236. }
  3237. for(c=0;c<10;c++){
  3238. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3239. map_foreachincell(skill_area_sub,
  3240. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3241. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3242. skill_castend_damage_id);
  3243. }
  3244. }
  3245. break;
  3246. case WZ_SIGHTRASHER:
  3247. //Passive side of the attack.
  3248. status_change_end(src,SC_SIGHT,-1);
  3249. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3250. map_foreachinrange(skill_area_sub,src,
  3251. skill_get_splash(skillid, skilllv),splash_target(src),
  3252. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3253. skill_castend_damage_id);
  3254. break;
  3255. case NJ_HYOUSYOURAKU:
  3256. case NJ_RAIGEKISAI:
  3257. case WZ_FROSTNOVA:
  3258. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3259. skill_area_temp[1] = 0;
  3260. map_foreachinrange(skill_attack_area, src,
  3261. skill_get_splash(skillid, skilllv), splash_target(src),
  3262. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3263. break;
  3264. case HVAN_EXPLOSION: //[orn]
  3265. case NPC_SELFDESTRUCTION:
  3266. //Self Destruction hits everyone in range (allies+enemies)
  3267. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3268. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3269. BCT_ENEMY:BCT_ALL;
  3270. clif_skill_nodamage(src, src, skillid, -1, 1);
  3271. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3272. map_foreachinrange(skill_area_sub, bl,
  3273. skill_get_splash(skillid, skilllv), splash_target(src),
  3274. src, skillid, skilllv, tick, flag|i,
  3275. skill_castend_damage_id);
  3276. map_addblock(src);
  3277. status_damage(src, src, sstatus->max_hp,0,0,1);
  3278. break;
  3279. case AL_ANGELUS:
  3280. case PR_MAGNIFICAT:
  3281. case PR_GLORIA:
  3282. case SN_WINDWALK:
  3283. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3284. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3285. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3286. } else if (sd) {
  3287. party_foreachsamemap (skill_area_sub,
  3288. sd,skill_get_splash(skillid, skilllv),
  3289. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3290. skill_castend_nodamage_id);
  3291. }
  3292. break;
  3293. case BS_ADRENALINE:
  3294. case BS_ADRENALINE2:
  3295. case BS_WEAPONPERFECT:
  3296. case BS_OVERTHRUST:
  3297. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3298. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3299. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3300. } else if (sd) {
  3301. party_foreachsamemap(skill_area_sub,
  3302. sd,skill_get_splash(skillid, skilllv),
  3303. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3304. skill_castend_nodamage_id);
  3305. }
  3306. break;
  3307. case BS_MAXIMIZE:
  3308. case NV_TRICKDEAD:
  3309. case CR_DEFENDER:
  3310. case CR_AUTOGUARD:
  3311. case TK_READYSTORM:
  3312. case TK_READYDOWN:
  3313. case TK_READYTURN:
  3314. case TK_READYCOUNTER:
  3315. case TK_DODGE:
  3316. case CR_SHRINK:
  3317. case ST_PRESERVE:
  3318. case SG_FUSION:
  3319. case GS_GATLINGFEVER:
  3320. if (tsce)
  3321. i = status_change_end(bl, type, -1);
  3322. else
  3323. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3324. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3325. break;
  3326. case SL_KAITE:
  3327. case SL_KAAHI:
  3328. case SL_KAIZEL:
  3329. case SL_KAUPE:
  3330. if (sd) {
  3331. if (!dstsd || !(
  3332. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3333. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3334. dstsd->status.char_id == sd->status.char_id ||
  3335. dstsd->status.char_id == sd->status.partner_id ||
  3336. dstsd->status.char_id == sd->status.child
  3337. )) {
  3338. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3339. clif_skill_fail(sd,skillid,0,0);
  3340. break;
  3341. }
  3342. }
  3343. clif_skill_nodamage(src,bl,skillid,skilllv,
  3344. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3345. break;
  3346. case SM_AUTOBERSERK: // Celest
  3347. if (tsce)
  3348. i = status_change_end(bl, type, -1);
  3349. else
  3350. i = sc_start(bl,type,100,skilllv,60000);
  3351. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3352. break;
  3353. case TF_HIDING:
  3354. case ST_CHASEWALK:
  3355. if (tsce)
  3356. i = status_change_end(bl, type, -1);
  3357. else
  3358. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3359. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3360. break;
  3361. case TK_RUN:
  3362. if (tsce)
  3363. clif_skill_nodamage(src,bl,skillid,skilllv,
  3364. status_change_end(bl, type, -1));
  3365. else {
  3366. clif_skill_nodamage(src,bl,skillid,skilllv,
  3367. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3368. // If the client receives a skill-use packet inmediately before
  3369. // a walkok packet, it will discard the walk packet! [Skotlex]
  3370. // So aegis has to resend the walk ok.
  3371. if (sd) clif_walkok(sd);
  3372. }
  3373. break;
  3374. case AS_CLOAKING:
  3375. if( !tsce )
  3376. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3377. else
  3378. i = status_change_end(bl, type, -1);
  3379. if( i )
  3380. clif_skill_nodamage(src,bl,skillid,-1,i);
  3381. else
  3382. if( sd ) clif_skill_fail(sd,skillid,0,0);
  3383. break;
  3384. case BD_ADAPTATION:
  3385. if(tsc && tsc->data[SC_DANCING]){
  3386. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3387. skill_stop_dancing(bl);
  3388. }
  3389. break;
  3390. case BA_FROSTJOKE:
  3391. case DC_SCREAM:
  3392. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3393. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3394. if (md) {
  3395. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3396. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3397. char temp[70];
  3398. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3399. clif_message(&md->bl,temp);
  3400. }
  3401. break;
  3402. case BA_PANGVOICE:
  3403. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3404. break;
  3405. case DC_WINKCHARM:
  3406. if( dstsd )
  3407. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3408. else
  3409. if( dstmd )
  3410. {
  3411. if( status_get_lv(src) > status_get_lv(bl)
  3412. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3413. && !(tstatus->mode&MD_BOSS) )
  3414. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3415. else
  3416. {
  3417. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3418. if(sd) clif_skill_fail(sd,skillid,0,0);
  3419. }
  3420. }
  3421. break;
  3422. case TF_STEAL:
  3423. if(sd) {
  3424. if(pc_steal_item(sd,bl,skilllv))
  3425. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3426. else
  3427. clif_skill_fail(sd,skillid,0x0a,0);
  3428. }
  3429. break;
  3430. case RG_STEALCOIN:
  3431. if(sd) {
  3432. if(pc_steal_coin(sd,bl))
  3433. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3434. else
  3435. clif_skill_fail(sd,skillid,0,0);
  3436. }
  3437. break;
  3438. case MG_STONECURSE:
  3439. {
  3440. if (tstatus->mode&MD_BOSS) {
  3441. if (sd) clif_skill_fail(sd,skillid,0,0);
  3442. break;
  3443. }
  3444. if(status_isimmune(bl) || !tsc)
  3445. break;
  3446. if (dstmd)
  3447. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3448. if (tsc->data[SC_STONE]) {
  3449. status_change_end(bl,SC_STONE,-1);
  3450. if (sd) clif_skill_fail(sd,skillid,0,0);
  3451. break;
  3452. }
  3453. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3454. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3455. skill_get_time2(skillid,skilllv)))
  3456. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3457. else if(sd) {
  3458. clif_skill_fail(sd,skillid,0,0);
  3459. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3460. if (skilllv > 5) break;
  3461. }
  3462. if (sd) {
  3463. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD)
  3464. break; //Do not delete the gemstone.
  3465. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3466. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3467. }
  3468. }
  3469. break;
  3470. case NV_FIRSTAID:
  3471. clif_skill_nodamage(src,bl,skillid,5,1);
  3472. status_heal(bl,5,0,0);
  3473. break;
  3474. case AL_CURE:
  3475. if(status_isimmune(bl)) {
  3476. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3477. break;
  3478. }
  3479. status_change_end(bl, SC_SILENCE , -1 );
  3480. status_change_end(bl, SC_BLIND , -1 );
  3481. status_change_end(bl, SC_CONFUSION, -1 );
  3482. //Confusion on undead won't trigger on undead players.
  3483. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  3484. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3485. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3486. break;
  3487. case TF_DETOXIFY:
  3488. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3489. status_change_end(bl, SC_POISON , -1 );
  3490. status_change_end(bl, SC_DPOISON , -1 );
  3491. break;
  3492. case PR_STRECOVERY:
  3493. if(status_isimmune(bl)) {
  3494. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3495. break;
  3496. }
  3497. if (tsc && tsc->opt1) {
  3498. status_change_end(bl, SC_FREEZE, -1 );
  3499. status_change_end(bl, SC_STONE, -1 );
  3500. status_change_end(bl, SC_SLEEP, -1 );
  3501. status_change_end(bl, SC_STUN, -1 );
  3502. }
  3503. //Is this equation really right? It looks so... special.
  3504. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3505. {
  3506. status_change_start(bl, SC_BLIND,
  3507. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3508. 1,0,0,0,
  3509. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3510. }
  3511. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3512. if(dstmd)
  3513. mob_unlocktarget(dstmd,tick);
  3514. break;
  3515. case WZ_ESTIMATION:
  3516. if(sd) {
  3517. if (dstsd) {
  3518. clif_skill_fail(sd,skillid,0,0);
  3519. break;
  3520. }
  3521. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3522. clif_skill_estimation((struct map_session_data *)src,bl);
  3523. }
  3524. break;
  3525. case BS_REPAIRWEAPON:
  3526. if(sd && dstsd)
  3527. clif_item_repair_list(sd,dstsd);
  3528. break;
  3529. case MC_IDENTIFY:
  3530. if(sd)
  3531. clif_item_identify_list(sd);
  3532. break;
  3533. // Weapon Refining [Celest]
  3534. case WS_WEAPONREFINE:
  3535. if(sd)
  3536. clif_item_refine_list(sd);
  3537. break;
  3538. case MC_VENDING:
  3539. if(sd)
  3540. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3541. if ( !pc_can_give_items(pc_isGM(sd)) )
  3542. clif_skill_fail(sd,skillid,0,0);
  3543. else
  3544. clif_openvendingreq(sd,2+skilllv);
  3545. }
  3546. break;
  3547. case AL_TELEPORT:
  3548. if(sd)
  3549. {
  3550. if (map[bl->m].flag.noteleport) {
  3551. clif_skill_teleportmessage(sd,0);
  3552. break;
  3553. }
  3554. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3555. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3556. break;
  3557. }
  3558. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3559. if(skilllv == 1) {
  3560. // possibility to skip menu [LuzZza]
  3561. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  3562. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3563. else
  3564. pc_randomwarp(sd,3);
  3565. } else {
  3566. if (sd->skillitem != AL_TELEPORT)
  3567. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3568. else //Autocasted Teleport level 2??
  3569. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3570. }
  3571. } else
  3572. unit_warp(bl,-1,-1,-1,3);
  3573. break;
  3574. case NPC_EXPULSION:
  3575. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3576. unit_warp(bl,-1,-1,-1,3);
  3577. break;
  3578. case AL_HOLYWATER:
  3579. if(sd) {
  3580. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3581. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3582. else
  3583. clif_skill_fail(sd,skillid,0,0);
  3584. }
  3585. break;
  3586. case TF_PICKSTONE:
  3587. if(sd) {
  3588. int eflag;
  3589. struct item item_tmp;
  3590. struct block_list tbl;
  3591. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3592. memset(&item_tmp,0,sizeof(item_tmp));
  3593. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3594. item_tmp.nameid = 7049;
  3595. item_tmp.identify = 1;
  3596. tbl.id = 0;
  3597. clif_takeitem(&sd->bl,&tbl);
  3598. eflag = pc_additem(sd,&item_tmp,1);
  3599. if(eflag) {
  3600. clif_additem(sd,0,0,eflag);
  3601. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3602. }
  3603. }
  3604. break;
  3605. case ASC_CDP:
  3606. if(sd) {
  3607. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3608. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3609. }
  3610. break;
  3611. case RG_STRIPWEAPON:
  3612. case RG_STRIPSHIELD:
  3613. case RG_STRIPARMOR:
  3614. case RG_STRIPHELM:
  3615. case ST_FULLSTRIP:
  3616. i = 5+2*skilllv;
  3617. if (sstatus->dex > tstatus->dex)
  3618. i += (sstatus->dex - tstatus->dex)/5;
  3619. switch (skillid) {
  3620. case RG_STRIPWEAPON:
  3621. type = EQP_WEAPON;
  3622. break;
  3623. case RG_STRIPSHIELD:
  3624. type = EQP_SHIELD;
  3625. break;
  3626. case RG_STRIPARMOR:
  3627. type = EQP_ARMOR;
  3628. break;
  3629. case RG_STRIPHELM:
  3630. type = EQP_HELM;
  3631. break;
  3632. case ST_FULLSTRIP:
  3633. type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  3634. break;
  3635. }
  3636. //Note that Full Strip autospell doesn't use a duration
  3637. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  3638. skill_strip_equip(bl, type, i, skilllv,
  3639. sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
  3640. && sd)
  3641. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  3642. break;
  3643. case AM_BERSERKPITCHER:
  3644. case AM_POTIONPITCHER:
  3645. {
  3646. int i,x,hp = 0,sp = 0,bonus=100;
  3647. if(sd) {
  3648. x = skilllv%11 - 1;
  3649. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3650. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  3651. clif_skill_fail(sd,skillid,0,0);
  3652. map_freeblock_unlock();
  3653. return 1;
  3654. }
  3655. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  3656. clif_skill_fail(sd,skillid,0,0);
  3657. map_freeblock_unlock();
  3658. return 1;
  3659. }
  3660. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  3661. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  3662. clif_skill_fail(sd,skillid,0,0);
  3663. map_freeblock_unlock();
  3664. return 1;
  3665. }
  3666. }
  3667. potion_flag = 1;
  3668. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  3669. potion_target = bl->id;
  3670. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  3671. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3672. potion_flag = potion_target = 0;
  3673. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST)
  3674. bonus += sd->status.base_level;
  3675. if(potion_per_hp > 0 || potion_per_sp > 0) {
  3676. hp = tstatus->max_hp * potion_per_hp / 100;
  3677. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3678. if(dstsd) {
  3679. sp = dstsd->status.max_sp * potion_per_sp / 100;
  3680. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3681. }
  3682. }
  3683. else {
  3684. if(potion_hp > 0) {
  3685. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3686. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3687. if(dstsd)
  3688. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3689. }
  3690. if(potion_sp > 0) {
  3691. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3692. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  3693. if(dstsd)
  3694. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  3695. }
  3696. }
  3697. if (sd->itemgrouphealrate[IG_POTION]>0)
  3698. {
  3699. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  3700. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  3701. }
  3702. if ((i = pc_skillheal_bonus(sd, skillid)))
  3703. {
  3704. hp += hp * i / 100;
  3705. sp += sp * i / 100;
  3706. }
  3707. }
  3708. else {
  3709. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  3710. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3711. if(dstsd)
  3712. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3713. }
  3714. if (tsc && tsc->data[SC_CRITICALWOUND])
  3715. {
  3716. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3717. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3718. }
  3719. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3720. if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
  3721. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  3722. if(sp > 0)
  3723. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  3724. status_heal(bl,hp,sp,0);
  3725. }
  3726. break;
  3727. case AM_CP_WEAPON:
  3728. case AM_CP_SHIELD:
  3729. case AM_CP_ARMOR:
  3730. case AM_CP_HELM:
  3731. {
  3732. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  3733. if(tsc && tsc->data[scid])
  3734. status_change_end(bl, scid, -1 );
  3735. clif_skill_nodamage(src,bl,skillid,skilllv,
  3736. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3737. }
  3738. break;
  3739. case AM_TWILIGHT1:
  3740. if (sd) {
  3741. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3742. //Prepare 200 White Potions.
  3743. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  3744. clif_skill_fail(sd,skillid,0,0);
  3745. }
  3746. break;
  3747. case AM_TWILIGHT2:
  3748. if (sd) {
  3749. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3750. //Prepare 200 Slim White Potions.
  3751. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  3752. clif_skill_fail(sd,skillid,0,0);
  3753. }
  3754. break;
  3755. case AM_TWILIGHT3:
  3756. if (sd) {
  3757. //check if you can produce all three, if not, then fail:
  3758. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  3759. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  3760. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  3761. ) {
  3762. clif_skill_fail(sd,skillid,0,0);
  3763. break;
  3764. }
  3765. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3766. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  3767. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  3768. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  3769. }
  3770. break;
  3771. case SA_DISPELL:
  3772. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  3773. {
  3774. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3775. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  3776. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  3777. || rand()%100 >= 50+10*skilllv)
  3778. {
  3779. if (sd)
  3780. clif_skill_fail(sd,skillid,0,0);
  3781. break;
  3782. }
  3783. if(status_isimmune(bl) || !tsc || !tsc->count)
  3784. break;
  3785. for(i=0;i<SC_MAX;i++){
  3786. if (!tsc->data[i])
  3787. continue;
  3788. switch (i) {
  3789. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  3790. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  3791. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  3792. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  3793. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  3794. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  3795. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  3796. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  3797. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  3798. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  3799. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  3800. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  3801. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  3802. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  3803. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  3804. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  3805. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  3806. case SC_SPEEDUP1: case SC_AUTOTRADE:
  3807. continue;
  3808. }
  3809. 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.
  3810. status_change_end(bl,i,-1);
  3811. }
  3812. break;
  3813. }
  3814. //Affect all targets on splash area.
  3815. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  3816. src, skillid, skilllv, tick, flag|1,
  3817. skill_castend_damage_id);
  3818. break;
  3819. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  3820. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3821. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  3822. break;
  3823. case TK_HIGHJUMP:
  3824. {
  3825. int x,y, dir = unit_getdir(src);
  3826. //Fails on noteleport maps, except for vs maps [Skotlex]
  3827. if(map[src->m].flag.noteleport &&
  3828. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  3829. ) {
  3830. x = src->x;
  3831. y = src->y;
  3832. } else {
  3833. x = src->x + dirx[dir]*skilllv*2;
  3834. y = src->y + diry[dir]*skilllv*2;
  3835. }
  3836. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  3837. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  3838. clif_slide(src,x,y);
  3839. unit_movepos(src, x, y, 1, 0);
  3840. }
  3841. }
  3842. break;
  3843. case SA_CASTCANCEL:
  3844. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3845. unit_skillcastcancel(src,1);
  3846. if(sd) {
  3847. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  3848. sp = sp * (90 - (skilllv-1)*20) / 100;
  3849. if(sp < 0) sp = 0;
  3850. status_zap(src, 0, sp);
  3851. }
  3852. break;
  3853. case SA_SPELLBREAKER:
  3854. {
  3855. int sp;
  3856. if(tsc && tsc->data[SC_MAGICROD]) {
  3857. sp = skill_get_sp(skillid,skilllv);
  3858. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3859. if(sp < 1) sp = 1;
  3860. status_heal(bl,0,sp,2);
  3861. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  3862. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  3863. } else {
  3864. struct unit_data *ud = unit_bl2ud(bl);
  3865. int bl_skillid=0,bl_skilllv=0,hp = 0;
  3866. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  3867. bl_skillid = ud->skillid;
  3868. bl_skilllv = ud->skilllv;
  3869. if (tstatus->mode & MD_BOSS)
  3870. { //Only 10% success chance against bosses. [Skotlex]
  3871. if (rand()%100 < 90)
  3872. {
  3873. if (sd) clif_skill_fail(sd,skillid,0,0);
  3874. break;
  3875. }
  3876. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  3877. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  3878. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3879. unit_skillcastcancel(bl,0);
  3880. sp = skill_get_sp(bl_skillid,bl_skilllv);
  3881. status_zap(bl, hp, sp);
  3882. if (hp && skilllv >= 5)
  3883. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  3884. else
  3885. hp = 0;
  3886. if (sp) //Recover some of the SP used
  3887. sp = sp*(25*(skilllv-1))/100;
  3888. if(hp || sp)
  3889. status_heal(src, hp, sp, 2);
  3890. }
  3891. }
  3892. break;
  3893. case SA_MAGICROD:
  3894. //It activates silently, no use animation.
  3895. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3896. break;
  3897. case SA_AUTOSPELL:
  3898. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3899. if(sd)
  3900. clif_autospell(sd,skilllv);
  3901. else {
  3902. int maxlv=1,spellid=0;
  3903. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  3904. if(skilllv >= 10) {
  3905. spellid = MG_FROSTDIVER;
  3906. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  3907. // maxlv = 10;
  3908. // else
  3909. maxlv = skilllv - 9;
  3910. }
  3911. else if(skilllv >=8) {
  3912. spellid = MG_FIREBALL;
  3913. maxlv = skilllv - 7;
  3914. }
  3915. else if(skilllv >=5) {
  3916. spellid = MG_SOULSTRIKE;
  3917. maxlv = skilllv - 4;
  3918. }
  3919. else if(skilllv >=2) {
  3920. int i = rand()%3;
  3921. spellid = spellarray[i];
  3922. maxlv = skilllv - 1;
  3923. }
  3924. else if(skilllv > 0) {
  3925. spellid = MG_NAPALMBEAT;
  3926. maxlv = 3;
  3927. }
  3928. if(spellid > 0)
  3929. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  3930. skill_get_time(SA_AUTOSPELL,skilllv));
  3931. }
  3932. break;
  3933. case BS_GREED:
  3934. if(sd){
  3935. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3936. map_foreachinrange(skill_greed,bl,
  3937. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  3938. }
  3939. break;
  3940. case SA_ELEMENTWATER:
  3941. case SA_ELEMENTFIRE:
  3942. case SA_ELEMENTGROUND:
  3943. case SA_ELEMENTWIND:
  3944. if(sd && !dstmd) //Only works on monsters.
  3945. break;
  3946. if(tstatus->mode&MD_BOSS)
  3947. break;
  3948. case NPC_ATTRICHANGE:
  3949. case NPC_CHANGEWATER:
  3950. case NPC_CHANGEGROUND:
  3951. case NPC_CHANGEFIRE:
  3952. case NPC_CHANGEWIND:
  3953. case NPC_CHANGEPOISON:
  3954. case NPC_CHANGEHOLY:
  3955. case NPC_CHANGEDARKNESS:
  3956. case NPC_CHANGETELEKINESIS:
  3957. case NPC_CHANGEUNDEAD:
  3958. clif_skill_nodamage(src,bl,skillid,skilllv,
  3959. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  3960. skill_get_time(skillid, skilllv)));
  3961. break;
  3962. case NPC_PROVOCATION:
  3963. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3964. if (md) mob_unlocktarget(md, tick);
  3965. break;
  3966. case NPC_KEEPING:
  3967. case NPC_BARRIER:
  3968. {
  3969. int skill_time = skill_get_time(skillid,skilllv);
  3970. struct unit_data *ud = unit_bl2ud(bl);
  3971. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  3972. sc_start(bl,type,100,skilllv,skill_time))
  3973. && ud) { //Disable attacking/acting/moving for skill's duration.
  3974. ud->attackabletime =
  3975. ud->canact_tick =
  3976. ud->canmove_tick = tick + skill_time;
  3977. }
  3978. }
  3979. break;
  3980. case NPC_REBIRTH:
  3981. //New rebirth System uses Kaizel [Skotlex]
  3982. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  3983. break;
  3984. case NPC_DARKBLESSING:
  3985. clif_skill_nodamage(src,bl,skillid,skilllv,
  3986. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  3987. break;
  3988. case NPC_LICK:
  3989. status_zap(bl, 0, 100);
  3990. clif_skill_nodamage(src,bl,skillid,skilllv,
  3991. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  3992. break;
  3993. case NPC_SUICIDE:
  3994. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3995. status_kill(src); //When suiciding, neither exp nor drops is given.
  3996. break;
  3997. case NPC_SUMMONSLAVE:
  3998. case NPC_SUMMONMONSTER:
  3999. if(md && md->skillidx >= 0)
  4000. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4001. break;
  4002. case NPC_CALLSLAVE:
  4003. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4004. break;
  4005. case NPC_RANDOMMOVE:
  4006. if (md) {
  4007. md->next_walktime = tick - 1;
  4008. mob_randomwalk(md,tick);
  4009. }
  4010. break;
  4011. case NPC_SPEEDUP:
  4012. {
  4013. // or does it increase casting rate? just a guess xD
  4014. int i = SC_ASPDPOTION0 + skilllv - 1;
  4015. if (i > SC_ASPDPOTION3)
  4016. i = SC_ASPDPOTION3;
  4017. clif_skill_nodamage(src,bl,skillid,skilllv,
  4018. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4019. }
  4020. break;
  4021. case NPC_REVENGE:
  4022. // not really needed... but adding here anyway ^^
  4023. if (md && md->master_id > 0) {
  4024. struct block_list *mbl, *tbl;
  4025. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4026. (tbl = battle_gettargeted(mbl)) == NULL)
  4027. break;
  4028. md->state.provoke_flag = tbl->id;
  4029. mob_target(md, tbl, sstatus->rhw.range);
  4030. }
  4031. break;
  4032. case NPC_RUN:
  4033. {
  4034. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4035. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4036. unit_stop_attack(src);
  4037. //Run skillv tiles overriding the can-move check.
  4038. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4039. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4040. }
  4041. break;
  4042. case NPC_TRANSFORMATION:
  4043. case NPC_METAMORPHOSIS:
  4044. if(md && md->skillidx >= 0) {
  4045. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4046. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4047. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4048. if (class_) mob_class_change(md, class_);
  4049. }
  4050. break;
  4051. case NPC_EMOTION_ON:
  4052. case NPC_EMOTION:
  4053. //va[0] is the emotion to use.
  4054. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4055. //val[1] 'sets' the mode
  4056. //val[2] adds to the current mode
  4057. //val[3] removes from the current mode
  4058. //val[4] if set, asks to delete the previous mode change.
