skill.c 651 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. // ranges reserved for mapping skill ids to skilldb offsets
  42. #define HM_SKILLRANGEMIN 700
  43. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  44. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  45. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  46. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  47. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  48. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  49. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  50. #if GD_SKILLRANGEMAX > 999
  51. #error GD_SKILLRANGEMAX is greater than 999
  52. #endif
  53. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  54. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  55. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  56. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  57. /**
  58. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  59. **/
  60. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  61. struct skill_usave {
  62. uint16 skill_id, skill_lv;
  63. };
  64. struct s_skill_db skill_db[MAX_SKILL_DB];
  65. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  66. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  67. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  68. struct s_skill_improvise_db {
  69. uint16 skill_id;
  70. short per;//1-10000
  71. };
  72. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  73. struct s_skill_changematerial_db {
  74. int itemid;
  75. short rate;
  76. int qty[5];
  77. short qty_rate[5];
  78. };
  79. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  80. //Warlock
  81. struct s_skill_spellbook_db {
  82. int nameid;
  83. uint16 skill_id;
  84. int point;
  85. };
  86. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  87. //Guillotine Cross
  88. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  89. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  90. int firewall_unit_pos;
  91. int icewall_unit_pos;
  92. int earthstrain_unit_pos;
  93. int firerain_unit_pos;
  94. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT];
  95. int overbrand_nounit_pos;
  96. int overbrand_brandish_nounit_pos;
  97. //early declaration
  98. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  99. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  100. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  101. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  102. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  103. //Since only mob-casted splash skills can hit ice-walls
  104. static inline int splash_target(struct block_list* bl) {
  105. #ifndef RENEWAL
  106. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  107. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  108. return BL_SKILL|BL_CHAR;
  109. #endif
  110. }
  111. /// Returns the id of the skill, or 0 if not found.
  112. int skill_name2id(const char* name) {
  113. if( name == NULL )
  114. return 0;
  115. return strdb_iget(skilldb_name2id, name);
  116. }
  117. /// Maps skill ids to skill db offsets.
  118. /// Returns the skill's array index, or 0 (Unknown Skill).
  119. int skill_get_index( uint16 skill_id ) {
  120. // avoid ranges reserved for mapping guild/homun/mercenary skills
  121. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  122. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  123. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  124. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) )
  125. return 0;
  126. // map skill id to skill db index
  127. if( skill_id >= GD_SKILLBASE )
  128. skill_id = GD_SKILLRANGEMIN + skill_id - GD_SKILLBASE;
  129. else if( skill_id >= EL_SKILLBASE )
  130. skill_id = EL_SKILLRANGEMIN + skill_id - EL_SKILLBASE;
  131. else if( skill_id >= MC_SKILLBASE )
  132. skill_id = MC_SKILLRANGEMIN + skill_id - MC_SKILLBASE;
  133. else if( skill_id >= HM_SKILLBASE )
  134. skill_id = HM_SKILLRANGEMIN + skill_id - HM_SKILLBASE;
  135. // validate result
  136. if( !skill_id || skill_id >= MAX_SKILL_DB )
  137. return 0;
  138. return skill_id;
  139. }
  140. const char* skill_get_name( uint16 skill_id ) {
  141. return skill_db[skill_get_index(skill_id)].name;
  142. }
  143. const char* skill_get_desc( uint16 skill_id ) {
  144. return skill_db[skill_get_index(skill_id)].desc;
  145. }
  146. /// out of bounds error checking [celest]
  147. static void skill_chk(int16 *skill_id) {
  148. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  149. }
  150. // checks/adjusts level
  151. static void skill_chk2(int16 *skill_lv) {
  152. *skill_lv = (*skill_lv < 1) ? 1 : (*skill_lv > MAX_SKILL_LEVEL) ? MAX_SKILL_LEVEL : *skill_lv;
  153. }
  154. // checks/adjusts index. make sure we don't use negative index
  155. static void skill_chk3(int *idx) {
  156. if (*idx < 0) *idx = 0;
  157. }