  4059. if(md && md->skillidx >= 0 && tsc)
  4060. {
  4061. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4062. if(md->db->skill[md->skillidx].val[4] && tsce)
  4063. status_change_end(bl, type, -1);
  4064. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4065. sc_start4(src, type, 100, skilllv,
  4066. md->db->skill[md->skillidx].val[1],
  4067. md->db->skill[md->skillidx].val[2],
  4068. md->db->skill[md->skillidx].val[3],
  4069. skill_get_time(skillid, skilllv));
  4070. }
  4071. break;
  4072. case NPC_POWERUP:
  4073. sc_start(bl,SC_INCATKRATE,100,200,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_AGIUP:
  4078. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4079. clif_skill_nodamage(src,bl,skillid,skilllv,
  4080. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4081. break;
  4082. case NPC_INVISIBLE:
  4083. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4084. clif_skill_nodamage(src,bl,skillid,skilllv,
  4085. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4086. break;
  4087. case NPC_SIEGEMODE:
  4088. // not sure what it does
  4089. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4090. break;
  4091. case WE_MALE:
  4092. {
  4093. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4094. 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]
  4095. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4096. }
  4097. break;
  4098. case WE_FEMALE:
  4099. {
  4100. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4101. 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]
  4102. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4103. }
  4104. break;
  4105. // parent-baby skills
  4106. case WE_BABY:
  4107. if(sd){
  4108. struct map_session_data *f_sd = pc_get_father(sd);
  4109. struct map_session_data *m_sd = pc_get_mother(sd);
  4110. // if neither was found
  4111. if(!f_sd && !m_sd){
  4112. clif_skill_fail(sd,skillid,0,0);
  4113. map_freeblock_unlock();
  4114. return 0;
  4115. }
  4116. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4117. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4118. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4119. }
  4120. break;
  4121. case PF_HPCONVERSION:
  4122. {
  4123. int hp, sp;
  4124. hp = sstatus->max_hp/10;
  4125. sp = hp * 10 * skilllv / 100;
  4126. if (!status_charge(src,hp,0)) {
  4127. if (sd) clif_skill_fail(sd,skillid,0,0);
  4128. break;
  4129. }
  4130. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4131. status_heal(bl,0,sp,2);
  4132. }
  4133. break;
  4134. case HT_REMOVETRAP:
  4135. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4136. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4137. {
  4138. struct skill_unit* su;
  4139. struct skill_unit_group* sg;
  4140. su = BL_CAST(BL_SKILL, bl);
  4141. if( (su)
  4142. && (sg = su->group)
  4143. && (sg->src_id == src->id || map_flag_vs(bl->m))
  4144. && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4145. { // prevent picking up expired traps
  4146. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4147. {
  4148. if( battle_config.skill_removetrap_type )
  4149. { // get back all items used to deploy the trap
  4150. for(i=0;i<10;i++) {
  4151. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4152. int flag;
  4153. struct item item_tmp;
  4154. memset(&item_tmp,0,sizeof(item_tmp));
  4155. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4156. item_tmp.identify = 1;
  4157. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4158. clif_additem(sd,0,0,flag);
  4159. 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);
  4160. }
  4161. }
  4162. }
  4163. } else { // get back 1 trap
  4164. struct item item_tmp;
  4165. memset(&item_tmp,0,sizeof(item_tmp));
  4166. item_tmp.nameid = ITEMID_TRAP;
  4167. item_tmp.identify = 1;
  4168. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4169. clif_additem(sd,0,0,flag);
  4170. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4171. }
  4172. }
  4173. }
  4174. skill_delunit(su);
  4175. }
  4176. }
  4177. break;
  4178. case HT_SPRINGTRAP:
  4179. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4180. {
  4181. struct skill_unit *su=NULL;
  4182. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4183. switch(su->group->unit_id){
  4184. case UNT_ANKLESNARE: // ankle snare
  4185. if (su->group->val2 != 0)
  4186. // if it is already trapping something don't spring it,
  4187. // remove trap should be used instead
  4188. break;
  4189. // otherwise fallthrough to below
  4190. case UNT_BLASTMINE:
  4191. case UNT_SKIDTRAP:
  4192. case UNT_LANDMINE:
  4193. case UNT_SHOCKWAVE:
  4194. case UNT_SANDMAN:
  4195. case UNT_FLASHER:
  4196. case UNT_FREEZINGTRAP:
  4197. case UNT_CLAYMORETRAP:
  4198. case UNT_TALKIEBOX:
  4199. su->group->unit_id = UNT_USED_TRAPS;
  4200. clif_changetraplook(bl, UNT_USED_TRAPS);
  4201. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4202. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4203. }
  4204. }
  4205. }
  4206. break;
  4207. case BD_ENCORE:
  4208. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4209. if(sd)
  4210. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4211. break;
  4212. case AS_SPLASHER:
  4213. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4214. if (sd) clif_skill_fail(sd,skillid,0,0);
  4215. map_freeblock_unlock();
  4216. return 1;
  4217. }
  4218. clif_skill_nodamage(src,bl,skillid,skilllv,
  4219. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4220. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4221. break;
  4222. case PF_MINDBREAKER:
  4223. {
  4224. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4225. {
  4226. map_freeblock_unlock();
  4227. return 1;
  4228. }
  4229. if (tsce)
  4230. { //HelloKitty2 (?) explained that this silently fails when target is
  4231. //already inflicted. [Skotlex]
  4232. map_freeblock_unlock();
  4233. return 1;
  4234. }
  4235. //Has a 55% + skilllv*5% success chance.
  4236. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4237. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4238. {
  4239. if (sd) clif_skill_fail(sd,skillid,0,0);
  4240. map_freeblock_unlock();
  4241. return 0;
  4242. }
  4243. unit_skillcastcancel(bl,0);
  4244. if(tsc && tsc->count){
  4245. if(tsc->data[SC_FREEZE])
  4246. status_change_end(bl,SC_FREEZE,-1);
  4247. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4248. status_change_end(bl,SC_STONE,-1);
  4249. if(tsc->data[SC_SLEEP])
  4250. status_change_end(bl,SC_SLEEP,-1);
  4251. }
  4252. if(dstmd)
  4253. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4254. }
  4255. break;
  4256. case PF_SOULCHANGE:
  4257. {
  4258. unsigned int sp1 = 0, sp2 = 0;
  4259. if (dstmd) {
  4260. if (dstmd->state.soul_change_flag) {
  4261. if(sd) clif_skill_fail(sd,skillid,0,0);
  4262. break;
  4263. }
  4264. dstmd->state.soul_change_flag = 1;
  4265. sp2 = sstatus->max_sp * 3 /100;
  4266. status_heal(src, 0, sp2, 2);
  4267. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4268. break;
  4269. }
  4270. sp1 = sstatus->sp;
  4271. sp2 = tstatus->sp;
  4272. status_set_sp(src, sp2, 3);
  4273. status_set_sp(bl, sp1, 3);
  4274. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4275. }
  4276. break;
  4277. // Slim Pitcher
  4278. case CR_SLIMPITCHER:
  4279. if (potion_hp || potion_sp) {
  4280. int hp = potion_hp, sp = potion_sp;
  4281. hp = hp * (100 + (tstatus->vit<<1))/100;
  4282. sp = sp * (100 + (tstatus->int_<<1))/100;
  4283. if (dstsd) {
  4284. if (hp)
  4285. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4286. if (sp)
  4287. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4288. }
  4289. if (tsc && tsc->data[SC_CRITICALWOUND])
  4290. {
  4291. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4292. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4293. }
  4294. if(hp > 0)
  4295. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4296. if(sp > 0)
  4297. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4298. status_heal(bl,hp,sp,0);
  4299. }
  4300. break;
  4301. // Full Chemical Protection
  4302. case CR_FULLPROTECTION:
  4303. {
  4304. int i, skilltime;
  4305. skilltime = skill_get_time(skillid,skilllv);
  4306. if (!tsc) {
  4307. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4308. break;
  4309. }
  4310. for (i=0; i<4; i++) {
  4311. if(tsc->data[SC_STRIPWEAPON + i])
  4312. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4313. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4314. }
  4315. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4316. }
  4317. break;
  4318. case RG_CLEANER: //AppleGirl
  4319. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4320. break;
  4321. case CG_LONGINGFREEDOM:
  4322. {
  4323. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4324. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4325. {
  4326. clif_skill_nodamage(src,bl,skillid,skilllv,
  4327. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4328. }
  4329. }
  4330. break;
  4331. case CG_TAROTCARD:
  4332. {
  4333. int eff, count = -1;
  4334. if (rand() % 100 > skilllv * 8) {
  4335. if (sd) clif_skill_fail(sd,skillid,0,0);
  4336. map_freeblock_unlock();
  4337. return 0;
  4338. }
  4339. do {
  4340. eff = rand() % 14;
  4341. clif_specialeffect(bl, 523 + eff, AREA);
  4342. switch (eff)
  4343. {
  4344. case 0: // heals SP to 0
  4345. status_percent_damage(src, bl, 0, 100, false);
  4346. break;
  4347. case 1: // matk halved
  4348. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4349. break;
  4350. case 2: // all buffs removed
  4351. status_change_clear_buffs(bl,1);
  4352. break;
  4353. case 3: // 1000 damage, random armor destroyed
  4354. {
  4355. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4356. status_fix_damage(src, bl, 1000, 0);
  4357. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4358. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4359. }
  4360. break;
  4361. case 4: // atk halved
  4362. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4363. break;
  4364. case 5: // 2000HP heal, random teleported
  4365. status_heal(src, 2000, 0, 0);
  4366. unit_warp(src, -1,-1,-1, 3);
  4367. break;
  4368. case 6: // random 2 other effects
  4369. if (count == -1)
  4370. count = 3;
  4371. else
  4372. count++; //Should not retrigger this one.
  4373. break;
  4374. case 7: // stop freeze or stoned
  4375. {
  4376. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4377. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4378. }
  4379. break;
  4380. case 8: // curse coma and poison
  4381. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4382. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4383. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4384. break;
  4385. case 9: // confusion
  4386. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4387. break;
  4388. case 10: // 6666 damage, atk matk halved, cursed
  4389. status_fix_damage(src, bl, 6666, 0);
  4390. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4391. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4392. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4393. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4394. break;
  4395. case 11: // 4444 damage
  4396. status_fix_damage(src, bl, 4444, 0);
  4397. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4398. break;
  4399. case 12: // stun
  4400. sc_start(bl,SC_STUN,100,skilllv,5000);
  4401. break;
  4402. case 13: // atk,matk,hit,flee,def reduced
  4403. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4404. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4405. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4406. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4407. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4408. break;
  4409. default:
  4410. break;
  4411. }
  4412. } while ((--count) > 0);
  4413. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4414. }
  4415. break;
  4416. case SL_ALCHEMIST:
  4417. case SL_ASSASIN:
  4418. case SL_BARDDANCER:
  4419. case SL_BLACKSMITH:
  4420. case SL_CRUSADER:
  4421. case SL_HUNTER:
  4422. case SL_KNIGHT:
  4423. case SL_MONK:
  4424. case SL_PRIEST:
  4425. case SL_ROGUE:
  4426. case SL_SAGE:
  4427. case SL_SOULLINKER:
  4428. case SL_STAR:
  4429. case SL_SUPERNOVICE:
  4430. case SL_WIZARD:
  4431. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  4432. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4433. clif_skill_fail(sd,skillid,0,0);
  4434. break;
  4435. }
  4436. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4437. { //Erase death count 1% of the casts
  4438. dstsd->die_counter = 0;
  4439. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4440. clif_misceffect2(bl, 0x152);
  4441. //SC_SPIRIT invokes status_calc_pc for us.
  4442. }
  4443. clif_skill_nodamage(src,bl,skillid,skilllv,
  4444. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4445. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4446. break;
  4447. case SL_HIGH:
  4448. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4449. clif_skill_fail(sd,skillid,0,0);
  4450. break;
  4451. }
  4452. clif_skill_nodamage(src,bl,skillid,skilllv,
  4453. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4454. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4455. break;
  4456. case SL_SWOO:
  4457. if (tsce) {
  4458. sc_start(src,SC_STUN,100,skilllv,10000);
  4459. break;
  4460. }
  4461. case SL_SKA: // [marquis007]
  4462. case SL_SKE:
  4463. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4464. clif_skill_fail(sd,skillid,0,0);
  4465. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4466. } else
  4467. clif_skill_nodamage(src,bl,skillid,skilllv,
  4468. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4469. if (skillid == SL_SKE)
  4470. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4471. break;
  4472. // New guild skills [Celest]
  4473. case GD_BATTLEORDER:
  4474. if(flag&1) {
  4475. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4476. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4477. } else if (status_get_guild_id(src)) {
  4478. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4479. map_foreachinrange(skill_area_sub, src,
  4480. skill_get_splash(skillid, skilllv), BL_CHAR,
  4481. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4482. skill_castend_nodamage_id);
  4483. if (sd)
  4484. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4485. }
  4486. break;
  4487. case GD_REGENERATION:
  4488. if(flag&1) {
  4489. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4490. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4491. } else if (status_get_guild_id(src)) {
  4492. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4493. map_foreachinrange(skill_area_sub, src,
  4494. skill_get_splash(skillid, skilllv), BL_CHAR,
  4495. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4496. skill_castend_nodamage_id);
  4497. if (sd)
  4498. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4499. }
  4500. break;
  4501. case GD_RESTORE:
  4502. if(flag&1) {
  4503. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4504. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4505. } else if (status_get_guild_id(src)) {
  4506. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4507. map_foreachinrange(skill_area_sub, src,
  4508. skill_get_splash(skillid, skilllv), BL_CHAR,
  4509. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4510. skill_castend_nodamage_id);
  4511. if (sd)
  4512. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4513. }
  4514. break;
  4515. case GD_EMERGENCYCALL:
  4516. {
  4517. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4518. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4519. int j = 0;
  4520. struct guild *g = NULL;
  4521. // i don't know if it actually summons in a circle, but oh well. ;P
  4522. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4523. if (!g)
  4524. break;
  4525. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4526. for(i = 0; i < g->max_member; i++, j++) {
  4527. if (j>8) j=0;
  4528. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4529. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  4530. continue;
  4531. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4532. dx[j] = dy[j] = 0;
  4533. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4534. }
  4535. }
  4536. if (sd)
  4537. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4538. }
  4539. break;
  4540. case SG_FEEL:
  4541. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4542. if (sd) {
  4543. if(!sd->feel_map[skilllv-1].index)
  4544. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4545. else
  4546. clif_feel_info(sd, skilllv-1, 1);
  4547. }
  4548. break;
  4549. case SG_HATE:
  4550. if (sd) {
  4551. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4552. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4553. clif_skill_fail(sd,skillid,0,0);
  4554. }
  4555. break;
  4556. case GS_GLITTERING:
  4557. if(sd) {
  4558. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4559. if(rand()%100 < (20+10*skilllv))
  4560. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4561. else if(sd->spiritball > 0)
  4562. pc_delspiritball(sd,1,0);
  4563. }
  4564. break;
  4565. case GS_CRACKER:
  4566. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4567. {
  4568. i =65 -5*distance_bl(src,bl); //Base rate
  4569. if (i < 30) i = 30;
  4570. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4571. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4572. }
  4573. else if (sd)
  4574. clif_skill_fail(sd,skillid,0,0);
  4575. break;
  4576. case AM_CALLHOMUN: //[orn]
  4577. if (sd && !merc_call_homunculus(sd))
  4578. clif_skill_fail(sd,skillid,0,0);
  4579. break;
  4580. case AM_REST:
  4581. if (sd)
  4582. {
  4583. if (merc_hom_vaporize(sd,1))
  4584. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4585. else
  4586. clif_skill_fail(sd,skillid,0,0);
  4587. }
  4588. break;
  4589. case HAMI_CASTLE: //[orn]
  4590. if(rand()%100 < 20*skilllv && src != bl)
  4591. {
  4592. int x,y;
  4593. x = src->x;
  4594. y = src->y;
  4595. if (hd)
  4596. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4597. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  4598. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  4599. clif_slide(src,bl->x,bl->y) ;
  4600. if (unit_movepos(bl,x,y,0,0))
  4601. {
  4602. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  4603. clif_slide(bl,x,y) ;
  4604. }
  4605. //TODO: Shouldn't also players and the like switch targets?
  4606. map_foreachinrange(skill_chastle_mob_changetarget,src,
  4607. AREA_SIZE, BL_MOB, bl, src);
  4608. }
  4609. }
  4610. // Failed
  4611. else if (hd && hd->master)
  4612. clif_skill_fail(hd->master, skillid, 0, 0);
  4613. else if (sd)
  4614. clif_skill_fail(sd, skillid, 0, 0);
  4615. break;
  4616. case HVAN_CHAOTIC: //[orn]
  4617. {
  4618. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  4619. int rnd = rand()%100;
  4620. i = (skilllv-1)%5;
  4621. if(rnd<per[i][0]) //Self
  4622. bl = src;
  4623. else if(rnd<per[i][1]) //Master
  4624. bl = battle_get_master(src);
  4625. else //Enemy
  4626. bl = map_id2bl(battle_gettarget(src));
  4627. if (!bl) bl = src;
  4628. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  4629. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  4630. i += i * rnd / 100;
  4631. //Eh? why double skill packet?
  4632. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  4633. clif_skill_nodamage(src,bl,skillid,i,1);
  4634. status_heal(bl, i, 0, 0);
  4635. }
  4636. break;
  4637. //Homun single-target support skills [orn]
  4638. case HAMI_BLOODLUST:
  4639. case HFLI_FLEET:
  4640. case HFLI_SPEED:
  4641. case HLIF_CHANGE:
  4642. clif_skill_nodamage(src,bl,skillid,skilllv,
  4643. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4644. if (hd)
  4645. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4646. break;
  4647. case NPC_DRAGONFEAR:
  4648. if (flag&1) {
  4649. const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  4650. i = rand()%ARRAYLENGTH(sc);
  4651. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  4652. } else {
  4653. // hacked-together packet (not correct) that shows the animation
  4654. clif_skill_damage(src, src, tick, 1, 1, -1, 0, skillid, skilllv, 6);
  4655. map_foreachinrange(skill_area_sub, bl,
  4656. skill_get_splash(skillid, skilllv),BL_CHAR,
  4657. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4658. skill_castend_nodamage_id);
  4659. }
  4660. break;
  4661. case NPC_WIDEBLEEDING:
  4662. case NPC_WIDECONFUSE:
  4663. case NPC_WIDECURSE:
  4664. case NPC_WIDEFREEZE:
  4665. case NPC_WIDESLEEP:
  4666. case NPC_WIDESILENCE:
  4667. case NPC_WIDESTONE:
  4668. case NPC_WIDESTUN:
  4669. case NPC_SLOWCAST:
  4670. if (flag&1)
  4671. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  4672. else {
  4673. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4674. map_foreachinrange(skill_area_sub, bl,
  4675. skill_get_splash(skillid, skilllv),BL_CHAR,
  4676. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4677. skill_castend_nodamage_id);
  4678. }
  4679. break;
  4680. default:
  4681. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  4682. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4683. map_freeblock_unlock();
  4684. return 1;
  4685. }
  4686. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  4687. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  4688. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  4689. }
  4690. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  4691. battle_consume_ammo(sd, skillid, skilllv);
  4692. map_freeblock_unlock();
  4693. return 0;
  4694. }
  4695. /*==========================================
  4696. *
  4697. *------------------------------------------*/
  4698. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  4699. {
  4700. struct block_list *target, *src = map_id2bl(id);
  4701. struct map_session_data* sd = NULL;
  4702. struct homun_data* hd = NULL; //[orn]
  4703. struct mob_data* md = NULL;
  4704. struct unit_data* ud = unit_bl2ud(src);
  4705. struct status_change *sc = NULL;
  4706. int inf,inf2,flag=0;
  4707. nullpo_retr(0, ud);
  4708. sd = BL_CAST(BL_PC, src);
  4709. hd = BL_CAST(BL_HOM, src);
  4710. md = BL_CAST(BL_MOB, src);
  4711. if( src->prev == NULL ) {
  4712. ud->skilltimer = -1;
  4713. return 0;
  4714. }
  4715. if(ud->skillid != SA_CASTCANCEL ) {
  4716. if( ud->skilltimer != tid ) {
  4717. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  4718. ud->skilltimer = -1;
  4719. return 0;
  4720. }
  4721. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4722. status_freecast_switch(sd);
  4723. ud->skilltimer=-1;
  4724. }
  4725. if (ud->skilltarget == id)
  4726. target = src;
  4727. else
  4728. target = map_id2bl(ud->skilltarget);
  4729. // Use a do so that you can break out of it when the skill fails.
  4730. do {
  4731. if(!target || target->prev==NULL) break;
  4732. if(src->m != target->m || status_isdead(src)) break;
  4733. switch (ud->skillid) {
  4734. //These should become skill_castend_pos
  4735. case WE_CALLPARTNER:
  4736. case WE_CALLPARENT:
  4737. case WE_CALLBABY:
  4738. case AM_RESURRECTHOMUN:
  4739. case PF_SPIDERWEB:
  4740. //Find a random spot to place the skill. [Skotlex]
  4741. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  4742. ud->skillx = target->x + inf2;
  4743. ud->skilly = target->y + inf2;
  4744. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  4745. ud->skillx = target->x;
  4746. ud->skilly = target->y;
  4747. }
  4748. ud->skilltimer=tid;
  4749. return skill_castend_pos(tid,tick,id,data);
  4750. }
  4751. if(ud->skillid == RG_BACKSTAP) {
  4752. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  4753. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  4754. break;
  4755. }
  4756. }
  4757. if (ud->skillid == PR_LEXDIVINA)
  4758. {
  4759. sc = status_get_sc(target);
  4760. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  4761. (!sc || !sc->data[SC_SILENCE]))
  4762. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  4763. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  4764. break;
  4765. }
  4766. } else {
  4767. //Check target validity.
  4768. inf = skill_get_inf(ud->skillid);
  4769. inf2 = skill_get_inf2(ud->skillid);
  4770. if(inf&INF_ATTACK_SKILL ||
  4771. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  4772. inf = BCT_ENEMY; //Offensive skill.
  4773. else if(inf2&INF2_NO_ENEMY)
  4774. inf = BCT_NOENEMY;
  4775. else
  4776. inf = 0;
  4777. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  4778. {
  4779. inf |=
  4780. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  4781. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  4782. //Remove neutral targets (but allow enemy if skill is designed to be so)
  4783. inf &= ~BCT_NEUTRAL;
  4784. }
  4785. if (inf && battle_check_target(src, target, inf) <= 0)
  4786. break;
  4787. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  4788. sc->data[SC_FOGWALL] &&
  4789. rand()%100 < 75)
  4790. { //Fogwall makes all offensive-type targetted skills fail at 75%
  4791. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4792. break;
  4793. }
  4794. }
  4795. //Avoid doing double checks for instant-cast skills.
  4796. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  4797. break;
  4798. if(md) {
  4799. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4800. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4801. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4802. }
  4803. if(src != target && battle_config.skill_add_range &&
  4804. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  4805. {
  4806. if (sd) {
  4807. clif_skill_fail(sd,ud->skillid,0,0);
  4808. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  4809. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4810. }
  4811. break;
  4812. }
  4813. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  4814. break;
  4815. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  4816. break;
  4817. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  4818. flag = 1;
  4819. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  4820. unit_stop_walking(src,1);
  4821. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4822. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  4823. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4824. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4825. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  4826. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  4827. map_freeblock_lock();
  4828. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  4829. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  4830. else
  4831. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  4832. sc = status_get_sc(src);
  4833. if(sc && sc->count) {
  4834. if(sc->data[SC_MAGICPOWER] &&
  4835. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  4836. status_change_end(src,SC_MAGICPOWER,-1);
  4837. if(sc->data[SC_SPIRIT] &&
  4838. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  4839. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  4840. ud->skillid != WZ_WATERBALL)
  4841. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  4842. }
  4843. if (ud->skilltimer == -1) {
  4844. if(md) md->skillidx = -1;
  4845. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  4846. ud->skilllv = ud->skilltarget = 0;
  4847. }
  4848. map_freeblock_unlock();
  4849. return 1;
  4850. } while(0);
  4851. //Skill failed.
  4852. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  4853. { //When Asura fails... (except when it fails from Fog of Wall)
  4854. //Consume SP/spheres
  4855. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4856. status_set_sp(src, 0, 0);
  4857. sc = &sd->sc;
  4858. if (sc->count)
  4859. { //End states
  4860. if (sc->data[SC_EXPLOSIONSPIRITS])
  4861. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  4862. if (sc->data[SC_BLADESTOP])
  4863. status_change_end(src,SC_BLADESTOP,-1);
  4864. }
  4865. if (target && target->m == src->m)
  4866. { //Move character to target anyway.
  4867. int dx,dy;
  4868. dx = target->x - src->x;
  4869. dy = target->y - src->y;
  4870. if(dx > 0) dx++;
  4871. else if(dx < 0) dx--;
  4872. if (dy > 0) dy++;
  4873. else if(dy < 0) dy--;
  4874. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  4875. { //Display movement + animation.
  4876. clif_slide(src,src->x,src->y);
  4877. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  4878. }
  4879. clif_skill_fail(sd,ud->skillid,0,0);
  4880. }
  4881. }
  4882. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  4883. ud->canact_tick = tick;
  4884. //You can't place a skill failed packet here because it would be
  4885. //sent in ALL cases, even cases where skill_check_condition fails
  4886. //which would lead to double 'skill failed' messages u.u [Skotlex]
  4887. if(sd) sd->skillitem = sd->skillitemlv = 0;
  4888. else
  4889. if(md) md->skillidx = -1;
  4890. return 0;
  4891. }
  4892. /*==========================================
  4893. *
  4894. *------------------------------------------*/
  4895. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  4896. {
  4897. struct block_list* src = map_id2bl(id);
  4898. int maxcount;
  4899. struct map_session_data *sd = NULL;
  4900. struct homun_data *hd = NULL; //[orn]
  4901. struct unit_data *ud = unit_bl2ud(src);
  4902. struct mob_data *md = NULL;
  4903. nullpo_retr(0, ud);
  4904. sd = BL_CAST(BL_PC , src);
  4905. hd = BL_CAST(BL_HOM, src);
  4906. md = BL_CAST(BL_MOB, src);
  4907. if( src->prev == NULL ) {
  4908. ud->skilltimer = -1;
  4909. return 0;
  4910. }
  4911. if( ud->skilltimer != tid )
  4912. {
  4913. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  4914. ud->skilltimer = -1;
  4915. return 0;
  4916. }
  4917. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4918. status_freecast_switch(sd);
  4919. ud->skilltimer=-1;
  4920. do {
  4921. if(status_isdead(src))
  4922. break;
  4923. if( !(src->type&battle_config.skill_reiteration) &&
  4924. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  4925. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4926. )
  4927. {
  4928. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4929. break;
  4930. }
  4931. if( src->type&battle_config.skill_nofootset &&
  4932. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  4933. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4934. )
  4935. {
  4936. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4937. break;
  4938. }
  4939. if( src->type&battle_config.land_skill_limit &&
  4940. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  4941. ) {
  4942. int i;
  4943. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  4944. if(ud->skillunit[i]->skill_id == ud->skillid)
  4945. maxcount--;
  4946. }
  4947. if( maxcount == 0 )
  4948. {
  4949. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4950. break;
  4951. }
  4952. }
  4953. if(tid != -1)
  4954. { //Avoid double checks on instant cast skills. [Skotlex]
  4955. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  4956. break;
  4957. if(battle_config.skill_add_range &&
  4958. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  4959. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  4960. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4961. break;
  4962. }
  4963. }
  4964. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  4965. break;
  4966. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  4967. break;
  4968. if(md) {
  4969. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4970. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4971. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4972. }
  4973. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4974. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  4975. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  4976. unit_stop_walking(src,1);
  4977. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4978. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4979. map_freeblock_lock();
  4980. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  4981. if (ud->skilltimer == -1) {
  4982. if (md) md->skillidx = -1;
  4983. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  4984. ud->skilllv = ud->skillx = ud->skilly = 0;
  4985. }
  4986. map_freeblock_unlock();
  4987. return 1;
  4988. } while(0);
  4989. ud->canact_tick = tick;
  4990. ud->skillid = ud->skilllv = 0;
  4991. if(sd)
  4992. sd->skillitem = sd->skillitemlv = 0;
  4993. else if(md)
  4994. md->skillidx = -1;
  4995. return 0;
  4996. }
  4997. /*==========================================
  4998. *
  4999. *------------------------------------------*/
  5000. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5001. {
  5002. struct map_session_data* sd;
  5003. struct status_change* sc;
  5004. struct status_change_entry *sce;
  5005. struct skill_unit_group* sg;
  5006. int i,type;
  5007. //if(skilllv <= 0) return 0;
  5008. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5009. nullpo_retr(0, src);
  5010. if(status_isdead(src))
  5011. return 0;
  5012. sd = BL_CAST(BL_PC, src);
  5013. sc = status_get_sc(src);
  5014. type = status_skill2sc(skillid);
  5015. sce = (sc && type != -1)?sc->data[type]:NULL;
  5016. switch (skillid) { //Skill effect.
  5017. case WZ_METEOR:
  5018. case MO_BODYRELOCATION:
  5019. case CR_CULTIVATION:
  5020. case HW_GANBANTEIN:
  5021. break; //Effect is displayed on respective switch case.
  5022. default:
  5023. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5024. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5025. else
  5026. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5027. }
  5028. switch(skillid)
  5029. {
  5030. case PR_BENEDICTIO:
  5031. skill_area_temp[1] = src->id;
  5032. i = skill_get_splash(skillid, skilllv);
  5033. map_foreachinarea(skill_area_sub,
  5034. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5035. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5036. skill_castend_nodamage_id);
  5037. map_foreachinarea(skill_area_sub,
  5038. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5039. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5040. skill_castend_damage_id);
  5041. break;
  5042. case BS_HAMMERFALL:
  5043. i = skill_get_splash(skillid, skilllv);
  5044. map_foreachinarea (skill_area_sub,
  5045. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5046. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5047. skill_castend_nodamage_id);
  5048. break;
  5049. case HT_DETECTING:
  5050. i = skill_get_splash(skillid, skilllv);
  5051. map_foreachinarea( status_change_timer_sub,
  5052. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5053. src,NULL,SC_SIGHT,tick);
  5054. if(battle_config.traps_setting&1)
  5055. map_foreachinarea( skill_reveal_trap,
  5056. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5057. break;
  5058. case MG_SAFETYWALL:
  5059. case MG_FIREWALL:
  5060. case MG_THUNDERSTORM:
  5061. case AL_PNEUMA:
  5062. case WZ_ICEWALL:
  5063. case WZ_FIREPILLAR:
  5064. case WZ_QUAGMIRE:
  5065. case WZ_VERMILION:
  5066. case WZ_STORMGUST:
  5067. case WZ_HEAVENDRIVE:
  5068. case PR_SANCTUARY:
  5069. case PR_MAGNUS:
  5070. case CR_GRANDCROSS:
  5071. case NPC_GRANDDARKNESS:
  5072. case HT_SKIDTRAP:
  5073. case HT_LANDMINE:
  5074. case HT_ANKLESNARE:
  5075. case HT_SHOCKWAVE:
  5076. case HT_SANDMAN:
  5077. case HT_FLASHER:
  5078. case HT_FREEZINGTRAP:
  5079. case HT_BLASTMINE:
  5080. case HT_CLAYMORETRAP:
  5081. case AS_VENOMDUST:
  5082. case AM_DEMONSTRATION:
  5083. case PF_FOGWALL:
  5084. case PF_SPIDERWEB:
  5085. case HT_TALKIEBOX:
  5086. case WE_CALLPARTNER:
  5087. case WE_CALLPARENT:
  5088. case WE_CALLBABY:
  5089. case AC_SHOWER: //Ground-placed skill implementation.
  5090. case SA_VOLCANO:
  5091. case SA_DELUGE:
  5092. case SA_VIOLENTGALE:
  5093. case SA_LANDPROTECTOR:
  5094. case BD_LULLABY:
  5095. case BD_RICHMANKIM:
  5096. case BD_ETERNALCHAOS:
  5097. case BD_DRUMBATTLEFIELD:
  5098. case BD_RINGNIBELUNGEN:
  5099. case BD_ROKISWEIL:
  5100. case BD_INTOABYSS:
  5101. case BD_SIEGFRIED:
  5102. case BA_DISSONANCE:
  5103. case BA_POEMBRAGI:
  5104. case BA_WHISTLE:
  5105. case BA_ASSASSINCROSS:
  5106. case BA_APPLEIDUN:
  5107. case DC_UGLYDANCE:
  5108. case DC_HUMMING:
  5109. case DC_DONTFORGETME:
  5110. case DC_FORTUNEKISS:
  5111. case DC_SERVICEFORYOU:
  5112. case CG_MOONLIT:
  5113. case GS_DESPERADO:
  5114. case NJ_KAENSIN:
  5115. case NJ_BAKUENRYU:
  5116. case NJ_SUITON:
  5117. case NJ_HYOUSYOURAKU:
  5118. case NJ_RAIGEKISAI:
  5119. case NJ_KAMAITACHI:
  5120. case NPC_EVILLAND:
  5121. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5122. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5123. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5124. break;
  5125. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5126. skill_clear_unitgroup(src);
  5127. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5128. flag|=1;
  5129. break;
  5130. case HP_BASILICA:
  5131. skill_clear_unitgroup(src);
  5132. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5133. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5134. flag|=1;
  5135. break;
  5136. case CG_HERMODE:
  5137. skill_clear_unitgroup(src);
  5138. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5139. sc_start4(src,SC_DANCING,100,
  5140. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5141. flag|=1;
  5142. break;
  5143. case RG_CLEANER: // [Valaris]
  5144. i = skill_get_splash(skillid, skilllv);
  5145. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5146. break;
  5147. case WZ_METEOR:
  5148. {
  5149. int flag=0, area = skill_get_splash(skillid, skilllv);
  5150. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5151. if (sc && sc->data[SC_MAGICPOWER])
  5152. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5153. for(i=0;i<2+(skilllv>>1);i++) {
  5154. tmpx = x;
  5155. tmpy = y;
  5156. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5157. continue;
  5158. if(!(flag&1)){
  5159. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5160. flag=flag|1;
  5161. }
  5162. if(i > 0)
  5163. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5164. x1 = tmpx;
  5165. y1 = tmpy;
  5166. }
  5167. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5168. }
  5169. break;
  5170. case AL_WARP:
  5171. if(sd)
  5172. {
  5173. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5174. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5175. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5176. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5177. );
  5178. }
  5179. break;
  5180. case MO_BODYRELOCATION:
  5181. if (unit_movepos(src, x, y, 1, 1)) {
  5182. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5183. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5184. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5185. }
  5186. break;
  5187. case NJ_SHADOWJUMP:
  5188. {
  5189. if (!map_flag_gvg(src->m))
  5190. { //You don't move on GVG grounds.
  5191. unit_movepos(src, x, y, 1, 0);
  5192. clif_slide(src,x,y);
  5193. }
  5194. if (sc && sc->data[SC_HIDING])
  5195. status_change_end(src, SC_HIDING, -1);
  5196. }
  5197. break;
  5198. case AM_SPHEREMINE:
  5199. case AM_CANNIBALIZE:
  5200. {
  5201. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5202. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5203. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5204. struct mob_data *md;
  5205. // Correct info, don't change any of this! [celest]
  5206. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5207. if (md) {
  5208. md->master_id = src->id;
  5209. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5210. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5211. mob_spawn (md); //Now it is ready for spawning.
  5212. }
  5213. }
  5214. break;
  5215. // Slim Pitcher [Celest]
  5216. case CR_SLIMPITCHER:
  5217. if (sd) {
  5218. int i = skilllv%11 - 1;
  5219. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5220. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5221. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5222. clif_skill_fail(sd,skillid,0,0);
  5223. return 1;
  5224. }
  5225. potion_flag = 1;
  5226. potion_hp = 0;
  5227. potion_sp = 0;
  5228. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5229. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5230. potion_flag = 0;
  5231. //Apply skill bonuses
  5232. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5233. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5234. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5235. + pc_skillheal_bonus(sd, skillid);
  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. } else {
  5246. int i = skilllv%11 - 1;
  5247. struct item_data *item = itemdb_search(i);
  5248. i = skill_db[skillid].itemid[i];
  5249. item = itemdb_search(i);
  5250. potion_flag = 1;
  5251. potion_hp = 0;
  5252. potion_sp = 0;
  5253. run_script(item->script,0,src->id,0);
  5254. potion_flag = 0;
  5255. i = skill_get_max(CR_SLIMPITCHER)*10;
  5256. potion_hp = potion_hp * (100+i)/100;
  5257. potion_sp = potion_sp * (100+i)/100;
  5258. if(potion_hp > 0 || potion_sp > 0) {
  5259. i = skill_get_splash(skillid, skilllv);
  5260. map_foreachinarea(skill_area_sub,
  5261. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5262. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5263. skill_castend_nodamage_id);
  5264. }
  5265. }
  5266. break;
  5267. case HW_GANBANTEIN:
  5268. if (rand()%100 < 80) {
  5269. int dummy = 1;
  5270. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5271. i = skill_get_splash(skillid, skilllv);
  5272. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  5273. } else {
  5274. if (sd) clif_skill_fail(sd,skillid,0,0);
  5275. return 1;
  5276. }
  5277. break;
  5278. case HW_GRAVITATION:
  5279. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5280. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5281. flag|=1;
  5282. break;
  5283. // Plant Cultivation [Celest]
  5284. case CR_CULTIVATION:
  5285. if (sd) {
  5286. int i = skilllv - 1;
  5287. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5288. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5289. sd->status.inventory[j].amount < skill_db[skillid].amount[i] ||
  5290. map_count_oncell(src->m,x,y,BL_CHAR) > 0
  5291. ) {
  5292. clif_skill_fail(sd,skillid,0,0);
  5293. return 1;
  5294. }
  5295. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5296. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5297. if (rand()%100 < 50) {
  5298. clif_skill_fail(sd,skillid,0,0);
  5299. } else {
  5300. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5301. if (!md) break;
  5302. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5303. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5304. mob_spawn (md);
  5305. }
  5306. }
  5307. break;
  5308. case SG_SUN_WARM:
  5309. case SG_MOON_WARM:
  5310. case SG_STAR_WARM:
  5311. skill_clear_unitgroup(src);
  5312. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5313. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5314. flag|=1;
  5315. break;
  5316. case PA_GOSPEL:
  5317. if (sce && sce->val4 == BCT_SELF)
  5318. status_change_end(src,SC_GOSPEL,-1);
  5319. else
  5320. {
  5321. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5322. if (!sg) break;
  5323. if (sce)
  5324. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5325. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5326. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5327. }
  5328. break;
  5329. case NJ_TATAMIGAESHI:
  5330. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5331. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5332. break;
  5333. case AM_RESURRECTHOMUN: //[orn]
  5334. if (sd)
  5335. {
  5336. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5337. {
  5338. clif_skill_fail(sd,skillid,0,0);
  5339. break;
  5340. }
  5341. }
  5342. break;
  5343. default:
  5344. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5345. return 1;
  5346. }
  5347. if (sc && sc->data[SC_MAGICPOWER])
  5348. status_change_end(src,SC_MAGICPOWER,-1);
  5349. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5350. battle_consume_ammo(sd, skillid, skilllv);
  5351. return 0;
  5352. }
  5353. /*==========================================
  5354. *
  5355. *------------------------------------------*/
  5356. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5357. {
  5358. nullpo_retr(0, sd);
  5359. //Simplify skill_failed code.
  5360. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5361. if(skill_num != sd->menuskill_id)
  5362. return 0;
  5363. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5364. skill_failed(sd);
  5365. return 0;
  5366. }
  5367. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5368. skill_failed(sd);
  5369. return 0;
  5370. }
  5371. if(sd->sc.count && (
  5372. sd->sc.data[SC_SILENCE] ||
  5373. sd->sc.data[SC_ROKISWEIL] ||
  5374. sd->sc.data[SC_AUTOCOUNTER] ||
  5375. sd->sc.data[SC_STEELBODY] ||
  5376. sd->sc.data[SC_DANCING] ||
  5377. sd->sc.data[SC_BERSERK] ||
  5378. sd->sc.data[SC_MARIONETTE]
  5379. )) {
  5380. skill_failed(sd);
  5381. return 0;
  5382. }
  5383. pc_stop_attack(sd);
  5384. pc_stop_walking(sd,0);
  5385. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5386. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5387. if(strcmp(map,"cancel")==0) {
  5388. skill_failed(sd);
  5389. return 0;
  5390. }
  5391. switch(skill_num)
  5392. {
  5393. case AL_TELEPORT:
  5394. if(strcmp(map,"Random")==0)
  5395. pc_randomwarp(sd,3);
  5396. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5397. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5398. break;
  5399. case AL_WARP:
  5400. {
  5401. const struct point *p[4];
  5402. struct skill_unit_group *group;
  5403. int i, lv, wx, wy;
  5404. int maxcount=0;
  5405. int x,y;
  5406. unsigned short mapindex;
  5407. mapindex = mapindex_name2id((char*)map);
  5408. if(!mapindex) { //Given map not found?
  5409. clif_skill_fail(sd,skill_num,0,0);
  5410. skill_failed(sd);
  5411. return 0;
  5412. }
  5413. p[0] = &sd->status.save_point;
  5414. p[1] = &sd->status.memo_point[0];
  5415. p[2] = &sd->status.memo_point[1];
  5416. p[3] = &sd->status.memo_point[2];
  5417. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5418. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5419. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5420. maxcount--;
  5421. }
  5422. if(!maxcount) {
  5423. clif_skill_fail(sd,skill_num,0,0);
  5424. skill_failed(sd);
  5425. return 0;
  5426. }
  5427. }
  5428. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5429. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5430. wx = sd->menuskill_val>>16;
  5431. wy = sd->menuskill_val&0xffff;
  5432. if( lv <= 0 ) return 0;
  5433. if( lv > 4 ) lv = 4; // crash prevention
  5434. // check if the chosen map exists in the memo list
  5435. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5436. if( i < lv ) {
  5437. x=p[i]->x;
  5438. y=p[i]->y;
  5439. } else {
  5440. skill_failed(sd);
  5441. return 0;
  5442. }
  5443. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5444. {
  5445. skill_failed(sd);
  5446. return 0;
  5447. }
  5448. // This makes Warp Portal fail if the cell is not empty
  5449. //if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5450. // clif_skill_fail(sd,0,0,0);
  5451. // skill_failed(sd);
  5452. // return 0;
  5453. //}
  5454. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5455. skill_failed(sd);
  5456. return 0;
  5457. }
  5458. // record the destination coordinates
  5459. group->val2 = (x<<16)|y;
  5460. group->val3 = mapindex;
  5461. }
  5462. break;
  5463. }
  5464. sd->menuskill_id = sd->menuskill_val = 0;
  5465. return 0;
  5466. #undef skill_failed
  5467. }
  5468. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5469. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5470. {
  5471. struct skill_unit* target = (struct skill_unit*)bl;
  5472. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5473. int flag = va_arg(ap, int);
  5474. if (src == target)
  5475. return 0;
  5476. if (!target->group || !(target->group->state.song_dance&0x1))
  5477. return 0;
  5478. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5479. return 0;
  5480. if (flag) //Set dissonance
  5481. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5482. else //Remove dissonance
  5483. target->val2 &= ~UF_ENSEMBLE;
  5484. clif_skill_setunit(target); //Update look of affected cell.
  5485. return 1;
  5486. }
  5487. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5488. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5489. //When 1, this unit has been positioned, so start the cancel effect.
  5490. int skill_dance_overlap(struct skill_unit* unit, int flag)
  5491. {
  5492. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5493. return 0;
  5494. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5495. return 0; //Nothing to remove, this unit is not overlapped.
  5496. if (unit->val1 != unit->group->skill_id)
  5497. { //Reset state
  5498. unit->val1 = unit->group->skill_id;
  5499. unit->val2 &= ~UF_ENSEMBLE;
  5500. }
  5501. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  5502. }
  5503. /*==========================================
  5504. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  5505. * Flag: 0 - Convert, 1 - Revert.
  5506. *------------------------------------------*/
  5507. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  5508. {
  5509. static struct skill_unit_group backup;
  5510. struct skill_unit_group* group = unit->group;
  5511. //TODO: add protection against attempts to read an empty backup / write to a full backup
  5512. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  5513. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  5514. return false;
  5515. if( !flag )
  5516. { //Transform
  5517. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  5518. // backup
  5519. backup.skill_id = group->skill_id;
  5520. backup.skill_lv = group->skill_lv;
  5521. backup.unit_id = group->unit_id;
  5522. backup.target_flag = group->target_flag;
  5523. backup.bl_flag = group->bl_flag;
  5524. backup.interval = group->interval;
  5525. // replace
  5526. group->skill_id = skillid;
  5527. group->skill_lv = 1;
  5528. group->unit_id = skill_get_unit_id(skillid,0);
  5529. group->target_flag = skill_get_unit_target(skillid);
  5530. group->bl_flag = skill_get_unit_bl_target(skillid);
  5531. group->interval = skill_get_unit_interval(skillid);
  5532. }
  5533. else
  5534. { //Restore
  5535. group->skill_id = backup.skill_id;
  5536. group->skill_lv = backup.skill_lv;
  5537. group->unit_id = backup.unit_id;
  5538. group->target_flag = backup.target_flag;
  5539. group->bl_flag = backup.bl_flag;
  5540. group->interval = backup.interval;
  5541. }
  5542. return true;
  5543. }
  5544. /*==========================================
  5545. * Initializes and sets a ground skill.
  5546. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5547. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5548. *------------------------------------------*/
  5549. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  5550. {
  5551. struct skill_unit_group *group;
  5552. int i,limit,val1=0,val2=0,val3=0;
  5553. int target,interval,range,unit_flag;
  5554. struct s_skill_unit_layout *layout;
  5555. struct map_session_data *sd;
  5556. struct status_data *status;
  5557. struct status_change *sc;
  5558. int active_flag=1;
  5559. int subunt=0;
  5560. nullpo_retr(NULL, src);
  5561. limit = skill_get_time(skillid,skilllv);
  5562. range = skill_get_unit_range(skillid,skilllv);
  5563. interval = skill_get_unit_interval(skillid);
  5564. target = skill_get_unit_target(skillid);
  5565. unit_flag = skill_get_unit_flag(skillid);
  5566. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5567. sd = BL_CAST(BL_PC, src);
  5568. status = status_get_status_data(src);
  5569. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  5570. switch(skillid)
  5571. {
  5572. case MG_SAFETYWALL:
  5573. val2=skilllv+1;
  5574. break;
  5575. case MG_FIREWALL:
  5576. if(sc && sc->data[SC_VIOLENTGALE])
  5577. limit = limit*3/2;
  5578. val2=4+skilllv;
  5579. break;
  5580. case AL_WARP:
  5581. val1=skilllv+6;
  5582. if(!(flag&1))
  5583. limit=2000;
  5584. else // previous implementation (not used anymore)
  5585. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5586. if( src->type != BL_SKILL ) return NULL;
  5587. group = ((TBL_SKILL*)src)->group;
  5588. src = map_id2bl(group->src_id);
  5589. if( !src ) return NULL;
  5590. val2 = group->val2; //Copy the (x,y) position you warp to
  5591. val3 = group->val3; //as well as the mapindex to warp to.
  5592. }
  5593. break;
  5594. case PR_SANCTUARY:
  5595. case NPC_EVILLAND:
  5596. val1=(skilllv+3)*2;
  5597. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  5598. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  5599. val2 += val2 * i / 100;
  5600. break;
  5601. case WZ_FIREPILLAR:
  5602. if((flag&1)!=0)
  5603. limit=1000;
  5604. val1=skilllv+2;
  5605. break;
  5606. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5607. case AM_DEMONSTRATION:
  5608. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5609. && (src->type&battle_config.vs_traps_bctall))
  5610. target = BCT_ALL;
  5611. break;
  5612. case HT_SHOCKWAVE:
  5613. val1=skilllv*15+10;
  5614. case HT_SANDMAN:
  5615. case HT_CLAYMORETRAP:
  5616. case HT_SKIDTRAP:
  5617. case HT_LANDMINE:
  5618. case HT_ANKLESNARE:
  5619. case HT_FLASHER:
  5620. case HT_FREEZINGTRAP:
  5621. case HT_BLASTMINE:
  5622. if( map_flag_gvg(src->m) )
  5623. limit *= 4; // longer trap times in WOE [celest]
  5624. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  5625. target = BCT_ALL;
  5626. break;
  5627. case SA_LANDPROTECTOR:
  5628. case SA_VOLCANO:
  5629. case SA_DELUGE:
  5630. case SA_VIOLENTGALE:
  5631. {
  5632. struct skill_unit_group *old_sg;
  5633. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5634. { //HelloKitty confirmed that these are interchangeable,
  5635. //so you can change element and not consume gemstones.
  5636. if ((
  5637. old_sg->skill_id == SA_VOLCANO ||
  5638. old_sg->skill_id == SA_DELUGE ||
  5639. old_sg->skill_id == SA_VIOLENTGALE
  5640. ) && old_sg->limit > 0)
  5641. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5642. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5643. if (limit < 0) //This can happen...
  5644. limit = skill_get_time(skillid,skilllv);
  5645. }
  5646. skill_clear_group(src,1);
  5647. }
  5648. break;
  5649. }
  5650. case BA_DISSONANCE:
  5651. case DC_UGLYDANCE:
  5652. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5653. break;
  5654. case BA_WHISTLE:
  5655. val1 = skilllv +status->agi/10; // Flee increase
  5656. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  5657. if(sd){
  5658. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5659. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  5660. }
  5661. break;
  5662. case DC_HUMMING:
  5663. val1 = 2*skilllv+status->dex/10; // Hit increase
  5664. if(sd)
  5665. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  5666. break;
  5667. case BA_POEMBRAGI:
  5668. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  5669. //For some reason at level 10 the base delay reduction is 50%.
  5670. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  5671. if(sd){
  5672. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5673. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5674. }
  5675. break;
  5676. case DC_DONTFORGETME:
  5677. val1 = 30*skilllv+status->dex; // ASPD decrease
  5678. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  5679. if(sd){
  5680. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5681. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  5682. }
  5683. if (val2 < 1) val2 = 1;
  5684. break;
  5685. case BA_APPLEIDUN:
  5686. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  5687. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  5688. if(sd){
  5689. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5690. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5691. if ((i = pc_skillheal_bonus(sd, skillid)))
  5692. val2 += val2 * i / 100;
  5693. }
  5694. break;
  5695. case DC_SERVICEFORYOU:
  5696. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  5697. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  5698. if(sd){
  5699. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5700. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  5701. }
  5702. break;
  5703. case BA_ASSASSINCROSS:
  5704. val1 = 100+10*skilllv+status->agi; // ASPD increase
  5705. if(sd)
  5706. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5707. break;
  5708. case DC_FORTUNEKISS:
  5709. val1 = 10+skilllv+(status->luk/10); // Critical increase
  5710. if(sd)
  5711. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5712. val1*=10; //Because every 10 crit is an actual cri point.
  5713. break;
  5714. case BD_DRUMBATTLEFIELD:
  5715. val1 = (skilllv+1)*25; //Watk increase
  5716. val2 = (skilllv+1)*2; //Def increase
  5717. break;
  5718. case BD_RINGNIBELUNGEN:
  5719. val1 = (skilllv+2)*25; //Watk increase
  5720. break;
  5721. case BD_RICHMANKIM:
  5722. val1 = 25 + 11*skilllv; //Exp increase bonus.
  5723. break;
  5724. case BD_SIEGFRIED:
  5725. val1 = 55 + skilllv*5; //Elemental Resistance
  5726. val2 = skilllv*10; //Status ailment resistance
  5727. break;
  5728. case WE_CALLPARTNER:
  5729. if (sd) val1 = sd->status.partner_id;
  5730. break;
  5731. case WE_CALLPARENT:
  5732. if (sd) {
  5733. val1 = sd->status.father;
  5734. val2 = sd->status.mother;
  5735. }
  5736. break;
  5737. case WE_CALLBABY:
  5738. if (sd) val1 = sd->status.child;
  5739. break;
  5740. case NJ_KAENSIN:
  5741. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  5742. val2 = (skilllv+1)/2 + 4;
  5743. break;
  5744. case NJ_SUITON:
  5745. skill_clear_group(src, 1);
  5746. break;
  5747. case GS_GROUNDDRIFT:
  5748. {
  5749. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  5750. val1 = status->rhw.ele;
  5751. if (!val1)
  5752. val1=element[rand()%5];
  5753. switch (val1)
  5754. {
  5755. case ELE_FIRE:
  5756. subunt++;
  5757. case ELE_WATER:
  5758. subunt++;
  5759. case ELE_POISON:
  5760. subunt++;
  5761. case ELE_DARK:
  5762. subunt++;
  5763. case ELE_WIND:
  5764. break;
  5765. default:
  5766. subunt=rand()%5;
  5767. break;
  5768. }
  5769. break;
  5770. }
  5771. }
  5772. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  5773. group->val1=val1;
  5774. group->val2=val2;
  5775. group->val3=val3;
  5776. group->target_flag=target;
  5777. group->bl_flag= skill_get_unit_bl_target(skillid);
  5778. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  5779. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  5780. 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
  5781. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  5782. if (DIFF_TICK(group->tick, gettick()) > 100)
  5783. active_flag = 0;
  5784. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  5785. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  5786. if (sd)
  5787. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  5788. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  5789. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  5790. }
  5791. for( i = 0; i < layout->count; i++ )
  5792. {
  5793. struct skill_unit *unit;
  5794. int ux = x + layout->dx[i];
  5795. int uy = y + layout->dy[i];
  5796. int val1 = skilllv;
  5797. int val2 = 0;
  5798. int limit = group->limit;
  5799. int alive = 1;
  5800. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  5801. continue; // don't place skill units on walls (except for songs/dances/encores)
  5802. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  5803. continue; // no path between cell and center of casting.
  5804. switch (skillid) {
  5805. case MG_FIREWALL:
  5806. case NJ_KAENSIN:
  5807. val2=group->val2;
  5808. break;
  5809. case WZ_ICEWALL:
  5810. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  5811. break;
  5812. case GS_DESPERADO:
  5813. val1 = abs(layout->dx[i]);
  5814. val2 = abs(layout->dy[i]);
  5815. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  5816. if (val2 > val1) val1 = val2;
  5817. if (val1) val1--;
  5818. val1 = 36 -12*val1;
  5819. } else //Diagonal edges
  5820. val1 = 28 -4*val1 -4*val2;
  5821. if (val1 < 1) val1 = 1;
  5822. val2 = 0;
  5823. break;
  5824. default:
  5825. if (group->state.song_dance&0x1)
  5826. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  5827. break;
  5828. }
  5829. if( range <= 0 )
  5830. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  5831. if( !alive )
  5832. continue;
  5833. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  5834. unit->limit=limit;
  5835. unit->range=range;
  5836. if (skillid == PF_FOGWALL && alive == 2)
  5837. { //Double duration of cells on top of Deluge/Suiton
  5838. unit->limit *= 2;
  5839. group->limit = unit->limit;
  5840. }
  5841. // execute on all targets standing on this cell
  5842. if (range==0 && active_flag)
  5843. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  5844. }
  5845. if (!group->alive_count)
  5846. { //No cells? Something that was blocked completely by Land Protector?
  5847. skill_delunitgroup(src, group);
  5848. return NULL;
  5849. }
  5850. if (group->state.song_dance) {
  5851. if(sd){
  5852. sd->skillid_dance = skillid;
  5853. sd->skilllv_dance = skilllv;
  5854. }
  5855. if (
  5856. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  5857. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  5858. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  5859. )
  5860. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  5861. }
  5862. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  5863. group->val1 = group->alive_count;
  5864. return group;
  5865. }
  5866. /*==========================================
  5867. *
  5868. *------------------------------------------*/
  5869. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  5870. {
  5871. struct skill_unit_group *sg;
  5872. struct block_list *ss;
  5873. struct status_change *sc;
  5874. struct status_change_entry *sce;
  5875. int type,skillid;
  5876. nullpo_retr(0, src);
  5877. nullpo_retr(0, bl);
  5878. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  5879. return 0;
  5880. nullpo_retr(0, sg=src->group);
  5881. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  5882. if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5883. return 0; //AoE skills are ineffective. [Skotlex]
  5884. sc = status_get_sc(bl);
  5885. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  5886. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  5887. type = status_skill2sc(sg->skill_id);
  5888. sce = (sc && type != -1)?sc->data[type]:NULL;
  5889. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  5890. switch (sg->unit_id) {
  5891. case UNT_SAFETYWALL:
  5892. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  5893. if (!sce)
  5894. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  5895. break;
  5896. case UNT_PNEUMA:
  5897. if (!sce)
  5898. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5899. break;
  5900. case UNT_WARP_WAITING:
  5901. if(bl->type==BL_PC){
  5902. struct map_session_data *sd = (struct map_session_data *)bl;
  5903. if((!sd->chatID || battle_config.chat_warpportal)
  5904. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  5905. {
  5906. int x = sg->val2>>16;
  5907. int y = sg->val2&0xffff;
  5908. unsigned short m = sg->val3;
  5909. if( --sg->val1 <= 0 )
  5910. skill_delunitgroup(NULL, sg);
  5911. pc_setpos(sd,m,x,y,3);
  5912. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  5913. }
  5914. } else
  5915. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  5916. {
  5917. int m = map_mapindex2mapid(sg->val3);
  5918. if (m < 0) break; //Map not available on this map-server.
  5919. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  5920. }
  5921. break;
  5922. case UNT_QUAGMIRE:
  5923. if(!sce)
  5924. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5925. break;
  5926. case UNT_VOLCANO:
  5927. case UNT_DELUGE:
  5928. case UNT_VIOLENTGALE:
  5929. if(!sce)
  5930. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  5931. break;
  5932. case UNT_SUITON:
  5933. if(!sce)
  5934. sc_start4(bl,type,100,sg->skill_lv,
  5935. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  5936. 0,0,sg->limit);
  5937. break;
  5938. case UNT_HERMODE:
  5939. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  5940. status_change_clear_buffs(bl,1); //Should dispell only allies.
  5941. case UNT_RICHMANKIM:
  5942. case UNT_ETERNALCHAOS:
  5943. case UNT_DRUMBATTLEFIELD:
  5944. case UNT_RINGNIBELUNGEN:
  5945. case UNT_ROKISWEIL:
  5946. case UNT_INTOABYSS:
  5947. case UNT_SIEGFRIED:
  5948. //Needed to check when a dancer/bard leaves their ensemble area.
  5949. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  5950. return skillid;
  5951. if (!sce)
  5952. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5953. break;
  5954. case UNT_WHISTLE:
  5955. case UNT_ASSASSINCROSS:
  5956. case UNT_POEMBRAGI:
  5957. case UNT_APPLEIDUN:
  5958. case UNT_HUMMING:
  5959. case UNT_DONTFORGETME:
  5960. case UNT_FORTUNEKISS:
  5961. case UNT_SERVICEFORYOU:
  5962. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  5963. return 0;
  5964. if (!sc) return 0;
  5965. if (!sce)
  5966. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5967. else if (sce->val4 == 1) {
  5968. //Readjust timers since the effect will not last long.
  5969. sce->val4 = 0;
  5970. delete_timer(sce->timer, status_change_timer);
  5971. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  5972. }
  5973. break;
  5974. case UNT_FOGWALL:
  5975. if (!sce)
  5976. {
  5977. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  5978. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  5979. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  5980. }
  5981. break;
  5982. case UNT_GRAVITATION:
  5983. if (!sce)
  5984. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  5985. break;
  5986. // officially, icewall has no problems existing on occupied cells [ultramage]
  5987. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  5988. // src->val1 = 0;
  5989. // if(src->limit + sg->tick > tick + 700)
  5990. // src->limit = DIFF_TICK(tick+700,sg->tick);
  5991. // break;
  5992. case UNT_MOONLIT:
  5993. //Knockback out of area if affected char isn't in Moonlit effect
  5994. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  5995. break;
  5996. if (ss == bl) //Also needed to prevent infinite loop crash.
  5997. break;
  5998. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  5999. break;
  6000. }
  6001. return skillid;
  6002. }
  6003. /*==========================================
  6004. *
  6005. *------------------------------------------*/
  6006. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6007. {
  6008. struct skill_unit_group *sg;
  6009. struct block_list *ss;
  6010. TBL_PC* sd;
  6011. TBL_PC* tsd;
  6012. struct status_data *tstatus, *sstatus;
  6013. struct status_change *tsc, *sc;
  6014. struct skill_unit_group_tickset *ts;
  6015. int type, skillid;
  6016. int diff=0;
  6017. nullpo_retr(0, src);
  6018. nullpo_retr(0, bl);
  6019. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6020. return 0;
  6021. nullpo_retr(0, sg=src->group);
  6022. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6023. sd = BL_CAST(BL_PC, ss);
  6024. tsd = BL_CAST(BL_PC, bl);
  6025. tsc = status_get_sc(bl);
  6026. tstatus = status_get_status_data(bl);
  6027. if (sg->state.magic_power) //For magic power.
  6028. {
  6029. sc = status_get_sc(ss);
  6030. sstatus = status_get_status_data(ss);
  6031. } else {
  6032. sc = NULL;
  6033. sstatus = NULL;
  6034. }
  6035. type = status_skill2sc(sg->skill_id);
  6036. skillid = sg->skill_id;
  6037. if (sg->interval == -1) {
  6038. switch (sg->unit_id) {
  6039. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6040. case UNT_SPIDERWEB:
  6041. case UNT_FIREPILLAR_ACTIVE:
  6042. return 0;
  6043. default:
  6044. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6045. return 0;
  6046. }
  6047. }
  6048. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6049. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6050. diff = DIFF_TICK(tick,ts->tick);
  6051. if (diff < 0)
  6052. return 0;
  6053. ts->tick = tick+sg->interval;
  6054. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6055. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6056. }
  6057. //Temporarily set magic power to have it take effect. [Skotlex]
  6058. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6059. { //Store previous values.
  6060. swap(sstatus->matk_min, sc->mp_matk_min);
  6061. swap(sstatus->matk_max, sc->mp_matk_max);
  6062. //Note to NOT return from the function until this is unset!
  6063. }
  6064. switch (sg->unit_id)
  6065. {
  6066. case UNT_FIREWALL:
  6067. case UNT_KAENSIN:
  6068. {
  6069. int count=0;
  6070. const int x = bl->x, y = bl->y;
  6071. //Take into account these hit more times than the timer interval can handle.
  6072. do
  6073. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6074. while(--src->val2 && x == bl->x && y == bl->y &&
  6075. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6076. if (src->val2<=0)
  6077. skill_delunit(src);
  6078. }
  6079. break;
  6080. case UNT_SANCTUARY:
  6081. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6082. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6083. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6084. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6085. // reduce healing count if this was meant for damaging [hekate]
  6086. sg->val1 -= 2;
  6087. } else {
  6088. int heal = sg->val2;
  6089. if (tstatus->hp >= tstatus->max_hp)
  6090. break;
  6091. if( tsc )
  6092. {
  6093. if( tsc->data[SC_INCHEALRATE] )
  6094. heal += heal * tsc->data[SC_INCHEALRATE]->val1 / 100;
  6095. if( tsc->data[SC_CRITICALWOUND] )
  6096. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6097. }
  6098. if (status_isimmune(bl))
  6099. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6100. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6101. status_heal(bl, heal, 0, 0);
  6102. if (diff >= 500)
  6103. sg->val1--;
  6104. }
  6105. if (sg->val1 <= 0)
  6106. skill_delunitgroup(NULL,sg);
  6107. break;
  6108. case UNT_EVILLAND:
  6109. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6110. { //Damage enemies
  6111. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6112. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6113. } else {
  6114. int heal = sg->val2;
  6115. if (tstatus->hp >= tstatus->max_hp)
  6116. break;
  6117. if (tsc && tsc->data[SC_CRITICALWOUND])
  6118. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6119. if (status_isimmune(bl))
  6120. heal = 0;
  6121. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6122. status_heal(bl, heal, 0, 0);
  6123. }
  6124. break;
  6125. case UNT_MAGNUS:
  6126. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6127. break;
  6128. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6129. break;
  6130. case UNT_ATTACK_SKILLS:
  6131. switch (sg->skill_id)
  6132. {
  6133. case SG_SUN_WARM: //SG skills [Komurka]
  6134. case SG_MOON_WARM:
  6135. case SG_STAR_WARM:
  6136. {
  6137. int count = 0;
  6138. const int x = bl->x, y = bl->y;
  6139. //If target isn't knocked back it should hit every 20ms [Playtester]
  6140. do
  6141. {
  6142. if( bl->type == BL_PC )
  6143. status_zap(bl, 0, 15); // sp damage to players
  6144. else // mobs
  6145. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6146. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6147. else { //should end when out of sp.
  6148. sg->limit = DIFF_TICK(tick,sg->tick);
  6149. break;
  6150. }
  6151. } while( x == bl->x && y == bl->y &&
  6152. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6153. }
  6154. break;
  6155. case WZ_STORMGUST:
  6156. if (tsc)
  6157. { //Reset hit counter when under new storm gust.
  6158. if (tsc->sg_id != sg->group_id) {
  6159. tsc->sg_id = sg->group_id;
  6160. tsc->sg_counter = 0;
  6161. }
  6162. tsc->sg_counter++; //SG hit counter.
  6163. }
  6164. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6165. tsc->sg_counter=0; //Attack absorbed.
  6166. break;
  6167. default:
  6168. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6169. }
  6170. break;
  6171. case UNT_FIREPILLAR_WAITING:
  6172. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6173. skill_delunit(src);
  6174. break;
  6175. case UNT_SKIDTRAP:
  6176. {
  6177. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6178. sg->unit_id = UNT_USED_TRAPS;
  6179. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6180. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6181. }
  6182. break;
  6183. case UNT_SPIDERWEB:
  6184. case UNT_ANKLESNARE:
  6185. if(sg->val2==0 && tsc){
  6186. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6187. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6188. {
  6189. struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6190. if (td) sec = DIFF_TICK(td->tick, tick);
  6191. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6192. clif_fixpos(bl);
  6193. sg->val2=bl->id;
  6194. } else
  6195. sec = 3000; //Couldn't trap it?
  6196. if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
  6197. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6198. sg->interval = -1;
  6199. src->range = 0;
  6200. }
  6201. break;
  6202. case UNT_VENOMDUST:
  6203. if(tsc && !tsc->data[type])
  6204. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6205. break;
  6206. case UNT_LANDMINE:
  6207. case UNT_CLAYMORETRAP:
  6208. case UNT_BLASTMINE:
  6209. case UNT_SHOCKWAVE:
  6210. case UNT_SANDMAN:
  6211. case UNT_FLASHER:
  6212. case UNT_FREEZINGTRAP:
  6213. case UNT_FIREPILLAR_ACTIVE:
  6214. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6215. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6216. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6217. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6218. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6219. break;
  6220. case UNT_TALKIEBOX:
  6221. if (sg->src_id == bl->id)
  6222. break;
  6223. if (sg->val2 == 0){
  6224. clif_talkiebox(&src->bl, sg->valstr);
  6225. sg->unit_id = UNT_USED_TRAPS;
  6226. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6227. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6228. sg->val2 = -1;
  6229. }
  6230. break;
  6231. case UNT_LULLABY:
  6232. if (ss->id == bl->id)
  6233. break;
  6234. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6235. break;
  6236. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6237. if (ss->id != bl->id)
  6238. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6239. break;
  6240. case UNT_DISSONANCE:
  6241. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6242. break;
  6243. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6244. {
  6245. int heal;
  6246. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6247. break; // affects self only when soullinked
  6248. heal = sg->val2;
  6249. if(tsc && tsc->data[SC_CRITICALWOUND])
  6250. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6251. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6252. status_heal(bl, heal, 0, 0);
  6253. break;
  6254. }
  6255. case UNT_TATAMIGAESHI:
  6256. case UNT_DEMONSTRATION:
  6257. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6258. break;
  6259. case UNT_GOSPEL:
  6260. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6261. break;
  6262. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6263. { // Support Effect only on party, not guild
  6264. int i = rand()%13; // Positive buff count
  6265. type = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6266. switch (i)
  6267. {
  6268. case 0: // Heal 1~9999 HP
  6269. type = rand() %9999+1;
  6270. clif_skill_nodamage(ss,bl,AL_HEAL,type,1);
  6271. status_heal(bl,type,0,0);
  6272. break;
  6273. case 1: // End all negative status
  6274. status_change_clear_buffs(bl,2);
  6275. if (tsd) clif_gospel_info(tsd, 0x15);
  6276. break;
  6277. case 2: // Immunity to all status
  6278. sc_start(bl,SC_SCRESIST,100,100,type);
  6279. if (tsd) clif_gospel_info(tsd, 0x16);
  6280. break;
  6281. case 3: // MaxHP +100%
  6282. sc_start(bl,SC_INCMHPRATE,100,100,type);
  6283. if (tsd) clif_gospel_info(tsd, 0x17);
  6284. break;
  6285. case 4: // MaxSP +100%
  6286. sc_start(bl,SC_INCMSPRATE,100,100,type);
  6287. if (tsd) clif_gospel_info(tsd, 0x18);
  6288. break;
  6289. case 5: // All stats +20
  6290. sc_start(bl,SC_INCALLSTATUS,100,20,type);
  6291. if (tsd) clif_gospel_info(tsd, 0x19);
  6292. break;
  6293. case 6: // Level 10 Blessing
  6294. sc_start(bl,SC_BLESSING,100,10,type);
  6295. break;
  6296. case 7: // Level 10 Increase AGI
  6297. sc_start(bl,SC_INCREASEAGI,100,10,type);
  6298. break;
  6299. case 8: // Enchant weapon with Holy element
  6300. sc_start(bl,SC_ASPERSIO,100,1,type);
  6301. if (tsd) clif_gospel_info(tsd, 0x1c);
  6302. break;
  6303. case 9: // Enchant armor with Holy element
  6304. sc_start(bl,SC_BENEDICTIO,100,1,type);
  6305. if (tsd) clif_gospel_info(tsd, 0x1d);
  6306. break;
  6307. case 10: // DEF +25%
  6308. sc_start(bl,SC_INCDEFRATE,100,25,type);
  6309. if (tsd) clif_gospel_info(tsd, 0x1e);
  6310. break;
  6311. case 11: // ATK +100%
  6312. sc_start(bl,SC_INCATKRATE,100,100,type);
  6313. if (tsd) clif_gospel_info(tsd, 0x1f);
  6314. break;
  6315. case 12: // HIT/Flee +50
  6316. sc_start(bl,SC_INCHIT,100,50,type);
  6317. sc_start(bl,SC_INCFLEE,100,50,type);
  6318. if (tsd) clif_gospel_info(tsd, 0x20);
  6319. break;
  6320. }
  6321. }
  6322. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6323. { // Offensive Effect
  6324. int i = rand()%9; // Negative buff count
  6325. type = skill_get_time2(sg->skill_id, sg->skill_lv);
  6326. switch (i)
  6327. {
  6328. case 0: // Deal 1~9999 damage
  6329. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6330. break;
  6331. case 1: // Curse
  6332. sc_start(bl,SC_CURSE,100,1,type);
  6333. break;
  6334. case 2: // Blind
  6335. sc_start(bl,SC_BLIND,100,1,type);
  6336. break;
  6337. case 3: // Poison
  6338. sc_start(bl,SC_POISON,100,1,type);
  6339. break;
  6340. case 4: // Level 10 Provoke
  6341. sc_start(bl,SC_PROVOKE,100,10,type);
  6342. break;
  6343. case 5: // DEF -100%
  6344. sc_start(bl,SC_INCDEFRATE,100,-100,type);
  6345. break;
  6346. case 6: // ATK -100%
  6347. sc_start(bl,SC_INCATKRATE,100,-100,type);
  6348. break;
  6349. case 7: // Flee -100%
  6350. sc_start(bl,SC_INCFLEERATE,100,-100,type);
  6351. break;
  6352. case 8: // Speed/ASPD -25%
  6353. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,type);
  6354. break;
  6355. }
  6356. }
  6357. break;
  6358. case UNT_GRAVITATION:
  6359. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6360. break;
  6361. case UNT_DESPERADO:
  6362. if (rand()%100 < src->val1)
  6363. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6364. break;
  6365. case UNT_GROUNDDRIFT_WIND:
  6366. case UNT_GROUNDDRIFT_DARK:
  6367. case UNT_GROUNDDRIFT_POISON:
  6368. case UNT_GROUNDDRIFT_WATER:
  6369. case UNT_GROUNDDRIFT_FIRE:
  6370. map_foreachinrange(skill_trap_splash,&src->bl,
  6371. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6372. &src->bl,tick);
  6373. sg->unit_id = UNT_USED_TRAPS;
  6374. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6375. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6376. break;
  6377. }
  6378. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6379. { //Unset magic power.
  6380. swap(sstatus->matk_min, sc->mp_matk_min);
  6381. swap(sstatus->matk_max, sc->mp_matk_max);
  6382. }
  6383. if (bl->type == BL_MOB && ss != bl)
  6384. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6385. return skillid;
  6386. }
  6387. /*==========================================
  6388. * Triggered when a char steps out of a skill cell
  6389. *------------------------------------------*/
  6390. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6391. {
  6392. struct skill_unit_group *sg;
  6393. struct status_change *sc;
  6394. struct status_change_entry *sce;
  6395. int type;
  6396. nullpo_retr(0, src);
  6397. nullpo_retr(0, bl);
  6398. nullpo_retr(0, sg=src->group);
  6399. sc = status_get_sc(bl);
  6400. type = status_skill2sc(sg->skill_id);
  6401. sce = (sc && type != -1)?sc->data[type]:NULL;
  6402. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6403. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6404. return 0;
  6405. switch(sg->unit_id){
  6406. case UNT_SAFETYWALL:
  6407. case UNT_PNEUMA:
  6408. if (sce)
  6409. status_change_end(bl,type,-1);
  6410. break;
  6411. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6412. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  6413. status_change_end(bl,type,-1);
  6414. break;
  6415. case UNT_SPIDERWEB:
  6416. {
  6417. struct block_list *target = map_id2bl(sg->val2);
  6418. if (target && target==bl)
  6419. {
  6420. if (sce && sce->val2 == sg->group_id)
  6421. status_change_end(bl,type,-1);
  6422. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6423. }
  6424. break;
  6425. }
  6426. }
  6427. return sg->skill_id;
  6428. }
  6429. /*==========================================
  6430. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  6431. *------------------------------------------*/
  6432. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6433. {
  6434. struct status_change *sc;
  6435. struct status_change_entry *sce;
  6436. int type;
  6437. sc = status_get_sc(bl);
  6438. if (sc && !sc->count)
  6439. sc = NULL;
  6440. type = status_skill2sc(skill_id);
  6441. sce = (sc && type != -1)?sc->data[type]:NULL;
  6442. switch (skill_id)
  6443. {
  6444. case WZ_QUAGMIRE:
  6445. if (bl->type==BL_MOB)
  6446. break;
  6447. if (sce)
  6448. status_change_end(bl, type, -1);
  6449. break;
  6450. case BD_LULLABY:
  6451. case BD_RICHMANKIM:
  6452. case BD_ETERNALCHAOS:
  6453. case BD_DRUMBATTLEFIELD:
  6454. case BD_RINGNIBELUNGEN:
  6455. case BD_ROKISWEIL:
  6456. case BD_INTOABYSS:
  6457. case BD_SIEGFRIED:
  6458. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  6459. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6460. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6461. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6462. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6463. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6464. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6465. skill_stop_dancing(bl);
  6466. }
  6467. case MG_SAFETYWALL:
  6468. case AL_PNEUMA:
  6469. case SA_VOLCANO:
  6470. case SA_DELUGE:
  6471. case SA_VIOLENTGALE:
  6472. case CG_HERMODE:
  6473. case HW_GRAVITATION:
  6474. case NJ_SUITON:
  6475. if (sce)
  6476. status_change_end(bl, type, -1);
  6477. break;
  6478. case BA_POEMBRAGI:
  6479. case BA_WHISTLE:
  6480. case BA_ASSASSINCROSS:
  6481. case BA_APPLEIDUN:
  6482. case DC_HUMMING:
  6483. case DC_DONTFORGETME:
  6484. case DC_FORTUNEKISS:
  6485. case DC_SERVICEFORYOU:
  6486. if (sce)
  6487. {
  6488. delete_timer(sce->timer, status_change_timer);
  6489. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6490. //not possible on our current implementation.
  6491. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6492. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6493. }
  6494. break;
  6495. case PF_FOGWALL:
  6496. if (sce)
  6497. {
  6498. status_change_end(bl,type,-1);
  6499. if ((sce=sc->data[SC_BLIND]))
  6500. {
  6501. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6502. status_change_end(bl, SC_BLIND, -1);
  6503. else {
  6504. delete_timer(sce->timer, status_change_timer);
  6505. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6506. }
  6507. }
  6508. }
  6509. break;
  6510. }
  6511. return skill_id;
  6512. }
  6513. /*==========================================
  6514. * Invoked when a unit cell has been placed/removed/deleted.
  6515. * flag values:
  6516. * flag&1: Invoke onplace function (otherwise invoke onout)
  6517. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6518. *------------------------------------------*/
  6519. static int skill_unit_effect (struct block_list* bl, va_list ap)
  6520. {
  6521. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  6522. struct skill_unit_group* group = unit->group;
  6523. unsigned int tick = va_arg(ap,unsigned int);
  6524. unsigned int flag = va_arg(ap,unsigned int);
  6525. int skill_id;
  6526. bool dissonance;
  6527. if( !unit->alive || bl->prev == NULL )
  6528. return 0;
  6529. nullpo_retr(0, group);
  6530. dissonance = skill_dance_switch(unit, 0);
  6531. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6532. skill_id = group->skill_id;
  6533. //Target-type check.
  6534. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  6535. {
  6536. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  6537. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6538. }
  6539. else
  6540. {
  6541. if( flag&1 )
  6542. skill_unit_onplace(unit,bl,tick);
  6543. else
  6544. skill_unit_onout(unit,bl,tick);
  6545. if( flag&4 )
  6546. skill_unit_onleft(skill_id, bl, tick);
  6547. }
  6548. if( dissonance ) skill_dance_switch(unit, 1);
  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.data[SC_SILENCE] || 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])
  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 && sd->sc.data[SC_DANCING] && (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. char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete
  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 = sd->state.abra_flag = 0;
  6753. }
  6754. return 1;
  6755. }
  6756. }
  6757. if (sd->menuskill_id == AM_PHARMACY &&
  6758. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6759. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6760. )) {
  6761. sd->skillitem = sd->skillitemlv = 0;
  6762. return 0;
  6763. }
  6764. if(sd->skillitem == skill) {
  6765. if(!type) //When a target was selected
  6766. { //Consume items that were skipped in pc_use_item [Skotlex]
  6767. if((i = sd->itemindex) == -1 ||
  6768. sd->status.inventory[i].nameid != sd->itemid ||
  6769. sd->inventory_data[i] == NULL ||
  6770. !sd->inventory_data[i]->flag.delay_consume ||
  6771. sd->status.inventory[i].amount < 1
  6772. )
  6773. { //Something went wrong, item exploit?
  6774. sd->itemid = sd->itemindex = -1;
  6775. return 0;
  6776. }
  6777. //Consume
  6778. sd->itemid = sd->itemindex = -1;
  6779. if(skill == WZ_EARTHSPIKE && sc &&
  6780. sc->data[SC_TKREST] && rand()%100 > sc->data[SC_TKREST]->val2) // [marquis007]
  6781. ; //Do not consume item.
  6782. else
  6783. pc_delitem(sd,i,1,0);
  6784. }
  6785. if (type&1) //Casting finished
  6786. sd->skillitem = sd->skillitemlv = 0;
  6787. return 1;
  6788. }
  6789. //Code speedup, rather than using skill_get_* over and over again.
  6790. j = skill_get_index(skill);
  6791. if( j == 0 ) // invalid skill id
  6792. return 0;
  6793. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  6794. return 0;
  6795. hp = skill_db[j].hp[lv-1];
  6796. sp = skill_db[j].sp[lv-1];
  6797. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  6798. sp=sp/2;
  6799. hp_rate = skill_db[j].hp_rate[lv-1];
  6800. sp_rate = skill_db[j].sp_rate[lv-1];
  6801. zeny = skill_db[j].zeny[lv-1];
  6802. weapon = skill_db[j].weapon;
  6803. ammo = skill_db[j].ammo;
  6804. ammo_qty = skill_db[j].ammo_qty[lv-1];
  6805. state = skill_db[j].state;
  6806. spiritball = skill_db[j].spiritball[lv-1];
  6807. mhp = skill_db[j].mhp[lv-1];
  6808. for(i = 0; i < 10; i++) {
  6809. itemid[i] = skill_db[j].itemid[i];
  6810. amount[i] = skill_db[j].amount[i];
  6811. }
  6812. if(mhp > 0 && status_calc_life(status->hp, status->max_hp) > mhp) {
  6813. //mhp is the max-hp-requirement, that is,
  6814. //you must have this % or less of HP to cast it.
  6815. clif_skill_fail(sd,skill,2,0);
  6816. return 0;
  6817. }
  6818. if(hp_rate > 0)
  6819. hp += (status->hp * hp_rate)/100;
  6820. else
  6821. hp += (status->max_hp * (-hp_rate))/100;
  6822. if(sp_rate > 0)
  6823. sp += (status->sp * sp_rate)/100;
  6824. else
  6825. sp += (status->max_sp * (-sp_rate))/100;
  6826. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  6827. { //Assume this skill is using the weapon, therefore it requires arrows.
  6828. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  6829. ammo_qty = 1;
  6830. }
  6831. //Can only update state when weapon/arrow info is checked.
  6832. if (weapon) sd->state.arrow_atk = ammo?1:0;
  6833. switch(skill) { // Check for cost reductions due to skills & SCs
  6834. case MC_MAMMONITE:
  6835. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  6836. zeny -= zeny*10/100;
  6837. break;
  6838. case AL_HOLYLIGHT:
  6839. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  6840. sp *= 5;
  6841. break;
  6842. case SL_SMA:
  6843. case SL_STUN:
  6844. case SL_STIN:
  6845. {
  6846. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  6847. if(kaina_lv==0 || sd->status.base_level<70)
  6848. break;
  6849. if(sd->status.base_level>=90)
  6850. sp -= sp*7*kaina_lv/100;
  6851. else if(sd->status.base_level>=80)
  6852. sp -= sp*5*kaina_lv/100;
  6853. else if(sd->status.base_level>=70)
  6854. sp -= sp*3*kaina_lv/100;
  6855. }
  6856. break;
  6857. case MO_TRIPLEATTACK:
  6858. case MO_CHAINCOMBO:
  6859. case MO_COMBOFINISH:
  6860. case CH_TIGERFIST:
  6861. case CH_CHAINCRUSH:
  6862. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  6863. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  6864. break;
  6865. }
  6866. if(sd->dsprate!=100)
  6867. sp=sp*sd->dsprate/100;
  6868. // perform skill-specific checks (and actions)
  6869. switch( skill )
  6870. {
  6871. case SA_CASTCANCEL:
  6872. if(sd->ud.skilltimer == -1) {
  6873. clif_skill_fail(sd,skill,0,0);
  6874. return 0;
  6875. }
  6876. break;
  6877. case BS_MAXIMIZE:
  6878. case NV_TRICKDEAD:
  6879. case TF_HIDING:
  6880. case AS_CLOAKING:
  6881. case CR_AUTOGUARD:
  6882. case CR_DEFENDER:
  6883. case ST_CHASEWALK:
  6884. case PA_GOSPEL:
  6885. case CR_SHRINK:
  6886. case TK_RUN:
  6887. case GS_GATLINGFEVER:
  6888. if(sc && sc->data[status_skill2sc(skill)])
  6889. return 1; //Allow turning off.
  6890. break;
  6891. case AL_WARP:
  6892. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  6893. item_flag = 1;
  6894. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  6895. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  6896. return 0;
  6897. }
  6898. break;
  6899. case MO_CALLSPIRITS:
  6900. if(sd->spiritball >= lv) {
  6901. clif_skill_fail(sd,skill,0,0);
  6902. return 0;
  6903. }
  6904. break;
  6905. case MO_FINGEROFFENSIVE: //謖�シセ
  6906. case GS_FLING:
  6907. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  6908. spiritball = sd->spiritball;
  6909. sd->spiritball_old = sd->spiritball;
  6910. }
  6911. else sd->spiritball_old = spiritball;
  6912. break;
  6913. case MO_BODYRELOCATION:
  6914. if (sc && sc->data[SC_EXPLOSIONSPIRITS])
  6915. spiritball = 0;
  6916. break;
  6917. case MO_CHAINCOMBO:
  6918. if(!sc)
  6919. return 0;
  6920. if(sc->data[SC_BLADESTOP])
  6921. break;
  6922. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  6923. break;
  6924. return 0;
  6925. case MO_COMBOFINISH:
  6926. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  6927. return 0;
  6928. break;
  6929. case CH_TIGERFIST:
  6930. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  6931. return 0;
  6932. break;
  6933. case CH_CHAINCRUSH:
  6934. if(!(sc && sc->data[SC_COMBO]))
  6935. return 0;
  6936. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  6937. return 0;
  6938. break;
  6939. case MO_EXTREMITYFIST:
  6940. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  6941. // return 0;
  6942. if(sc && sc->data[SC_BLADESTOP])
  6943. spiritball--;
  6944. else if (sc && sc->data[SC_COMBO]) {
  6945. switch(sc->data[SC_COMBO]->val1) {
  6946. case MO_COMBOFINISH:
  6947. spiritball = 4;
  6948. break;
  6949. case CH_TIGERFIST:
  6950. spiritball = 3;
  6951. break;
  6952. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  6953. spiritball = sd->spiritball?sd->spiritball:1;
  6954. break;
  6955. default:
  6956. return 0;
  6957. }
  6958. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  6959. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  6960. clif_skill_fail(sd,skill,0,0);
  6961. return 0;
  6962. }
  6963. break;
  6964. case TK_MISSION: //Does not works on Non-Taekwon
  6965. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  6966. clif_skill_fail(sd,skill,0,0);
  6967. return 0;
  6968. }
  6969. break;
  6970. case TK_READYCOUNTER:
  6971. case TK_READYDOWN:
  6972. case TK_READYSTORM:
  6973. case TK_READYTURN:
  6974. if(sc && sc->data[status_skill2sc(skill)])
  6975. return 1; //Enable disabling them regardless of who you are.
  6976. case TK_JUMPKICK:
  6977. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  6978. //They do not work on Soul Linkers.
  6979. clif_skill_fail(sd,skill,0,0);
  6980. return 0;
  6981. }
  6982. break;
  6983. case TK_TURNKICK:
  6984. case TK_STORMKICK:
  6985. case TK_DOWNKICK:
  6986. case TK_COUNTER:
  6987. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6988. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  6989. if(!(sc && sc->data[SC_COMBO]))
  6990. return 0; //Combo needs to be ready
  6991. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  6992. { //Unlimited Combo
  6993. if (skill == sd->skillid_old) {
  6994. status_change_end(&sd->bl, SC_COMBO, -1);
  6995. sd->skillid_old = sd->skilllv_old = 0;
  6996. return 0; //Can't repeat previous combo skill.
  6997. }
  6998. break;
  6999. } else
  7000. if(sc->data[SC_COMBO]->val1 == skill)
  7001. break; //Combo ready.
  7002. //Cancel combo wait.
  7003. unit_cancel_combo(&sd->bl);
  7004. return 0;
  7005. case BD_ADAPTATION:
  7006. {
  7007. int time;
  7008. if(!(sc && sc->data[SC_DANCING]))
  7009. {
  7010. clif_skill_fail(sd,skill,0,0);
  7011. return 0;
  7012. }
  7013. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7014. if (skill_get_time(
  7015. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7016. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7017. - time <= skill_get_time2(skill,lv))
  7018. {
  7019. clif_skill_fail(sd,skill,0,0);
  7020. return 0;
  7021. }
  7022. }
  7023. break;
  7024. case PR_BENEDICTIO:
  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 this on cast-ending. [Skotlex]
  7035. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7036. break;
  7037. case AM_CANNIBALIZE:
  7038. case AM_SPHEREMINE:
  7039. if(type&1){
  7040. int c=0;
  7041. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7042. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7043. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7044. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7045. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7046. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7047. if(c >= maxcount ||
  7048. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7049. { //Fails when: exceed max limit. There are other plant types already out.
  7050. clif_skill_fail(sd,skill,0,0);
  7051. return 0;
  7052. }
  7053. }
  7054. }
  7055. break;
  7056. case WZ_FIREPILLAR: // celest
  7057. if (lv <= 5) // no gems required at level 1-5
  7058. itemid[0] = 0;
  7059. break;
  7060. case SL_SMA:
  7061. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7062. if(!(sc && sc->data[SC_SMA]))
  7063. return 0;
  7064. break;
  7065. case HT_POWER:
  7066. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7067. return 0;
  7068. break;
  7069. case AM_BERSERKPITCHER:
  7070. case AM_POTIONPITCHER:
  7071. case CR_SLIMPITCHER:
  7072. case MG_STONECURSE:
  7073. case CR_CULTIVATION:
  7074. case SA_FLAMELAUNCHER:
  7075. case SA_FROSTWEAPON:
  7076. case SA_LIGHTNINGLOADER:
  7077. case SA_SEISMICWEAPON:
  7078. item_flag = 1;
  7079. break;
  7080. case SA_DELUGE:
  7081. case SA_VOLCANO:
  7082. case SA_VIOLENTGALE:
  7083. { //Does not consumes if the skill is already active. [Skotlex]
  7084. struct skill_unit_group *sg;
  7085. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7086. (
  7087. sg->skill_id == SA_VOLCANO ||
  7088. sg->skill_id == SA_DELUGE ||
  7089. sg->skill_id == SA_VIOLENTGALE
  7090. )) {
  7091. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7092. item_flag = 0;
  7093. else
  7094. sg->limit = 0; //Disable it.
  7095. }
  7096. break;
  7097. }
  7098. case CG_HERMODE:
  7099. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7100. {
  7101. clif_skill_fail(sd,skill,0,0);
  7102. return 0;
  7103. }
  7104. break;
  7105. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7106. {
  7107. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7108. int size = range*2+1;
  7109. for (i=0;i<size*size;i++) {
  7110. x = sd->bl.x+(i%size-range);
  7111. y = sd->bl.y+(i/size-range);
  7112. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7113. clif_skill_fail(sd,skill,0,0);
  7114. return 0;
  7115. }
  7116. }
  7117. }
  7118. break;
  7119. case PR_REDEMPTIO:
  7120. {
  7121. int exp;
  7122. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7123. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7124. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7125. return 0;
  7126. }
  7127. break;
  7128. }
  7129. case AM_TWILIGHT2:
  7130. case AM_TWILIGHT3:
  7131. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7132. {
  7133. clif_skill_fail(sd,skill,0,0);
  7134. return 0;
  7135. }
  7136. break;
  7137. case SG_SUN_WARM:
  7138. case SG_MOON_WARM:
  7139. case SG_STAR_WARM:
  7140. if (sc && sc->data[SC_MIRACLE])
  7141. break;
  7142. i = skill-SG_SUN_WARM;
  7143. if (sd->bl.m == sd->feel_map[i].m)
  7144. break;
  7145. clif_skill_fail(sd,skill,0,0);
  7146. return 0;
  7147. break;
  7148. case SG_SUN_COMFORT:
  7149. case SG_MOON_COMFORT:
  7150. case SG_STAR_COMFORT:
  7151. if (sc && sc->data[SC_MIRACLE])
  7152. break;
  7153. i = skill-SG_SUN_COMFORT;
  7154. if (sd->bl.m == sd->feel_map[i].m &&
  7155. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7156. break;
  7157. clif_skill_fail(sd,skill,0,0);
  7158. return 0;
  7159. case SG_FUSION:
  7160. if (sc && sc->data[SC_FUSION])
  7161. return 1;
  7162. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7163. break;
  7164. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7165. if(sp>0 && type&1)
  7166. {
  7167. if (status->sp < (unsigned int)sp)
  7168. clif_skill_fail(sd,skill,1,0);
  7169. else
  7170. status_zap(&sd->bl, 0, sp);
  7171. }
  7172. return 0;
  7173. case GD_BATTLEORDER:
  7174. case GD_REGENERATION:
  7175. case GD_RESTORE:
  7176. if (!map_flag_gvg(sd->bl.m)) {
  7177. clif_skill_fail(sd,skill,0,0);
  7178. return 0;
  7179. }
  7180. case GD_EMERGENCYCALL:
  7181. // other checks were already done in skillnotok()
  7182. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7183. return 0;
  7184. break;
  7185. case GS_GLITTERING:
  7186. if(sd->spiritball >= 10) {
  7187. clif_skill_fail(sd,skill,0,0);
  7188. return 0;
  7189. }
  7190. break;
  7191. case NJ_ISSEN:
  7192. if (status->hp < 2) {
  7193. clif_skill_fail(sd,skill,0,0);
  7194. return 0;
  7195. }
  7196. case NJ_BUNSINJYUTSU:
  7197. if (!(sc && sc->data[SC_NEN])) {
  7198. clif_skill_fail(sd,skill,0,0);
  7199. return 0;
  7200. }
  7201. break;
  7202. case NJ_ZENYNAGE:
  7203. if(sd->status.zeny < zeny) {
  7204. clif_skill_fail(sd,skill,5,0);
  7205. return 0;
  7206. }
  7207. zeny = 0; //Zeny is reduced on skill_attack.
  7208. break;
  7209. case PF_HPCONVERSION:
  7210. if (status->sp == status->max_sp)
  7211. return 0; //Unusable when at full SP.
  7212. break;
  7213. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7214. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7215. clif_skill_fail(sd,skill,0,0);
  7216. return 0;
  7217. }
  7218. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7219. item_flag = 0;
  7220. break;
  7221. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7222. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7223. {
  7224. clif_skill_fail(sd,skill,0,0);
  7225. return 0;
  7226. }
  7227. break;
  7228. }
  7229. if(!(type&2)){
  7230. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7231. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7232. return 0;
  7233. }
  7234. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7235. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7236. return 0;
  7237. }
  7238. if(zeny>0 && sd->status.zeny < zeny) {
  7239. clif_skill_fail(sd,skill,5,0);
  7240. return 0;
  7241. }
  7242. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7243. clif_skill_fail(sd,skill,6,0);
  7244. return 0;
  7245. }
  7246. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7247. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7248. !sd->inventory_data[i] ||
  7249. sd->status.inventory[i].amount < ammo_qty
  7250. ) {
  7251. clif_arrow_fail(sd,0);
  7252. return 0;
  7253. }
  7254. if (!(ammo&1<<sd->inventory_data[i]->look))
  7255. { //Ammo type check. Send the "wrong weapon type" message
  7256. //which is the closest we have to wrong ammo type. [Skotlex]
  7257. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7258. //clif_skill_fail(sd,skill,6,0);
  7259. return 0;
  7260. }
  7261. }
  7262. if( spiritball > 0 && sd->spiritball < spiritball) {
  7263. clif_skill_fail(sd,skill,0,0);
  7264. return 0;
  7265. }
  7266. }
  7267. switch(state) {
  7268. case ST_HIDING:
  7269. if(!(sc && sc->option&OPTION_HIDE)) {
  7270. clif_skill_fail(sd,skill,0,0);
  7271. return 0;
  7272. }
  7273. break;
  7274. case ST_CLOAKING:
  7275. if(!pc_iscloaking(sd)) {
  7276. clif_skill_fail(sd,skill,0,0);
  7277. return 0;
  7278. }
  7279. break;
  7280. case ST_HIDDEN:
  7281. if(!pc_ishiding(sd)) {
  7282. clif_skill_fail(sd,skill,0,0);
  7283. return 0;
  7284. }
  7285. break;
  7286. case ST_RIDING:
  7287. if(!pc_isriding(sd)) {
  7288. clif_skill_fail(sd,skill,0,0);
  7289. return 0;
  7290. }
  7291. break;
  7292. case ST_FALCON:
  7293. if(!pc_isfalcon(sd)) {
  7294. clif_skill_fail(sd,skill,0,0);
  7295. return 0;
  7296. }
  7297. break;
  7298. case ST_CARTBOOST:
  7299. if(!(sc && sc->data[SC_CARTBOOST])) {
  7300. clif_skill_fail(sd,skill,0,0);
  7301. return 0;
  7302. }
  7303. case ST_CART:
  7304. if(!pc_iscarton(sd)) {
  7305. clif_skill_fail(sd,skill,0,0);
  7306. return 0;
  7307. }
  7308. break;
  7309. case ST_SHIELD:
  7310. if(sd->status.shield <= 0) {
  7311. clif_skill_fail(sd,skill,0,0);
  7312. return 0;
  7313. }
  7314. break;
  7315. case ST_SIGHT:
  7316. if(!(sc && sc->data[SC_SIGHT])) {
  7317. clif_skill_fail(sd,skill,0,0);
  7318. return 0;
  7319. }
  7320. break;
  7321. case ST_EXPLOSIONSPIRITS:
  7322. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7323. clif_skill_fail(sd,skill,0,0);
  7324. return 0;
  7325. }
  7326. break;
  7327. case ST_RECOV_WEIGHT_RATE:
  7328. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7329. clif_skill_fail(sd,skill,0,0);
  7330. return 0;
  7331. }
  7332. break;
  7333. case ST_MOVE_ENABLE:
  7334. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7335. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7336. if (!unit_can_move(&sd->bl)) {
  7337. clif_skill_fail(sd,skill,0,0);
  7338. return 0;
  7339. }
  7340. break;
  7341. case ST_WATER:
  7342. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7343. break;
  7344. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7345. break;
  7346. clif_skill_fail(sd,skill,0,0);
  7347. return 0;
  7348. }
  7349. if(!(type&1))
  7350. return 1; // consumption only happens on cast-end
  7351. if( item_flag )
  7352. {
  7353. int index[ARRAYLENGTH(itemid)];
  7354. // Check consumed items and reduce required amounts
  7355. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7356. {
  7357. index[i] = -1;
  7358. if( itemid[i] <= 0 )
  7359. continue;// no item
  7360. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  7361. {
  7362. if (sd->special_state.no_gemstone)
  7363. { //Make it substract 1 gem rather than skipping the cost.
  7364. if (--amount[i] < 1)
  7365. continue;
  7366. }
  7367. if(sc && sc->data[SC_INTOABYSS])
  7368. {
  7369. if( skill != SA_ABRACADABRA )
  7370. continue;
  7371. else if( --amount[i] < 1 )
  7372. amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  7373. }
  7374. }
  7375. if((skill == AM_POTIONPITCHER ||
  7376. skill == CR_SLIMPITCHER ||
  7377. 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]
  7378. continue;
  7379. index[i] = pc_search_inventory(sd,itemid[i]);
  7380. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7381. if( itemid[i] == ITEMID_RED_GEMSTONE )
  7382. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7383. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  7384. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7385. else
  7386. clif_skill_fail(sd,skill,0,0);
  7387. return 0;
  7388. }
  7389. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  7390. sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  7391. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7392. }
  7393. // Consume items
  7394. if (item_flag==2)
  7395. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7396. {
  7397. if(index[i] >= 0)
  7398. pc_delitem(sd,index[i],amount[i],0);
  7399. }
  7400. }
  7401. if(type&2)
  7402. return 1;
  7403. if(sp || hp)
  7404. status_zap(&sd->bl, hp, sp);
  7405. if(zeny > 0) // Zeny豸郁イサ
  7406. pc_payzeny(sd,zeny);
  7407. if(spiritball > 0)
  7408. pc_delspiritball(sd,spiritball,0);
  7409. return 1;
  7410. }
  7411. /*==========================================
  7412. * Does cast-time reductions based on dex, item bonuses and config setting
  7413. *------------------------------------------*/
  7414. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7415. {
  7416. int time = skill_get_cast(skill_id, skill_lv);
  7417. struct map_session_data *sd;
  7418. nullpo_retr(0, bl);
  7419. sd = BL_CAST(BL_PC, bl);
  7420. // calculate base cast time (reduced by dex)
  7421. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  7422. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7423. if (scale > 0) // not instant cast
  7424. time = time * scale / battle_config.castrate_dex_scale;
  7425. else return 0; // instant cast
  7426. }
  7427. // calculate cast time reduced by item/card bonuses
  7428. if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd)
  7429. {
  7430. int i;
  7431. if (sd->castrate != 100)
  7432. time = time * sd->castrate / 100;
  7433. for(i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
  7434. {
  7435. if (sd->skillcast[i].id == skill_id)
  7436. {
  7437. time+= time * sd->skillcast[i].val / 100;
  7438. break;
  7439. }
  7440. }
  7441. }
  7442. // config cast time multiplier
  7443. if (battle_config.cast_rate != 100)
  7444. time = time * battle_config.cast_rate / 100;
  7445. // return final cast time
  7446. return (time > 0) ? time : 0;
  7447. }
  7448. /*==========================================
  7449. * Does cast-time reductions based on sc data.
  7450. *------------------------------------------*/
  7451. int skill_castfix_sc (struct block_list *bl, int time)
  7452. {
  7453. struct status_change *sc = status_get_sc(bl);
  7454. if (sc && sc->count) {
  7455. if (sc->data[SC_SLOWCAST])
  7456. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  7457. if (sc->data[SC_FASTCAST])
  7458. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  7459. if (sc->data[SC_SUFFRAGIUM]) {
  7460. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  7461. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7462. }
  7463. if (sc->data[SC_MEMORIZE]) {
  7464. time>>=1;
  7465. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  7466. status_change_end(bl, SC_MEMORIZE, -1);
  7467. }
  7468. if (sc->data[SC_POEMBRAGI])
  7469. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  7470. }
  7471. return (time > 0) ? time : 0;
  7472. }
  7473. /*==========================================
  7474. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  7475. *------------------------------------------*/
  7476. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7477. {
  7478. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7479. int time = skill_get_delay(skill_id, skill_lv);
  7480. nullpo_retr(0, bl);
  7481. if (skill_id == SA_ABRACADABRA)
  7482. return 0; //Will use picked skill's delay.
  7483. if (bl->type&battle_config.no_skill_delay)
  7484. return battle_config.min_skill_delay_limit;
  7485. if (time < 0)
  7486. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  7487. // Delay reductions
  7488. switch (skill_id)
  7489. { //Monk combo skills have their delay reduced by agi/dex.
  7490. case MO_TRIPLEATTACK:
  7491. case MO_CHAINCOMBO:
  7492. case MO_COMBOFINISH:
  7493. case CH_TIGERFIST:
  7494. case CH_CHAINCRUSH:
  7495. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7496. break;
  7497. default:
  7498. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7499. { // if skill delay is allowed to be reduced by dex
  7500. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7501. if (scale > 0)
  7502. time = time * scale / battle_config.castrate_dex_scale;
  7503. else //To be capped later to minimum.
  7504. time = 0;
  7505. }
  7506. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  7507. { // if skill delay is allowed to be reduced by agi
  7508. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  7509. if (scale > 0)
  7510. time = time * scale / battle_config.castrate_dex_scale;
  7511. else //To be capped later to minimum.
  7512. time = 0;
  7513. }
  7514. }
  7515. if (!(delaynodex&2))
  7516. {
  7517. struct status_change *sc;
  7518. sc= status_get_sc(bl);
  7519. if (sc && sc->count) {
  7520. if (sc->data[SC_POEMBRAGI])
  7521. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  7522. if (sc->data[SC_SPIRIT])
  7523. switch (skill_id) {
  7524. case CR_SHIELDBOOMERANG:
  7525. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  7526. time /=2;
  7527. break;
  7528. case AS_SONICBLOW:
  7529. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  7530. time /= 2;
  7531. break;
  7532. }
  7533. }
  7534. }
  7535. if (!(delaynodex&4))
  7536. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7537. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7538. if (battle_config.delay_rate != 100)
  7539. time = time * battle_config.delay_rate / 100;
  7540. if (time < status_get_amotion(bl))
  7541. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  7542. return max(time, battle_config.min_skill_delay_limit);
  7543. }
  7544. /*=========================================
  7545. *
  7546. *-----------------------------------------*/
  7547. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7548. {
  7549. nullpo_retv(tc);
  7550. if(dir == 0){
  7551. tc->val1[0]=x-2;
  7552. tc->val1[1]=x-1;
  7553. tc->val1[2]=x;
  7554. tc->val1[3]=x+1;
  7555. tc->val1[4]=x+2;
  7556. tc->val2[0]=
  7557. tc->val2[1]=
  7558. tc->val2[2]=
  7559. tc->val2[3]=
  7560. tc->val2[4]=y-1;
  7561. }
  7562. else if(dir==2){
  7563. tc->val1[0]=
  7564. tc->val1[1]=
  7565. tc->val1[2]=
  7566. tc->val1[3]=
  7567. tc->val1[4]=x+1;
  7568. tc->val2[0]=y+2;
  7569. tc->val2[1]=y+1;
  7570. tc->val2[2]=y;
  7571. tc->val2[3]=y-1;
  7572. tc->val2[4]=y-2;
  7573. }
  7574. else if(dir==4){
  7575. tc->val1[0]=x-2;
  7576. tc->val1[1]=x-1;
  7577. tc->val1[2]=x;
  7578. tc->val1[3]=x+1;
  7579. tc->val1[4]=x+2;
  7580. tc->val2[0]=
  7581. tc->val2[1]=
  7582. tc->val2[2]=
  7583. tc->val2[3]=
  7584. tc->val2[4]=y+1;
  7585. }
  7586. else if(dir==6){
  7587. tc->val1[0]=
  7588. tc->val1[1]=
  7589. tc->val1[2]=
  7590. tc->val1[3]=
  7591. tc->val1[4]=x-1;
  7592. tc->val2[0]=y+2;
  7593. tc->val2[1]=y+1;
  7594. tc->val2[2]=y;
  7595. tc->val2[3]=y-1;
  7596. tc->val2[4]=y-2;
  7597. }
  7598. else if(dir==1){
  7599. tc->val1[0]=x-1;
  7600. tc->val1[1]=x;
  7601. tc->val1[2]=x+1;
  7602. tc->val1[3]=x+2;
  7603. tc->val1[4]=x+3;
  7604. tc->val2[0]=y-4;
  7605. tc->val2[1]=y-3;
  7606. tc->val2[2]=y-1;
  7607. tc->val2[3]=y;
  7608. tc->val2[4]=y+1;
  7609. }
  7610. else if(dir==3){
  7611. tc->val1[0]=x+3;
  7612. tc->val1[1]=x+2;
  7613. tc->val1[2]=x+1;
  7614. tc->val1[3]=x;
  7615. tc->val1[4]=x-1;
  7616. tc->val2[0]=y-1;
  7617. tc->val2[1]=y;
  7618. tc->val2[2]=y+1;
  7619. tc->val2[3]=y+2;
  7620. tc->val2[4]=y+3;
  7621. }
  7622. else if(dir==5){
  7623. tc->val1[0]=x+1;
  7624. tc->val1[1]=x;
  7625. tc->val1[2]=x-1;
  7626. tc->val1[3]=x-2;
  7627. tc->val1[4]=x-3;
  7628. tc->val2[0]=y+3;
  7629. tc->val2[1]=y+2;
  7630. tc->val2[2]=y+1;
  7631. tc->val2[3]=y;
  7632. tc->val2[4]=y-1;
  7633. }
  7634. else if(dir==7){
  7635. tc->val1[0]=x-3;
  7636. tc->val1[1]=x-2;
  7637. tc->val1[2]=x-1;
  7638. tc->val1[3]=x;
  7639. tc->val1[4]=x+1;
  7640. tc->val2[1]=y;
  7641. tc->val2[0]=y+1;
  7642. tc->val2[2]=y-1;
  7643. tc->val2[3]=y-2;
  7644. tc->val2[4]=y-3;
  7645. }
  7646. }
  7647. /*=========================================
  7648. *
  7649. *-----------------------------------------*/
  7650. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  7651. {
  7652. int c;
  7653. nullpo_retv(tc);
  7654. for( c = 0; c < 5; c++ )
  7655. {
  7656. switch( dir )
  7657. {
  7658. case 0: tc->val2[c]+=are; break;
  7659. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  7660. case 2: tc->val1[c]-=are; break;
  7661. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  7662. case 4: tc->val2[c]-=are; break;
  7663. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  7664. case 6: tc->val1[c]+=are; break;
  7665. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  7666. }
  7667. }
  7668. }
  7669. /*==========================================
  7670. * Weapon Repair [Celest/DracoRPG]
  7671. *------------------------------------------*/
  7672. void skill_repairweapon (struct map_session_data *sd, int idx)
  7673. {
  7674. int material;
  7675. int materials[4] = { 1002, 998, 999, 756 };
  7676. struct item *item;
  7677. struct map_session_data *target_sd;
  7678. nullpo_retv(sd);
  7679. target_sd = map_id2sd(sd->menuskill_val);
  7680. if (!target_sd) //Failed....
  7681. return;
  7682. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7683. return;
  7684. if(idx < 0 || idx >= MAX_INVENTORY)
  7685. return; //Invalid index??
  7686. item = &target_sd->status.inventory[idx];
  7687. if(item->nameid <= 0 || item->attribute == 0)
  7688. return; //Again invalid item....
  7689. 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)))){
  7690. clif_item_repaireffect(sd,item->nameid,1);
  7691. return;
  7692. }
  7693. if (itemdb_type(item->nameid)==4)
  7694. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7695. else
  7696. material = materials [2]; // Armors consume 1 Steel
  7697. if (pc_search_inventory(sd,material) < 0 ) {
  7698. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7699. return;
  7700. }
  7701. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  7702. item->attribute=0;
  7703. clif_equiplist(target_sd);
  7704. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7705. clif_item_repaireffect(sd,item->nameid,0);
  7706. if(sd!=target_sd)
  7707. clif_item_repaireffect(target_sd,item->nameid,0);
  7708. }
  7709. /*==========================================
  7710. * Item Appraisal
  7711. *------------------------------------------*/
  7712. void skill_identify (struct map_session_data *sd, int idx)
  7713. {
  7714. int flag=1;
  7715. nullpo_retv(sd);
  7716. if(idx >= 0 && idx < MAX_INVENTORY) {
  7717. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7718. flag=0;
  7719. sd->status.inventory[idx].identify=1;
  7720. }
  7721. }
  7722. clif_item_identified(sd,idx,flag);
  7723. }
  7724. /*==========================================
  7725. * Weapon Refine [Celest]
  7726. *------------------------------------------*/
  7727. void skill_weaponrefine (struct map_session_data *sd, int idx)
  7728. {
  7729. int i = 0, ep = 0, per;
  7730. int material[5] = { 0, 1010, 1011, 984, 984 };
  7731. struct item *item;
  7732. nullpo_retv(sd);
  7733. if (idx >= 0 && idx < MAX_INVENTORY)
  7734. {
  7735. struct item_data *ditem = sd->inventory_data[idx];
  7736. item = &sd->status.inventory[idx];
  7737. if(item->nameid > 0 && ditem->type == 4)
  7738. {
  7739. if( item->refine >= sd->menuskill_val
  7740. || item->refine >= MAX_REFINE // if it's no longer refineable
  7741. || ditem->flag.no_refine // if the item isn't refinable
  7742. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  7743. {
  7744. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7745. return;
  7746. }
  7747. per = percentrefinery [ditem->wlv][(int)item->refine];
  7748. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7749. pc_delitem(sd, i, 1, 0);
  7750. if (per > rand() % 100) {
  7751. item->refine++;
  7752. if(item->equip) {
  7753. ep = item->equip;
  7754. pc_unequipitem(sd,idx,3);
  7755. }
  7756. clif_refine(sd->fd,0,idx,item->refine);
  7757. clif_delitem(sd,idx,1);
  7758. clif_additem(sd,idx,1,0);
  7759. if (ep)
  7760. pc_equipitem(sd,idx,ep);
  7761. clif_misceffect(&sd->bl,3);
  7762. if(item->refine == MAX_REFINE &&
  7763. item->card[0] == CARD0_FORGE &&
  7764. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  7765. { // Fame point system [DracoRPG]
  7766. switch(ditem->wlv){
  7767. case 1:
  7768. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7769. break;
  7770. case 2:
  7771. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7772. break;
  7773. case 3:
  7774. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7775. break;
  7776. }
  7777. }
  7778. } else {
  7779. item->refine = 0;
  7780. if(item->equip)
  7781. pc_unequipitem(sd,idx,3);
  7782. clif_refine(sd->fd,1,idx,item->refine);
  7783. pc_delitem(sd,idx,1,0);
  7784. clif_misceffect(&sd->bl,2);
  7785. clif_emotion(&sd->bl, 23);
  7786. }
  7787. }
  7788. }
  7789. }
  7790. /*==========================================
  7791. *
  7792. *------------------------------------------*/
  7793. int skill_autospell (struct map_session_data *sd, int skillid)
  7794. {
  7795. int skilllv;
  7796. int maxlv=1,lv;
  7797. nullpo_retr(0, sd);
  7798. skilllv = sd->menuskill_val;
  7799. lv=pc_checkskill(sd,skillid);
  7800. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  7801. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7802. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7803. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  7804. maxlv =10; //Soul Linker bonus. [Skotlex]
  7805. else if(skilllv==2) maxlv=1;
  7806. else if(skilllv==3) maxlv=2;
  7807. else if(skilllv>=4) maxlv=3;
  7808. }
  7809. else if(skillid==MG_SOULSTRIKE){
  7810. if(skilllv==5) maxlv=1;
  7811. else if(skilllv==6) maxlv=2;
  7812. else if(skilllv>=7) maxlv=3;
  7813. }
  7814. else if(skillid==MG_FIREBALL){
  7815. if(skilllv==8) maxlv=1;
  7816. else if(skilllv>=9) maxlv=2;
  7817. }
  7818. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7819. else return 0;
  7820. if(maxlv > lv)
  7821. maxlv = lv;
  7822. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  7823. skill_get_time(SA_AUTOSPELL,skilllv));
  7824. return 0;
  7825. }
  7826. /*==========================================
  7827. * Sitting skills functions.
  7828. *------------------------------------------*/
  7829. static int skill_sit_count (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. return 1;
  7838. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  7839. return 1;
  7840. return 0;
  7841. }
  7842. static int skill_sit_in (struct block_list *bl, va_list ap)
  7843. {
  7844. struct map_session_data *sd;
  7845. int type =va_arg(ap,int);
  7846. sd=(struct map_session_data*)bl;
  7847. if(!pc_issit(sd))
  7848. return 0;
  7849. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7850. sd->state.gangsterparadise=1;
  7851. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  7852. {
  7853. sd->state.rest=1;
  7854. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7855. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7856. }
  7857. return 0;
  7858. }
  7859. static int skill_sit_out (struct block_list *bl, va_list ap)
  7860. {
  7861. struct map_session_data *sd;
  7862. int type =va_arg(ap,int);
  7863. sd=(struct map_session_data*)bl;
  7864. if(sd->state.gangsterparadise && type&1)
  7865. sd->state.gangsterparadise=0;
  7866. if(sd->state.rest && type&2) {
  7867. sd->state.rest=0;
  7868. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7869. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7870. }
  7871. return 0;
  7872. }
  7873. int skill_sit (struct map_session_data *sd, int type)
  7874. {
  7875. int flag = 0;
  7876. int range = 0, lv;
  7877. nullpo_retr(0, sd);
  7878. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  7879. flag|=1;
  7880. range = skill_get_splash(RG_GANGSTER, lv);
  7881. }
  7882. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  7883. flag|=2;
  7884. range = skill_get_splash(TK_HPTIME, lv);
  7885. }
  7886. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  7887. flag|=2;
  7888. range = skill_get_splash(TK_SPTIME, lv);
  7889. }
  7890. if (!flag) return 0;
  7891. if(type) {
  7892. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  7893. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  7894. } else {
  7895. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  7896. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  7897. }
  7898. return 0;
  7899. }
  7900. /*==========================================
  7901. *
  7902. *------------------------------------------*/
  7903. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  7904. {
  7905. struct block_list *src;
  7906. int skillnum,skilllv;
  7907. unsigned int tick;
  7908. nullpo_retr(0, bl);
  7909. nullpo_retr(0, ap);
  7910. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  7911. skillnum=va_arg(ap,int);
  7912. skilllv=va_arg(ap,int);
  7913. if(skilllv <= 0) return 0;
  7914. tick=va_arg(ap,unsigned int);
  7915. if (src == bl || status_isdead(bl))
  7916. return 0;
  7917. if (bl->type == BL_PC) {
  7918. struct map_session_data *sd = (struct map_session_data *)bl;
  7919. if (sd && sd->sc.option&OPTION_INVISIBLE)
  7920. return 0;
  7921. }
  7922. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  7923. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  7924. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7925. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  7926. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7927. return 0;
  7928. }
  7929. /*==========================================
  7930. *
  7931. *------------------------------------------*/
  7932. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  7933. {
  7934. int range = skill_get_unit_range(skill_num,skill_lv);
  7935. int x,y;
  7936. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  7937. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  7938. map_setcell(src->bl.m, x, y, cell, flag);
  7939. }
  7940. /*==========================================
  7941. *
  7942. *------------------------------------------*/
  7943. int skill_attack_area (struct block_list *bl, va_list ap)
  7944. {
  7945. struct block_list *src,*dsrc;
  7946. int atk_type,skillid,skilllv,flag,type;
  7947. unsigned int tick;
  7948. if(status_isdead(bl))
  7949. return 0;
  7950. atk_type = va_arg(ap,int);
  7951. src=va_arg(ap,struct block_list*);
  7952. dsrc=va_arg(ap,struct block_list*);
  7953. skillid=va_arg(ap,int);
  7954. skilllv=va_arg(ap,int);
  7955. tick=va_arg(ap,unsigned int);
  7956. flag=va_arg(ap,int);
  7957. type=va_arg(ap,int);
  7958. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  7959. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7960. if(battle_check_target(dsrc,bl,type) <= 0 ||
  7961. !status_check_skilluse(NULL, bl, skillid, 2))
  7962. return 0;
  7963. switch (skillid) {
  7964. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  7965. case NPC_ACIDBREATH:
  7966. case NPC_DARKNESSBREATH:
  7967. case NPC_FIREBREATH:
  7968. case NPC_ICEBREATH:
  7969. case NPC_THUNDERBREATH:
  7970. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7971. default:
  7972. //Area-splash, disable skill animation.
  7973. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  7974. }
  7975. }
  7976. /*==========================================
  7977. *
  7978. *------------------------------------------*/
  7979. int skill_clear_group (struct block_list *bl, int flag)
  7980. {
  7981. struct unit_data *ud = unit_bl2ud(bl);
  7982. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  7983. int i, count=0;
  7984. nullpo_retr(0, bl);
  7985. if (!ud) return 0;
  7986. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  7987. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  7988. {
  7989. switch (ud->skillunit[i]->skill_id) {
  7990. case SA_DELUGE:
  7991. case SA_VOLCANO:
  7992. case SA_VIOLENTGALE:
  7993. case SA_LANDPROTECTOR:
  7994. case NJ_SUITON:
  7995. case NJ_KAENSIN:
  7996. if (flag&1)
  7997. group[count++]= ud->skillunit[i];
  7998. break;
  7999. default:
  8000. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8001. group[count++]= ud->skillunit[i];
  8002. break;
  8003. }
  8004. }
  8005. for (i=0;i<count;i++)
  8006. skill_delunitgroup(bl, group[i]);
  8007. return count;
  8008. }
  8009. /*==========================================
  8010. * Returns the first element field found [Skotlex]
  8011. *------------------------------------------*/
  8012. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8013. {
  8014. struct unit_data *ud = unit_bl2ud(bl);
  8015. int i;
  8016. nullpo_retr(0, bl);
  8017. if (!ud) return NULL;
  8018. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8019. switch (ud->skillunit[i]->skill_id) {
  8020. case SA_DELUGE:
  8021. case SA_VOLCANO:
  8022. case SA_VIOLENTGALE:
  8023. case SA_LANDPROTECTOR:
  8024. case NJ_SUITON:
  8025. return ud->skillunit[i];
  8026. }
  8027. }
  8028. return NULL;
  8029. }
  8030. // for graffiti cleaner [Valaris]
  8031. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8032. {
  8033. struct skill_unit *unit=NULL;
  8034. nullpo_retr(0, bl);
  8035. nullpo_retr(0, ap);
  8036. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8037. return 0;
  8038. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8039. skill_delunit(unit);
  8040. return 0;
  8041. }
  8042. int skill_greed (struct block_list *bl, va_list ap)
  8043. {
  8044. struct block_list *src;
  8045. struct map_session_data *sd=NULL;
  8046. struct flooritem_data *fitem=NULL;
  8047. nullpo_retr(0, bl);
  8048. nullpo_retr(0, ap);
  8049. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8050. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8051. pc_takeitem(sd, fitem);
  8052. return 0;
  8053. }
  8054. /*==========================================
  8055. *
  8056. *------------------------------------------*/
  8057. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  8058. {
  8059. int skillid;
  8060. int *alive;
  8061. struct skill_unit *unit;
  8062. struct block_list *src;
  8063. skillid = va_arg(ap,int);
  8064. alive = va_arg(ap,int *);
  8065. src = va_arg(ap,struct block_list *);
  8066. unit = (struct skill_unit *)bl;
  8067. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8068. return 0;
  8069. switch (skillid)
  8070. {
  8071. case SA_LANDPROTECTOR:
  8072. if( unit->group->skill_id == SA_LANDPROTECTOR &&
  8073. battle_check_target(bl, src, BCT_ENEMY) > 0 )
  8074. { //Check for offensive Land Protector to delete both. [Skotlex]
  8075. (*alive) = 0;
  8076. skill_delunit(unit);
  8077. return 1;
  8078. }
  8079. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  8080. { //It deletes everything except songs/dances and traps
  8081. skill_delunit(unit);
  8082. return 1;
  8083. }
  8084. break;
  8085. case HW_GANBANTEIN:
  8086. if( !(unit->group->state.song_dance&0x1) )
  8087. {// Don't touch song/dance.
  8088. skill_delunit(unit);
  8089. return 1;
  8090. }
  8091. break;
  8092. case SA_VOLCANO:
  8093. case SA_DELUGE:
  8094. case SA_VIOLENTGALE:
  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. (*alive) = 0;
  8110. return 1;
  8111. }
  8112. */
  8113. break;
  8114. case PF_FOGWALL:
  8115. switch(unit->group->skill_id)
  8116. {
  8117. case SA_VOLCANO: //Can't be placed on top of these
  8118. case SA_VIOLENTGALE:
  8119. (*alive) = 0;
  8120. return 1;
  8121. case SA_DELUGE:
  8122. case NJ_SUITON:
  8123. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8124. (*alive) = 2;
  8125. break;
  8126. }
  8127. break;
  8128. case HP_BASILICA:
  8129. if (unit->group->skill_id == HP_BASILICA)
  8130. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8131. (*alive) = 0;
  8132. return 1;
  8133. }
  8134. break;
  8135. }
  8136. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8137. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8138. { //It deletes everything except songs/dances/traps
  8139. (*alive) = 0;
  8140. return 1;
  8141. }
  8142. return 0;
  8143. }
  8144. /*==========================================
  8145. *
  8146. *------------------------------------------*/
  8147. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8148. {
  8149. struct mob_data* md;
  8150. struct unit_data*ud = unit_bl2ud(bl);
  8151. struct block_list *from_bl;
  8152. struct block_list *to_bl;
  8153. md = (struct mob_data*)bl;
  8154. from_bl = va_arg(ap,struct block_list *);
  8155. to_bl = va_arg(ap,struct block_list *);
  8156. if(ud && ud->target == from_bl->id)
  8157. ud->target = to_bl->id;
  8158. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8159. md->target_id = to_bl->id;
  8160. return 0;
  8161. }
  8162. /*==========================================
  8163. *
  8164. *------------------------------------------*/
  8165. static int skill_trap_splash (struct block_list *bl, va_list ap)
  8166. {
  8167. struct block_list *src;
  8168. int tick;
  8169. struct skill_unit *unit;
  8170. struct skill_unit_group *sg;
  8171. struct block_list *ss;
  8172. src = va_arg(ap,struct block_list *);
  8173. unit = (struct skill_unit *)src;
  8174. tick = va_arg(ap,int);
  8175. nullpo_retr(0, sg = unit->group);
  8176. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8177. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8178. return 0;
  8179. switch(sg->unit_id){
  8180. case UNT_SHOCKWAVE:
  8181. case UNT_SANDMAN:
  8182. case UNT_FLASHER:
  8183. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8184. break;
  8185. case UNT_GROUNDDRIFT_WIND:
  8186. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8187. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8188. break;
  8189. case UNT_GROUNDDRIFT_DARK:
  8190. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8191. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8192. break;
  8193. case UNT_GROUNDDRIFT_POISON:
  8194. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8195. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8196. break;
  8197. case UNT_GROUNDDRIFT_WATER:
  8198. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8199. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8200. break;
  8201. case UNT_GROUNDDRIFT_FIRE:
  8202. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8203. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8204. break;
  8205. default:
  8206. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8207. break;
  8208. }
  8209. return 1;
  8210. }
  8211. /*==========================================
  8212. *
  8213. *------------------------------------------*/
  8214. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8215. {
  8216. struct status_change *sc;
  8217. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8218. int i;
  8219. nullpo_retr(0, bl);
  8220. nullpo_retr(0, sc= status_get_sc(bl));
  8221. if (!sc->count) return 0;
  8222. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8223. if (type != scs[i] && sc->data[scs[i]])
  8224. status_change_end(bl, scs[i], -1);
  8225. return 0;
  8226. }
  8227. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8228. {
  8229. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8230. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8231. bool wall = true;
  8232. int i;
  8233. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8234. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8235. { //Check for walls.
  8236. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8237. if( i == 8 )
  8238. wall = false;
  8239. }
  8240. if( sce )
  8241. {
  8242. if( !wall )
  8243. {
  8244. if( sce->val1 < 3 ) //End cloaking.
  8245. status_change_end(bl, SC_CLOAKING, -1);
  8246. else
  8247. if( sce->val4&1 )
  8248. { //Remove wall bonus
  8249. sce->val4&=~1;
  8250. status_calc_bl(bl,SCB_SPEED);
  8251. }
  8252. }
  8253. else
  8254. {
  8255. if( !(sce->val4&1) )
  8256. { //Add wall speed bonus
  8257. sce->val4|=1;
  8258. status_calc_bl(bl,SCB_SPEED);
  8259. }
  8260. }
  8261. }
  8262. return wall;
  8263. }
  8264. /*==========================================
  8265. *
  8266. *
  8267. *------------------------------------------*/
  8268. void skill_stop_dancing (struct block_list *src)
  8269. {
  8270. struct status_change* sc;
  8271. struct status_change_entry *sce;
  8272. struct skill_unit_group* group;
  8273. struct map_session_data* dsd = NULL;
  8274. nullpo_retv(src);
  8275. nullpo_retv(sc = status_get_sc(src));
  8276. if(!sc->count || !(sce=sc->data[SC_DANCING]))
  8277. return;
  8278. group = (struct skill_unit_group *)sce->val2;
  8279. sce->val2 = 0;
  8280. if (sce->val4)
  8281. {
  8282. if (sce->val4 != BCT_SELF)
  8283. dsd = map_id2sd(sce->val4);
  8284. sce->val4 = 0;
  8285. }
  8286. status_change_end(src, SC_DANCING, -1);
  8287. if (dsd && (sce=dsd->sc.data[SC_DANCING]))
  8288. {
  8289. sce->val4 = sce->val2 = 0;
  8290. status_change_end(&dsd->bl, SC_DANCING, -1);
  8291. }
  8292. if (group)
  8293. skill_delunitgroup(NULL, group);
  8294. }
  8295. /*==========================================
  8296. *
  8297. *------------------------------------------*/
  8298. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8299. {
  8300. struct skill_unit *unit;
  8301. nullpo_retr(NULL, group);
  8302. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8303. nullpo_retr(NULL, unit=&group->unit[idx]);
  8304. if(!unit->alive)
  8305. group->alive_count++;
  8306. unit->bl.id=map_addobject(&unit->bl);
  8307. unit->bl.type=BL_SKILL;
  8308. unit->bl.m=group->map;
  8309. unit->bl.x=x;
  8310. unit->bl.y=y;
  8311. unit->group=group;
  8312. unit->alive=1;
  8313. unit->val1=val1;
  8314. unit->val2=val2;
  8315. map_addblock(&unit->bl);
  8316. // perform oninit actions
  8317. switch (group->skill_id) {
  8318. case WZ_ICEWALL:
  8319. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  8320. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  8321. break;
  8322. case SA_LANDPROTECTOR:
  8323. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8324. break;
  8325. case HP_BASILICA:
  8326. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8327. break;
  8328. default:
  8329. if (group->state.song_dance&0x1) //Check for dissonance.
  8330. skill_dance_overlap(unit, 1);
  8331. break;
  8332. }
  8333. clif_skill_setunit(unit);
  8334. return unit;
  8335. }
  8336. /*==========================================
  8337. *
  8338. *------------------------------------------*/
  8339. int skill_delunit (struct skill_unit* unit)
  8340. {
  8341. struct skill_unit_group *group;
  8342. nullpo_retr(0, unit);
  8343. if( !unit->alive )
  8344. return 0;
  8345. nullpo_retr(0, group=unit->group);
  8346. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8347. skill_dance_overlap(unit, 0);
  8348. // invoke onout event
  8349. if( !unit->range )
  8350. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8351. // perform ondelete actions
  8352. switch (group->skill_id) {
  8353. case HT_ANKLESNARE:
  8354. {
  8355. struct block_list* target = map_id2bl(group->val2);
  8356. if( target )
  8357. status_change_end(target,SC_ANKLE,-1);
  8358. }
  8359. break;
  8360. case WZ_ICEWALL:
  8361. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  8362. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  8363. break;
  8364. case SA_LANDPROTECTOR:
  8365. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  8366. break;
  8367. case HP_BASILICA:
  8368. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  8369. break;
  8370. }
  8371. clif_skill_delunit(unit);
  8372. unit->group=NULL;
  8373. unit->alive=0;
  8374. map_delobjectnofree(unit->bl.id);
  8375. if(--group->alive_count==0)
  8376. skill_delunitgroup(NULL, group);
  8377. return 0;
  8378. }
  8379. /*==========================================
  8380. *
  8381. *------------------------------------------*/
  8382. static int skill_unit_group_newid = MAX_SKILL_DB;
  8383. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  8384. {
  8385. struct unit_data* ud = unit_bl2ud( src );
  8386. struct skill_unit_group* group;
  8387. int i;
  8388. if(skilllv <= 0) return 0;
  8389. nullpo_retr(NULL, src);
  8390. nullpo_retr(NULL, ud);
  8391. // find a free spot to store the new unit group
  8392. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  8393. if(i == MAX_SKILLUNITGROUP)
  8394. {
  8395. // array is full, make room by discarding oldest group
  8396. int j=0;
  8397. unsigned maxdiff=0,x,tick=gettick();
  8398. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8399. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8400. maxdiff=x;
  8401. j=i;
  8402. }
  8403. skill_delunitgroup(src, ud->skillunit[j]);
  8404. //Since elements must have shifted, we use the last slot.
  8405. i = MAX_SKILLUNITGROUP-1;
  8406. }
  8407. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8408. group->src_id = src->id;
  8409. group->party_id = status_get_party_id(src);
  8410. group->guild_id = status_get_guild_id(src);
  8411. group->group_id = skill_unit_group_newid++;
  8412. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8413. group->unit_count = count;
  8414. group->alive_count = 0;
  8415. group->val1 = 0;
  8416. group->val2 = 0;
  8417. group->val3 = 0;
  8418. group->skill_id = skillid;
  8419. group->skill_lv = skilllv;
  8420. group->unit_id = unit_id;
  8421. group->map = src->m;
  8422. group->limit = limit;
  8423. group->interval = interval;
  8424. group->tick = gettick();
  8425. group->valstr = NULL;
  8426. ud->skillunit[i] = group;
  8427. if(skill_unit_group_newid<=0)
  8428. skill_unit_group_newid = MAX_SKILL_DB;
  8429. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8430. group->tick += 1500;
  8431. return group;
  8432. }
  8433. /*==========================================
  8434. *
  8435. *------------------------------------------*/
  8436. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8437. {
  8438. struct unit_data *ud;
  8439. int i,j;
  8440. nullpo_retr(0, group);
  8441. if (!src) src=map_id2bl(group->src_id);
  8442. ud = unit_bl2ud(src);
  8443. if(!src || !ud) {
  8444. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8445. return 0;
  8446. }
  8447. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8448. {
  8449. struct status_change* sc = status_get_sc(src);
  8450. if (sc && sc->data[SC_DANCING])
  8451. {
  8452. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8453. status_change_end(src,SC_DANCING,-1);
  8454. }
  8455. }
  8456. // end Gospel's status change on 'src'
  8457. // (needs to be done when the group is deleted by other means than skill deactivation)
  8458. if (group->unit_id == UNT_GOSPEL) {
  8459. struct status_change *sc = status_get_sc(src);
  8460. if(sc && sc->data[SC_GOSPEL]) {
  8461. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  8462. status_change_end(src,SC_GOSPEL,-1);
  8463. }
  8464. }
  8465. if (group->skill_id == SG_SUN_WARM ||
  8466. group->skill_id == SG_MOON_WARM ||
  8467. group->skill_id == SG_STAR_WARM) {
  8468. struct status_change *sc = status_get_sc(src);
  8469. if(sc && sc->data[SC_WARM]) {
  8470. sc->data[SC_WARM]->val4 = 0;
  8471. status_change_end(src,SC_WARM,-1);
  8472. }
  8473. }
  8474. if (src->type==BL_PC && group->state.ammo_consume)
  8475. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8476. group->alive_count=0;
  8477. // remove all unit cells
  8478. if(group->unit != NULL)
  8479. for( i = 0; i < group->unit_count; i++ )
  8480. skill_delunit(&group->unit[i]);
  8481. // clear Talkie-box string
  8482. if( group->valstr != NULL )
  8483. {
  8484. aFree(group->valstr);
  8485. group->valstr = NULL;
  8486. }
  8487. map_freeblock(&group->unit->bl);
  8488. group->unit=NULL;
  8489. group->group_id=0;
  8490. group->unit_count=0;
  8491. // locate this group, swap with the last entry and delete it
  8492. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  8493. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  8494. if( i < MAX_SKILLUNITGROUP )
  8495. {
  8496. ud->skillunit[i] = ud->skillunit[j];
  8497. ud->skillunit[j] = NULL;
  8498. ers_free(skill_unit_ers, group);
  8499. }
  8500. else
  8501. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8502. return 1;
  8503. }
  8504. /*==========================================
  8505. *
  8506. *------------------------------------------*/
  8507. int skill_clear_unitgroup (struct block_list *src)
  8508. {
  8509. struct unit_data *ud = unit_bl2ud(src);
  8510. nullpo_retr(0, ud);
  8511. while (ud->skillunit[0])
  8512. skill_delunitgroup(src, ud->skillunit[0]);
  8513. return 1;
  8514. }
  8515. /*==========================================
  8516. *
  8517. *------------------------------------------*/
  8518. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  8519. {
  8520. int i,j=-1,k,s,id;
  8521. struct unit_data *ud;
  8522. struct skill_unit_group_tickset *set;
  8523. nullpo_retr(0, bl);
  8524. if (group->interval==-1)
  8525. return NULL;
  8526. ud = unit_bl2ud(bl);
  8527. if (!ud) return NULL;
  8528. set = ud->skillunittick;
  8529. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8530. id = s = group->skill_id;
  8531. else
  8532. id = s = group->group_id;
  8533. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8534. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8535. if (set[k].id == id)
  8536. return &set[k];
  8537. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8538. j=k;
  8539. }
  8540. if (j == -1) {
  8541. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8542. j = id % MAX_SKILLUNITGROUPTICKSET;
  8543. }
  8544. set[j].id = id;
  8545. set[j].tick = tick;
  8546. return &set[j];
  8547. }
  8548. /*==========================================
  8549. *
  8550. *------------------------------------------*/
  8551. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  8552. {
  8553. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  8554. struct skill_unit_group* group = unit->group;
  8555. unsigned int tick = va_arg(ap,unsigned int);
  8556. if( !unit->alive || bl->prev == NULL )
  8557. return 0;
  8558. nullpo_retr(0, group);
  8559. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  8560. return 0; //AoE skills are ineffective. [Skotlex]
  8561. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  8562. return 0;
  8563. skill_unit_onplace_timer(unit,bl,tick);
  8564. return 1;
  8565. }
  8566. /*==========================================
  8567. *
  8568. *------------------------------------------*/
  8569. int skill_unit_timer_sub (struct block_list* bl, va_list ap)
  8570. {
  8571. struct skill_unit* unit = (struct skill_unit *)bl;
  8572. struct skill_unit_group* group = unit->group;
  8573. unsigned int tick = va_arg(ap,unsigned int);
  8574. bool dissonance;
  8575. if( !unit->alive )
  8576. return 0;
  8577. nullpo_retr(0, group);
  8578. dissonance = skill_dance_switch(unit, 0);
  8579. if( unit->range >= 0 && group->interval != -1 )
  8580. {
  8581. if( battle_config.skill_wall_check )
  8582. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8583. else
  8584. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8585. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  8586. group->unit_id = UNT_USED_TRAPS;
  8587. if( !unit->alive )
  8588. {
  8589. if( dissonance ) skill_dance_switch(unit, 1);
  8590. return 0;
  8591. }
  8592. }
  8593. if( dissonance ) skill_dance_switch(unit, 1);
  8594. // check for expiration
  8595. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  8596. {// skill unit expired (inlined from skill_unit_onlimit())
  8597. switch( group->unit_id )
  8598. {
  8599. case UNT_BLASTMINE:
  8600. case UNT_GROUNDDRIFT_WIND:
  8601. case UNT_GROUNDDRIFT_DARK:
  8602. case UNT_GROUNDDRIFT_POISON:
  8603. case UNT_GROUNDDRIFT_WATER:
  8604. case UNT_GROUNDDRIFT_FIRE:
  8605. group->unit_id = UNT_USED_TRAPS;
  8606. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  8607. group->limit=DIFF_TICK(tick+1500,group->tick);
  8608. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8609. break;
  8610. case UNT_ANKLESNARE:
  8611. if( group->val2 > 0 ) { // used trap
  8612. struct block_list *target = map_id2bl(group->val2);
  8613. if(target)
  8614. status_change_end(target,SC_ANKLE,-1);
  8615. skill_delunit(unit);
  8616. break;
  8617. }
  8618. // else fall through
  8619. case UNT_SKIDTRAP:
  8620. case UNT_LANDMINE:
  8621. case UNT_SHOCKWAVE:
  8622. case UNT_SANDMAN:
  8623. case UNT_FLASHER:
  8624. case UNT_FREEZINGTRAP:
  8625. case UNT_CLAYMORETRAP:
  8626. case UNT_TALKIEBOX:
  8627. {
  8628. struct block_list* src = map_id2bl(group->src_id);
  8629. if( src && src->type == BL_PC )
  8630. { // revert unit back into a trap
  8631. struct item item_tmp;
  8632. memset(&item_tmp,0,sizeof(item_tmp));
  8633. item_tmp.nameid = ITEMID_TRAP;
  8634. item_tmp.identify = 1;
  8635. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  8636. }
  8637. skill_delunit(unit);
  8638. }
  8639. break;
  8640. case UNT_WARP_ACTIVE:
  8641. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  8642. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  8643. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  8644. // restart timers
  8645. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  8646. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  8647. // apply effect to all units standing on it
  8648. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  8649. break;
  8650. case UNT_CALLFAMILY:
  8651. {
  8652. struct map_session_data *sd = NULL;
  8653. if(group->val1) {
  8654. sd = map_charid2sd(group->val1);
  8655. group->val1 = 0;
  8656. if (sd && !map[sd->bl.m].flag.nowarp)
  8657. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8658. }
  8659. if(group->val2) {
  8660. sd = map_charid2sd(group->val2);
  8661. group->val2 = 0;
  8662. if (sd && !map[sd->bl.m].flag.nowarp)
  8663. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8664. }
  8665. skill_delunit(unit);
  8666. }
  8667. break;
  8668. default:
  8669. skill_delunit(unit);
  8670. }
  8671. }
  8672. else
  8673. {// skill unit is still active
  8674. switch( group->unit_id )
  8675. {
  8676. case UNT_ICEWALL:
  8677. // icewall loses 50 hp every second
  8678. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  8679. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  8680. unit->limit = DIFF_TICK(tick+700,group->tick);
  8681. break;
  8682. case UNT_TATAMIGAESHI:
  8683. if( unit->range >= 0 )
  8684. { //Disable processed cell.
  8685. unit->range = -1;
  8686. if (--group->val1 <= 0) // number of live cells
  8687. { //All tiles were processed, disable skill.
  8688. group->target_flag=BCT_NOONE;
  8689. group->bl_flag= BL_NUL;
  8690. }
  8691. }
  8692. break;
  8693. }
  8694. }
  8695. return 0;
  8696. }
  8697. /*==========================================
  8698. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  8699. *------------------------------------------*/
  8700. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  8701. {
  8702. map_freeblock_lock();
  8703. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8704. map_freeblock_unlock();
  8705. return 0;
  8706. }
  8707. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  8708. /*==========================================
  8709. *
  8710. *------------------------------------------*/
  8711. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  8712. {
  8713. struct skill_unit* unit = (struct skill_unit *)bl;
  8714. struct skill_unit_group* group = unit->group;
  8715. struct block_list* target = va_arg(ap,struct block_list*);
  8716. unsigned int tick = va_arg(ap,unsigned int);
  8717. int flag = va_arg(ap,int);
  8718. bool dissonance;
  8719. int skill_id;
  8720. int i;
  8721. nullpo_retr(0, group);
  8722. if( !unit->alive || target->prev == NULL )
  8723. return 0;
  8724. dissonance = skill_dance_switch(unit, 0);
  8725. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8726. skill_id = unit->group->skill_id;
  8727. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  8728. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  8729. if( dissonance ) skill_dance_switch(unit, 1);
  8730. return 0;
  8731. }
  8732. //Target-type check.
  8733. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  8734. {
  8735. if( group->src_id == target->id && group->state.song_dance&0x2 )
  8736. { //Ensemble check to see if they went out/in of the area [Skotlex]
  8737. if( flag&1 )
  8738. {
  8739. if( flag&2 )
  8740. { //Clear this skill id.
  8741. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  8742. if( i < ARRAYLENGTH(skill_unit_temp) )
  8743. skill_unit_temp[i] = 0;
  8744. }
  8745. }
  8746. else
  8747. {
  8748. if( flag&2 )
  8749. { //Store this skill id.
  8750. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8751. if( i < ARRAYLENGTH(skill_unit_temp) )
  8752. skill_unit_temp[i] = skill_id;
  8753. else
  8754. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8755. }
  8756. }
  8757. if( flag&4 )
  8758. skill_unit_onleft(skill_id,target,tick);
  8759. }
  8760. if( dissonance ) skill_dance_switch(unit, 1);
  8761. return 0;
  8762. }
  8763. else
  8764. {
  8765. if( flag&1 )
  8766. {
  8767. int result = skill_unit_onplace(unit,target,tick);
  8768. if( flag&2 && result )
  8769. { //Clear skill ids we have stored in onout.
  8770. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  8771. if( i < ARRAYLENGTH(skill_unit_temp) )
  8772. skill_unit_temp[i] = 0;
  8773. }
  8774. }
  8775. else
  8776. {
  8777. int result = skill_unit_onout(unit,target,tick);
  8778. if( flag&2 && result )
  8779. { //Store this unit id.
  8780. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8781. if( i < ARRAYLENGTH(skill_unit_temp) )
  8782. skill_unit_temp[i] = skill_id;
  8783. else
  8784. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8785. }
  8786. }
  8787. //TODO: Normally, this is dangerous since the unit and group could be freed
  8788. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  8789. //cells do not get deleted within them. [Skotlex]
  8790. if( dissonance ) skill_dance_switch(unit, 1);
  8791. if( flag&4 )
  8792. skill_unit_onleft(skill_id,target,tick);
  8793. return 1;
  8794. }
  8795. }
  8796. /*==========================================
  8797. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8798. * Flag values:
  8799. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8800. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8801. * units to figure out when they have left a group.
  8802. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8803. *------------------------------------------*/
  8804. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  8805. {
  8806. nullpo_retr(0, bl);
  8807. if( bl->prev == NULL )
  8808. return 0;
  8809. if( flag&2 && !(flag&1) )
  8810. { //Onout, clear data
  8811. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  8812. }
  8813. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8814. if( flag&2 && flag&1 )
  8815. { //Onplace, check any skill units you have left.
  8816. int i;
  8817. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  8818. if( skill_unit_temp[i] )
  8819. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8820. }
  8821. return 0;
  8822. }
  8823. /*==========================================
  8824. *
  8825. *------------------------------------------*/
  8826. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  8827. {
  8828. int i,j;
  8829. unsigned int tick = gettick();
  8830. int *m_flag;
  8831. struct skill_unit *unit1;
  8832. struct skill_unit *unit2;
  8833. if (group == NULL)
  8834. return 0;
  8835. if (group->unit_count<=0)
  8836. return 0;
  8837. if (group->unit==NULL)
  8838. return 0;
  8839. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  8840. return 0; //Ensembles may not be moved around.
  8841. if( group->unit_id == UNT_ICEWALL )
  8842. return 0; //Icewalls don't get knocked back
  8843. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  8844. // m_flag
  8845. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8846. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8847. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8848. // 3: Both 1+2.
  8849. for(i=0;i<group->unit_count;i++){
  8850. unit1=&group->unit[i];
  8851. if (!unit1->alive || unit1->bl.m!=m)
  8852. continue;
  8853. for(j=0;j<group->unit_count;j++){
  8854. unit2=&group->unit[j];
  8855. if (!unit2->alive)
  8856. continue;
  8857. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8858. m_flag[i] |= 0x1;
  8859. }
  8860. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8861. m_flag[i] |= 0x2;
  8862. }
  8863. }
  8864. }
  8865. j = 0;
  8866. for (i=0;i<group->unit_count;i++) {
  8867. unit1=&group->unit[i];
  8868. if (!unit1->alive)
  8869. continue;
  8870. if (!(m_flag[i]&0x2)) {
  8871. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  8872. skill_dance_overlap(unit1, 0);
  8873. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  8874. }
  8875. //Move Cell using "smart" criteria (avoid useless moving around)
  8876. switch(m_flag[i])
  8877. {
  8878. case 0:
  8879. //Cell moves independently, safely move it.
  8880. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  8881. break;
  8882. case 1:
  8883. //Cell moves unto another cell, look for a replacement cell that won't collide
  8884. //and has no cell moving into it (flag == 2)
  8885. for(;j<group->unit_count;j++)
  8886. {
  8887. if(m_flag[j]!=2 || !group->unit[j].alive)
  8888. continue;
  8889. //Move to where this cell would had moved.
  8890. unit2 = &group->unit[j];
  8891. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  8892. j++; //Skip this cell as we have used it.
  8893. break;
  8894. }
  8895. break;
  8896. case 2:
  8897. case 3:
  8898. break; //Don't move the cell as a cell will end on this tile anyway.
  8899. }
  8900. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  8901. if (group->state.song_dance&0x1) //Check for dissonance effect.
  8902. skill_dance_overlap(unit1, 1);
  8903. clif_skill_setunit(unit1);
  8904. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  8905. }
  8906. }
  8907. aFree(m_flag);
  8908. return 0;
  8909. }
  8910. /*==========================================
  8911. *
  8912. *------------------------------------------*/
  8913. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  8914. {
  8915. int i,j;
  8916. nullpo_retr(0, sd);
  8917. if(nameid<=0)
  8918. return 0;
  8919. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  8920. if(skill_produce_db[i].nameid == nameid )
  8921. break;
  8922. }
  8923. if( i >= MAX_SKILL_PRODUCE_DB )
  8924. return 0;
  8925. if(trigger>=0){
  8926. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  8927. if(skill_produce_db[i].itemlv!=trigger)
  8928. return 0;
  8929. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  8930. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  8931. return 0;
  8932. } else { // Weapon (itemlv must be higher or equal)
  8933. if(skill_produce_db[i].itemlv>trigger)
  8934. return 0;
  8935. }
  8936. }
  8937. if((j=skill_produce_db[i].req_skill)>0 &&
  8938. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  8939. return 0;
  8940. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  8941. int id,x,y;
  8942. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  8943. continue;
  8944. if(skill_produce_db[i].mat_amount[j] <= 0) {
  8945. if(pc_search_inventory(sd,id) < 0)
  8946. return 0;
  8947. }
  8948. else {
  8949. for(y=0,x=0;y<MAX_INVENTORY;y++)
  8950. if( sd->status.inventory[y].nameid == id )
  8951. x+=sd->status.inventory[y].amount;
  8952. if(x<qty*skill_produce_db[i].mat_amount[j])
  8953. return 0;
  8954. }
  8955. }
  8956. return i+1;
  8957. }
  8958. /*==========================================
  8959. *
  8960. *------------------------------------------*/
  8961. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  8962. {
  8963. int slot[3];
  8964. int i,sc,ele,idx,equip,wlv,make_per,flag;
  8965. struct status_data *status;
  8966. nullpo_retr(0, sd);
  8967. status = status_get_status_data(&sd->bl);
  8968. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  8969. return 0;
  8970. idx--;
  8971. if (qty < 1)
  8972. qty = 1;
  8973. if (!skill_id) //A skill can be specified for some override cases.
  8974. skill_id = skill_produce_db[idx].req_skill;
  8975. slot[0]=slot1;
  8976. slot[1]=slot2;
  8977. slot[2]=slot3;
  8978. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  8979. int j;
  8980. if( slot[i]<=0 )
  8981. continue;
  8982. j = pc_search_inventory(sd,slot[i]);
  8983. if(j < 0)
  8984. continue;
  8985. if(slot[i]==1000){ /* Star Crumb */
  8986. pc_delitem(sd,j,1,1);
  8987. sc++;
  8988. }
  8989. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  8990. static const int ele_table[4]={3,1,4,2};
  8991. pc_delitem(sd,j,1,1);
  8992. ele=ele_table[slot[i]-994];
  8993. }
  8994. }
  8995. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  8996. int j,id,x;
  8997. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  8998. continue;
  8999. x=qty*skill_produce_db[idx].mat_amount[i];
  9000. do{
  9001. int y=0;
  9002. j = pc_search_inventory(sd,id);
  9003. if(j >= 0){
  9004. y = sd->status.inventory[j].amount;
  9005. if(y>x)y=x;
  9006. pc_delitem(sd,j,y,0);
  9007. } else
  9008. ShowError("skill_produce_mix: material item error\n");
  9009. x-=y;
  9010. }while( j>=0 && x>0 );
  9011. }
  9012. if((equip=itemdb_isequip(nameid)))
  9013. wlv = itemdb_wlv(nameid);
  9014. if(!equip) {
  9015. switch(skill_id){
  9016. case BS_IRON:
  9017. case BS_STEEL:
  9018. case BS_ENCHANTEDSTONE:
  9019. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9020. i = pc_checkskill(sd,skill_id);
  9021. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9022. switch(nameid){
  9023. case 998: // Iron
  9024. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9025. break;
  9026. case 999: // Steel
  9027. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9028. break;
  9029. case 1000: //Star Crumb
  9030. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9031. break;
  9032. default: // Enchanted Stones
  9033. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9034. break;
  9035. }
  9036. break;
  9037. case ASC_CDP:
  9038. make_per = (2000 + 40*status->dex + 20*status->luk);
  9039. break;
  9040. case AL_HOLYWATER:
  9041. make_per = 100000; //100% success
  9042. break;
  9043. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9044. case AM_TWILIGHT1:
  9045. case AM_TWILIGHT2:
  9046. case AM_TWILIGHT3:
  9047. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9048. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9049. + status->int_*5 + status->dex*10+status->luk*10;
  9050. switch(nameid){
  9051. case 501: // Red Potion
  9052. case 503: // Yellow Potion
  9053. case 504: // White Potion
  9054. case 605: // Anodyne
  9055. case 606: // Aloevera
  9056. make_per += 2000;
  9057. break;
  9058. case 505: // Blue Potion
  9059. make_per -= 500;
  9060. break;
  9061. case 545: // Condensed Red Potion
  9062. case 546: // Condensed Yellow Potion
  9063. case 547: // Condensed White Potion
  9064. make_per -= 1000;
  9065. break;
  9066. case 970: // Alcohol
  9067. make_per += 1000;
  9068. break;
  9069. case 7139: // Glistening Coat
  9070. make_per -= 1000;
  9071. break;
  9072. case 7135: // Bottle Grenade
  9073. case 7136: // Acid Bottle
  9074. case 7137: // Plant Bottle
  9075. case 7138: // Marine Sphere Bottle
  9076. default:
  9077. break;
  9078. }
  9079. if(battle_config.pp_rate != 100)
  9080. make_per = make_per * battle_config.pp_rate / 100;
  9081. break;
  9082. case SA_CREATECON: // Elemental Converter Creation
  9083. make_per = 100000; // should be 100% success rate
  9084. break;
  9085. default:
  9086. if (sd->menuskill_id == AM_PHARMACY &&
  9087. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9088. { //Assume Cooking Dish
  9089. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9090. make_per = 10000; //100% Success
  9091. else
  9092. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9093. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9094. break;
  9095. }
  9096. make_per = 5000;
  9097. break;
  9098. }
  9099. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9100. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9101. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9102. 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
  9103. 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
  9104. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9105. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9106. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9107. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9108. if(battle_config.wp_rate != 100)
  9109. make_per = make_per * battle_config.wp_rate / 100;
  9110. }
  9111. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9112. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9113. make_per = (make_per * 80) / 100; //Lupus
  9114. if(make_per < 1) make_per = 1;
  9115. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9116. struct item tmp_item;
  9117. memset(&tmp_item,0,sizeof(tmp_item));
  9118. tmp_item.nameid=nameid;
  9119. tmp_item.amount=1;
  9120. tmp_item.identify=1;
  9121. if(equip){
  9122. tmp_item.card[0]=CARD0_FORGE;
  9123. tmp_item.card[1]=((sc*5)<<8)+ele;
  9124. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9125. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9126. } else {
  9127. //Flag is only used on the end, so it can be used here. [Skotlex]
  9128. switch (skill_id) {
  9129. case BS_DAGGER:
  9130. case BS_SWORD:
  9131. case BS_TWOHANDSWORD:
  9132. case BS_AXE:
  9133. case BS_MACE:
  9134. case BS_KNUCKLE:
  9135. case BS_SPEAR:
  9136. flag = battle_config.produce_item_name_input&0x1;
  9137. break;
  9138. case AM_PHARMACY:
  9139. case AM_TWILIGHT1:
  9140. case AM_TWILIGHT2:
  9141. case AM_TWILIGHT3:
  9142. flag = battle_config.produce_item_name_input&0x2;
  9143. break;
  9144. case AL_HOLYWATER:
  9145. flag = battle_config.produce_item_name_input&0x8;
  9146. break;
  9147. case ASC_CDP:
  9148. flag = battle_config.produce_item_name_input&0x10;
  9149. break;
  9150. default:
  9151. flag = battle_config.produce_item_name_input&0x80;
  9152. break;
  9153. }
  9154. if (flag) {
  9155. tmp_item.card[0]=CARD0_CREATE;
  9156. tmp_item.card[1]=0;
  9157. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9158. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9159. }
  9160. }
  9161. // if(log_config.produce > 0)
  9162. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9163. //TODO update PICKLOG
  9164. if(equip){
  9165. clif_produceeffect(sd,0,nameid);
  9166. clif_misceffect(&sd->bl,3);
  9167. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9168. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9169. } else {
  9170. int fame = 0;
  9171. tmp_item.amount = 0;
  9172. for (i=0; i< qty; i++)
  9173. { //Apply quantity modifiers.
  9174. if (rand()%10000 < make_per || qty == 1)
  9175. { //Success
  9176. tmp_item.amount++;
  9177. if(nameid < 545 || nameid > 547)
  9178. continue;
  9179. if(skill_id != AM_PHARMACY &&
  9180. skill_id != AM_TWILIGHT1 &&
  9181. skill_id != AM_TWILIGHT2 &&
  9182. skill_id != AM_TWILIGHT3)
  9183. continue;
  9184. //Add fame as needed.
  9185. switch(++sd->potion_success_counter) {
  9186. case 3:
  9187. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9188. break;
  9189. case 5:
  9190. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9191. break;
  9192. case 7:
  9193. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9194. break;
  9195. case 10:
  9196. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9197. sd->potion_success_counter = 0;
  9198. break;
  9199. }
  9200. } else //Failure
  9201. sd->potion_success_counter = 0;
  9202. }
  9203. if (fame)
  9204. pc_addfame(sd,fame);
  9205. //Visual effects and the like.
  9206. switch (skill_id) {
  9207. case AM_PHARMACY:
  9208. case AM_TWILIGHT1:
  9209. case AM_TWILIGHT2:
  9210. case AM_TWILIGHT3:
  9211. case ASC_CDP:
  9212. clif_produceeffect(sd,2,nameid);
  9213. clif_misceffect(&sd->bl,5);
  9214. break;
  9215. case BS_IRON:
  9216. case BS_STEEL:
  9217. case BS_ENCHANTEDSTONE:
  9218. clif_produceeffect(sd,0,nameid);
  9219. clif_misceffect(&sd->bl,3);
  9220. break;
  9221. default: //Those that don't require a skill?
  9222. if (skill_produce_db[idx].itemlv>10 &&
  9223. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9224. clif_specialeffect(&sd->bl, 608, AREA);
  9225. break;
  9226. }
  9227. }
  9228. if (tmp_item.amount) { //Success
  9229. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9230. clif_additem(sd,0,0,flag);
  9231. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9232. }
  9233. return 1;
  9234. }
  9235. }
  9236. //Failure
  9237. // if(log_config.produce)
  9238. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9239. //TODO update PICKLOG
  9240. if(equip){
  9241. clif_produceeffect(sd,1,nameid);
  9242. clif_misceffect(&sd->bl,2);
  9243. } else {
  9244. switch (skill_id) {
  9245. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9246. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9247. case AM_PHARMACY:
  9248. case AM_TWILIGHT1:
  9249. case AM_TWILIGHT2:
  9250. case AM_TWILIGHT3:
  9251. clif_produceeffect(sd,3,nameid);
  9252. clif_misceffect(&sd->bl,6);
  9253. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9254. break;
  9255. case BS_IRON:
  9256. case BS_STEEL:
  9257. case BS_ENCHANTEDSTONE:
  9258. clif_produceeffect(sd,1,nameid);
  9259. clif_misceffect(&sd->bl,2);
  9260. break;
  9261. default:
  9262. if (skill_produce_db[idx].itemlv>10 &&
  9263. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9264. clif_specialeffect(&sd->bl, 609, AREA);
  9265. }
  9266. }
  9267. return 0;
  9268. }
  9269. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9270. {
  9271. int i,j,flag,index=-1;
  9272. struct item tmp_item;
  9273. nullpo_retr(0, sd);
  9274. if(nameid <= 0)
  9275. return 1;
  9276. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9277. if(nameid == skill_arrow_db[i].nameid) {
  9278. index = i;
  9279. break;
  9280. }
  9281. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9282. return 1;
  9283. pc_delitem(sd,j,1,0);
  9284. for(i=0;i<5;i++) {
  9285. memset(&tmp_item,0,sizeof(tmp_item));
  9286. tmp_item.identify = 1;
  9287. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9288. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9289. if(battle_config.produce_item_name_input&0x4) {
  9290. tmp_item.card[0]=CARD0_CREATE;
  9291. tmp_item.card[1]=0;
  9292. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9293. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9294. }
  9295. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9296. continue;
  9297. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9298. clif_additem(sd,0,0,flag);
  9299. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9300. }
  9301. }
  9302. return 0;
  9303. }
  9304. /*==========================================
  9305. *
  9306. *------------------------------------------*/
  9307. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9308. {
  9309. struct map_session_data *sd = map_id2sd(id);
  9310. if (data <= 0 || data >= MAX_SKILL)
  9311. return 0;
  9312. if (sd) sd->blockskill[data] = 0;
  9313. return 1;
  9314. }
  9315. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9316. {
  9317. nullpo_retr (-1, sd);
  9318. skillid = skill_get_index(skillid);
  9319. if (skillid == 0)
  9320. return -1;
  9321. if (tick < 1) {
  9322. sd->blockskill[skillid] = 0;
  9323. return -1;
  9324. }
  9325. sd->blockskill[skillid] = 1;
  9326. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9327. }
  9328. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9329. {
  9330. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9331. if (data <= 0 || data >= MAX_SKILL)
  9332. return 0;
  9333. if (hd) hd->blockskill[data] = 0;
  9334. return 1;
  9335. }
  9336. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9337. {
  9338. nullpo_retr (-1, hd);
  9339. skillid = skill_get_index(skillid);
  9340. if (skillid == 0)
  9341. return -1;
  9342. if (tick < 1) {
  9343. hd->blockskill[skillid] = 0;
  9344. return -1;
  9345. }
  9346. hd->blockskill[skillid] = 1;
  9347. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9348. }
  9349. /*
  9350. *
  9351. */
  9352. int skill_split_str (char *str, char **val, int num)
  9353. {
  9354. int i;
  9355. for( i = 0; i < num && str; i++ )
  9356. {
  9357. val[i] = str;
  9358. str = strchr(str,',');
  9359. if( str )
  9360. *str++=0;
  9361. }
  9362. return i;
  9363. }
  9364. /*
  9365. *
  9366. */
  9367. int skill_split_atoi (char *str, int *val)
  9368. {
  9369. int i, j, diff, step = 1;
  9370. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9371. if (!str) break;
  9372. val[i] = atoi(str);
  9373. str = strchr(str,':');
  9374. if (str)
  9375. *str++=0;
  9376. }
  9377. if(i==0) //No data found.
  9378. return 0;
  9379. if(i==1)
  9380. { //Single value, have the whole range have the same value.
  9381. for (; i < MAX_SKILL_LEVEL; i++)
  9382. val[i] = val[i-1];
  9383. return i;
  9384. }
  9385. //Check for linear change with increasing steps until we reach half of the data acquired.
  9386. for (step = 1; step <= i/2; step++)
  9387. {
  9388. diff = val[i-1] - val[i-step-1];
  9389. for(j = i-1; j >= step; j--)
  9390. if ((val[j]-val[j-step]) != diff)
  9391. break;
  9392. if (j>=step) //No match, try next step.
  9393. continue;
  9394. for(; i < MAX_SKILL_LEVEL; i++)
  9395. { //Apply linear increase
  9396. val[i] = val[i-step]+diff;
  9397. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9398. { val[i] = 1; diff = 0; step = 1; }
  9399. }
  9400. return i;
  9401. }
  9402. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9403. for (;i<MAX_SKILL_LEVEL; i++)
  9404. val[i] = val[i-1];
  9405. return i;
  9406. }
  9407. /*
  9408. *
  9409. */
  9410. void skill_init_unit_layout (void)
  9411. {
  9412. int i,j,size,pos = 0;
  9413. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9414. // standard square layouts go first
  9415. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9416. size = i*2+1;
  9417. skill_unit_layout[i].count = size*size;
  9418. for (j=0; j<size*size; j++) {
  9419. skill_unit_layout[i].dx[j] = (j%size-i);
  9420. skill_unit_layout[i].dy[j] = (j/size-i);
  9421. }
  9422. }
  9423. // afterwards add special ones
  9424. pos = i;
  9425. for (i=0;i<MAX_SKILL_DB;i++) {
  9426. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9427. continue;
  9428. switch (i) {
  9429. case MG_FIREWALL:
  9430. case WZ_ICEWALL:
  9431. // these will be handled later
  9432. break;
  9433. case PR_SANCTUARY:
  9434. case NPC_EVILLAND:
  9435. {
  9436. static const int dx[] = {
  9437. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9438. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9439. static const int dy[]={
  9440. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9441. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9442. skill_unit_layout[pos].count = 21;
  9443. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9444. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9445. break;
  9446. }
  9447. case PR_MAGNUS:
  9448. {
  9449. static const int dx[] = {
  9450. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9451. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9452. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9453. static const int dy[] = {
  9454. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9455. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9456. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9457. skill_unit_layout[pos].count = 33;
  9458. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9459. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9460. break;
  9461. }
  9462. case AS_VENOMDUST:
  9463. {
  9464. static const int dx[] = {-1, 0, 0, 0, 1};
  9465. static const int dy[] = { 0,-1, 0, 1, 0};
  9466. skill_unit_layout[pos].count = 5;
  9467. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9468. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9469. break;
  9470. }
  9471. case CR_GRANDCROSS:
  9472. case NPC_GRANDDARKNESS:
  9473. {
  9474. static const int dx[] = {
  9475. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9476. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9477. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9478. static const int dy[] = {
  9479. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9480. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9481. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9482. skill_unit_layout[pos].count = 29;
  9483. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9484. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9485. break;
  9486. }
  9487. case PF_FOGWALL:
  9488. {
  9489. static const int dx[] = {
  9490. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9491. static const int dy[] = {
  9492. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9493. skill_unit_layout[pos].count = 15;
  9494. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9495. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9496. break;
  9497. }
  9498. case PA_GOSPEL:
  9499. {
  9500. static const int dx[] = {
  9501. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9502. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9503. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9504. -1, 0, 1};
  9505. static const int dy[] = {
  9506. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9507. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9508. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9509. 3, 3, 3};
  9510. skill_unit_layout[pos].count = 33;
  9511. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9512. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9513. break;
  9514. }
  9515. case NJ_KAENSIN:
  9516. {
  9517. 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};
  9518. 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};
  9519. skill_unit_layout[pos].count = 24;
  9520. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9521. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9522. break;
  9523. }
  9524. case NJ_TATAMIGAESHI:
  9525. {
  9526. //Level 1 (count 4, cross of 3x3)
  9527. static const int dx1[] = {-1, 1, 0, 0};
  9528. static const int dy1[] = { 0, 0,-1, 1};
  9529. //Level 2-3 (count 8, cross of 5x5)
  9530. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  9531. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  9532. //Level 4-5 (count 12, cross of 7x7
  9533. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  9534. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  9535. //lv1
  9536. j = 0;
  9537. skill_unit_layout[pos].count = 4;
  9538. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  9539. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  9540. skill_db[i].unit_layout_type[j] = pos;
  9541. //lv2/3
  9542. j++;
  9543. pos++;
  9544. skill_unit_layout[pos].count = 8;
  9545. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  9546. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  9547. skill_db[i].unit_layout_type[j] = pos;
  9548. skill_db[i].unit_layout_type[++j] = pos;
  9549. //lv4/5
  9550. j++;
  9551. pos++;
  9552. skill_unit_layout[pos].count = 12;
  9553. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  9554. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  9555. skill_db[i].unit_layout_type[j] = pos;
  9556. skill_db[i].unit_layout_type[++j] = pos;
  9557. //Fill in the rest using lv 5.
  9558. for (;j<MAX_SKILL_LEVEL;j++)
  9559. skill_db[i].unit_layout_type[j] = pos;
  9560. //Skip, this way the check below will fail and continue to the next skill.
  9561. pos++;
  9562. break;
  9563. }
  9564. default:
  9565. ShowError("unknown unit layout at skill %d\n",i);
  9566. break;
  9567. }
  9568. if (!skill_unit_layout[pos].count)
  9569. continue;
  9570. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9571. skill_db[i].unit_layout_type[j] = pos;
  9572. pos++;
  9573. }
  9574. // firewall and icewall have 8 layouts (direction-dependent)
  9575. firewall_unit_pos = pos;
  9576. for (i=0;i<8;i++) {
  9577. if (i&1) {
  9578. skill_unit_layout[pos].count = 5;
  9579. if (i&0x2) {
  9580. int dx[] = {-1,-1, 0, 0, 1};
  9581. int dy[] = { 1, 0, 0,-1,-1};
  9582. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9583. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9584. } else {
  9585. int dx[] = { 1, 1 ,0, 0,-1};
  9586. int dy[] = { 1, 0, 0,-1,-1};
  9587. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9588. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9589. }
  9590. } else {
  9591. skill_unit_layout[pos].count = 3;
  9592. if (i%4==0) {
  9593. int dx[] = {-1, 0, 1};
  9594. int dy[] = { 0, 0, 0};
  9595. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9596. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9597. } else {
  9598. int dx[] = { 0, 0, 0};
  9599. int dy[] = {-1, 0, 1};
  9600. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9601. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9602. }
  9603. }
  9604. pos++;
  9605. }
  9606. icewall_unit_pos = pos;
  9607. for (i=0;i<8;i++) {
  9608. skill_unit_layout[pos].count = 5;
  9609. if (i&1) {
  9610. if (i&0x2) {
  9611. int dx[] = {-2,-1, 0, 1, 2};
  9612. int dy[] = { 2, 1, 0,-1,-2};
  9613. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9614. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9615. } else {
  9616. int dx[] = { 2, 1 ,0,-1,-2};
  9617. int dy[] = { 2, 1, 0,-1,-2};
  9618. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9619. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9620. }
  9621. } else {
  9622. if (i%4==0) {
  9623. int dx[] = {-2,-1, 0, 1, 2};
  9624. int dy[] = { 0, 0, 0, 0, 0};
  9625. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9626. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9627. } else {
  9628. int dx[] = { 0, 0, 0, 0, 0};
  9629. int dy[] = {-2,-1, 0, 1, 2};
  9630. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9631. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9632. }
  9633. }
  9634. pos++;
  9635. }
  9636. }
  9637. /*==========================================
  9638. * DB reading.
  9639. * skill_db.txt
  9640. * skill_require_db.txt
  9641. * skill_cast_db.txt
  9642. * skill_unit_db.txt
  9643. * produce_db.txt
  9644. * create_arrow_db.txt
  9645. * abra_db.txt
  9646. * skill_castnodex_db.txt
  9647. * skill_nocast_db.txt
  9648. *------------------------------------------*/
  9649. /// Opens and parses a CSV file into columns, feeding them to the specified callback function row by row.
  9650. /// Tracks the progress of the operation (file position, number of successfully processed rows).
  9651. /// Returns 'true' if it was able to process the specified file, or 'false' if it could not be read.
  9652. static bool skill_read_csvdb( const char* directory, const char* filename, int mincolumns, bool (*parseproc)(char* split[], int columns, int current) )
  9653. {
  9654. FILE* fp;
  9655. int lines = 0;
  9656. int entries = 0;
  9657. char path[1024], line[1024];
  9658. // open file
  9659. snprintf(path, sizeof(path), "%s/%s", directory, filename);
  9660. fp = fopen(path,"r");
  9661. if( fp == NULL )
  9662. {
  9663. ShowError("skill_read_db: can't read %s\n", path);
  9664. return false;
  9665. }
  9666. // process rows one by one
  9667. while( fgets(line, sizeof(line), fp) )
  9668. {
  9669. char* split[50];
  9670. int columns;
  9671. lines++;
  9672. if( line[0] == '/' && line[1] == '/' )
  9673. continue;
  9674. //TODO: strip trailing // comment
  9675. //TODO: strip trailing whitespace
  9676. if( line[0] == '\0' || line[0] == '\n' )
  9677. continue;
  9678. memset(split,0,sizeof(split));
  9679. columns = skill_split_str(line,split,ARRAYLENGTH(split));
  9680. if( columns < 2 ) // FIXME: assumes db has at least 2 mandatory columns
  9681. continue; // empty line
  9682. if( columns < mincolumns )
  9683. {
  9684. ShowError("skill_read_csvdb: Insufficient columns in line %d of \"%s\" (found %d, need at least %d).\n", lines, path, columns, mincolumns);
  9685. continue; // not enough columns
  9686. }
  9687. if( columns > ARRAYLENGTH(split) )
  9688. {
  9689. 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) );
  9690. continue; // source code problem
  9691. }
  9692. // parse this row
  9693. if( !parseproc(split, columns, entries) )
  9694. {
  9695. ShowError("skill_read_csvdb: Could not process contents of line %d of \"%s\".\n", lines, path);
  9696. continue; // invalid row contents?
  9697. }
  9698. // success!
  9699. entries++;
  9700. }
  9701. fclose(fp);
  9702. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  9703. return true;
  9704. }
  9705. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  9706. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  9707. int i = atoi(split[0]);
  9708. if( i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX ) {
  9709. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild skill mapping)!\n");
  9710. return false;
  9711. }
  9712. if( i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX ) {
  9713. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with homunculus skill mapping)!\n");
  9714. return false;
  9715. }
  9716. i = skill_get_index(i);
  9717. if( !i ) // invalid skill id
  9718. return false;
  9719. skill_split_atoi(split[1],skill_db[i].range);
  9720. skill_db[i].hit = atoi(split[2]);
  9721. skill_db[i].inf = atoi(split[3]);
  9722. skill_split_atoi(split[4],skill_db[i].element);
  9723. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  9724. skill_split_atoi(split[6],skill_db[i].splash);
  9725. skill_db[i].max = atoi(split[7]);
  9726. skill_split_atoi(split[8],skill_db[i].num);
  9727. if( strcmpi(split[9],"yes") == 0 )
  9728. skill_db[i].castcancel = 1;
  9729. else
  9730. skill_db[i].castcancel = 0;
  9731. skill_db[i].cast_def_rate = atoi(split[10]);
  9732. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  9733. skill_split_atoi(split[12],skill_db[i].maxcount);
  9734. if( strcmpi(split[13],"weapon") == 0 )
  9735. skill_db[i].skill_type = BF_WEAPON;
  9736. else if( strcmpi(split[13],"magic") == 0 )
  9737. skill_db[i].skill_type = BF_MAGIC;
  9738. else if( strcmpi(split[13],"misc") == 0 )
  9739. skill_db[i].skill_type = BF_MISC;
  9740. else
  9741. skill_db[i].skill_type = 0;
  9742. skill_split_atoi(split[14],skill_db[i].blewcount);
  9743. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  9744. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  9745. return true;
  9746. }
  9747. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  9748. {// 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
  9749. char* p;
  9750. int j;
  9751. int i = atoi(split[0]);
  9752. i = skill_get_index(i);
  9753. if( !i ) // invalid skill id
  9754. return false;
  9755. skill_split_atoi(split[1],skill_db[i].hp);
  9756. skill_split_atoi(split[2],skill_db[i].mhp);
  9757. skill_split_atoi(split[3],skill_db[i].sp);
  9758. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9759. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9760. skill_split_atoi(split[6],skill_db[i].zeny);
  9761. //FIXME: document this
  9762. p = split[7];
  9763. for( j = 0; j < 32; j++ )
  9764. {
  9765. int l = atoi(p);
  9766. if( l == 99 ) // magic value?
  9767. {
  9768. skill_db[i].weapon = 0xffffffff;
  9769. break;
  9770. }
  9771. else
  9772. skill_db[i].weapon |= 1<<l;
  9773. p = strchr(p,':');
  9774. if(!p)
  9775. break;
  9776. p++;
  9777. }
  9778. //FIXME: document this
  9779. p = split[8];
  9780. for( j = 0; j < 32; j++ )
  9781. {
  9782. int l = atoi(p);
  9783. if( l == 99 ) // magic value?
  9784. {
  9785. skill_db[i].ammo = 0xffffffff;
  9786. break;
  9787. }
  9788. else if( l ) // 0 not allowed?
  9789. skill_db[i].ammo |= 1<<l;
  9790. p = strchr(p,':');
  9791. if( !p )
  9792. break;
  9793. p++;
  9794. }
  9795. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  9796. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  9797. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  9798. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  9799. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  9800. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  9801. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  9802. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  9803. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  9804. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  9805. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  9806. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  9807. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  9808. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  9809. else skill_db[i].state = ST_NONE;
  9810. skill_split_atoi(split[11],skill_db[i].spiritball);
  9811. for( j = 0; j < 10; j++ ) {
  9812. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  9813. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  9814. }
  9815. return true;
  9816. }
  9817. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  9818. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  9819. int i = atoi(split[0]);
  9820. i = skill_get_index(i);
  9821. if( !i ) // invalid skill id
  9822. return false;
  9823. skill_split_atoi(split[1],skill_db[i].cast);
  9824. skill_split_atoi(split[2],skill_db[i].delay);
  9825. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9826. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9827. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9828. return true;
  9829. }
  9830. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  9831. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  9832. int i = atoi(split[0]);
  9833. i = skill_get_index(i);
  9834. if( !i ) // invalid skill id
  9835. return false;
  9836. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9837. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9838. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9839. skill_split_atoi(split[4],skill_db[i].unit_range);
  9840. skill_db[i].unit_interval = atoi(split[5]);
  9841. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9842. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9843. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  9844. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  9845. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  9846. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  9847. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  9848. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  9849. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9850. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9851. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9852. skill_db[i].unit_target = BCT_NOENEMY;
  9853. //By default, target just characters.
  9854. skill_db[i].unit_target |= BL_CHAR;
  9855. if (skill_db[i].unit_flag&UF_NOPC)
  9856. skill_db[i].unit_target &= ~BL_PC;
  9857. if (skill_db[i].unit_flag&UF_NOMOB)
  9858. skill_db[i].unit_target &= ~BL_MOB;
  9859. if (skill_db[i].unit_flag&UF_SKILL)
  9860. skill_db[i].unit_target |= BL_SKILL;
  9861. return true;
  9862. }
  9863. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  9864. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  9865. int x,y;
  9866. int i = atoi(split[0]);
  9867. if( !i )
  9868. return false;
  9869. if( current == MAX_SKILL_PRODUCE_DB )
  9870. return false;
  9871. skill_produce_db[current].nameid = i;
  9872. skill_produce_db[current].itemlv = atoi(split[1]);
  9873. skill_produce_db[current].req_skill = atoi(split[2]);
  9874. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  9875. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  9876. {
  9877. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  9878. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  9879. }
  9880. if( current == MAX_SKILL_PRODUCE_DB-1 )
  9881. 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);
  9882. return true;
  9883. }
  9884. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  9885. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  9886. int x,y;
  9887. int i = atoi(split[0]);
  9888. if( !i )
  9889. return false;
  9890. if( current == MAX_SKILL_ARROW_DB )
  9891. return false;
  9892. skill_arrow_db[current].nameid = i;
  9893. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  9894. {
  9895. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  9896. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  9897. }
  9898. //TODO?: add capacity warning here
  9899. return true;
  9900. }
  9901. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  9902. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  9903. int i = atoi(split[0]);
  9904. if( !skill_get_index(i) || !skill_get_max(i) )
  9905. {
  9906. ShowError("abra_db: Invalid skill ID %d\n", i);
  9907. return false;
  9908. }
  9909. if ( !skill_get_inf(i) )
  9910. {
  9911. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  9912. return false;
  9913. }
  9914. if( current == MAX_SKILL_ABRA_DB )
  9915. return false;
  9916. skill_abra_db[current].skillid = i;
  9917. skill_abra_db[current].req_lv = atoi(split[2]);
  9918. skill_abra_db[current].per = atoi(split[3]);
  9919. //TODO?: add capacity warning here
  9920. return true;
  9921. }
  9922. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  9923. {// Skill id,Cast,Delay (optional)
  9924. int i = atoi(split[0]);
  9925. i = skill_get_index(i);
  9926. if( !i ) // invalid skill id
  9927. return false;
  9928. skill_split_atoi(split[1],skill_db[i].castnodex);
  9929. if( split[2] ) // optional column
  9930. skill_split_atoi(split[2],skill_db[i].delaynodex);
  9931. return true;
  9932. }
  9933. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  9934. {// SkillID,Flag
  9935. int i = atoi(split[0]);
  9936. i = skill_get_index(i);
  9937. if( !i ) // invalid skill id
  9938. return false;
  9939. skill_db[i].nocast |= atoi(split[1]);
  9940. return true;
  9941. }
  9942. int skill_readdb(void)
  9943. {
  9944. // init skill db structures
  9945. memset(skill_db,0,sizeof(skill_db));
  9946. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9947. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9948. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9949. // load skill databases
  9950. skill_read_csvdb(db_path, "skill_db.txt", 17, skill_parse_row_skilldb);
  9951. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  9952. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  9953. skill_read_csvdb(db_path, "skill_require_db.txt", 17, skill_parse_row_requiredb);
  9954. skill_read_csvdb(db_path, "skill_cast_db.txt", 6, skill_parse_row_castdb);
  9955. skill_read_csvdb(db_path, "skill_unit_db.txt", 8, skill_parse_row_unitdb);
  9956. skill_init_unit_layout();
  9957. skill_read_csvdb(db_path, "produce_db.txt", 4, skill_parse_row_producedb);
  9958. skill_read_csvdb(db_path, "create_arrow_db.txt", 1+2, skill_parse_row_createarrowdb);
  9959. skill_read_csvdb(db_path, "abra_db.txt", 4, skill_parse_row_abradb);
  9960. skill_read_csvdb(db_path, "skill_castnodex_db.txt", 2, skill_parse_row_castnodexdb);
  9961. skill_read_csvdb(db_path, "skill_nocast_db.txt", 2, skill_parse_row_nocastdb);
  9962. return 0;
  9963. }
  9964. void skill_reload (void)
  9965. {
  9966. skill_readdb();
  9967. }
  9968. /*==========================================
  9969. *
  9970. *------------------------------------------*/
  9971. int do_init_skill (void)
  9972. {
  9973. skill_readdb();
  9974. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  9975. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  9976. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  9977. add_timer_func_list(skill_castend_id,"skill_castend_id");
  9978. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  9979. add_timer_func_list(skill_timerskill,"skill_timerskill");
  9980. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  9981. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  9982. return 0;
  9983. }
  9984. int do_final_skill(void)
  9985. {
  9986. ers_destroy(skill_unit_ers);
  9987. ers_destroy(skill_timer_ers);
  9988. return 0;
  9989. }