  158. #define skill_get(var,id) { skill_chk(&id); if(!id) return 0; return var; }
  159. #define skill_get2(var,id,lv) { skill_chk(&id); if (!id) return 0; skill_chk2(&lv); return var; }
  160. #define skill_get3(var,id,x) { skill_chk(&id); if (!id) return 0; skill_chk3(&x); return var; }
  161. // Skill DB
  162. int skill_get_hit( uint16 skill_id ) { skill_get (skill_db[skill_id].hit, skill_id); }
  163. int skill_get_inf( uint16 skill_id ) { skill_get (skill_db[skill_id].inf, skill_id); }
  164. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].element[skill_lv-1], skill_id, skill_lv); }
  165. int skill_get_nk( uint16 skill_id ) { skill_get (skill_db[skill_id].nk, skill_id); }
  166. int skill_get_max( uint16 skill_id ) { skill_get (skill_db[skill_id].max, skill_id); }
  167. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_db[skill_id].range[skill_lv-1], skill_id, skill_lv); }
  168. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) { skill_get2 ( (skill_db[skill_id].splash[skill_lv-1]>=0?skill_db[skill_id].splash[skill_lv-1]:AREA_SIZE), skill_id, skill_lv); }
  169. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].num[skill_lv-1], skill_id, skill_lv); }
  170. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cast[skill_lv-1], skill_id, skill_lv); }
  171. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].delay[skill_lv-1], skill_id, skill_lv); }
  172. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].walkdelay[skill_lv-1], skill_id, skill_lv); }
  173. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time[skill_lv-1], skill_id, skill_lv); }
  174. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].upkeep_time2[skill_lv-1], skill_id, skill_lv); }
  175. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_db[skill_id].cast_def_rate, skill_id); }
  176. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_db[skill_id].inf2, skill_id); }
  177. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_db[skill_id].inf3, skill_id); }
  178. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_db[skill_id].castcancel, skill_id); }
  179. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].maxcount[skill_lv-1], skill_id, skill_lv); }
  180. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].blewcount[skill_lv-1], skill_id, skill_lv); }
  181. int skill_get_castnodex( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].castnodex[skill_lv-1], skill_id, skill_lv); }
  182. int skill_get_delaynodex( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].delaynodex[skill_lv-1], skill_id, skill_lv); }
  183. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_db[skill_id].nocast, skill_id); }
  184. int skill_get_type( uint16 skill_id ) { skill_get (skill_db[skill_id].skill_type, skill_id); }
  185. int skill_get_unit_id ( uint16 skill_id, int flag ){ skill_get3 (skill_db[skill_id].unit_id[flag], skill_id, flag); }
  186. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_interval, skill_id); }
  187. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_range[skill_lv-1], skill_id, skill_lv); }
  188. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BCT_ALL, skill_id); }
  189. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_target&BL_ALL, skill_id); }
  190. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_db[skill_id].unit_flag, skill_id); }
  191. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].unit_layout_type[skill_lv-1], skill_id, skill_lv); }
  192. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].cooldown[skill_lv-1], skill_id, skill_lv); }
  193. #ifdef RENEWAL_CAST
  194. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ){ skill_get2 (skill_db[skill_id].fixed_cast[skill_lv-1], skill_id, skill_lv); }
  195. #endif
  196. // Skill requirements
  197. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp[skill_lv-1], skill_id, skill_lv); }
  198. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.mhp[skill_lv-1], skill_id, skill_lv); }
  199. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp[skill_lv-1], skill_id, skill_lv); }
  200. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.hp_rate[skill_lv-1], skill_id, skill_lv); }
  201. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.sp_rate[skill_lv-1], skill_id, skill_lv); }
  202. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.zeny[skill_lv-1], skill_id, skill_lv); }
  203. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.weapon, skill_id); }
  204. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_db[skill_id].require.ammo, skill_id); }
  205. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_db[skill_id].require.ammo_qty[skill_lv-1], skill_id, skill_lv); }
  206. int skill_get_state( uint16 skill_id ) { skill_get (skill_db[skill_id].require.state, skill_id); }
  207. //int skill_get_status( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.status[idx], skill_id, idx); }
  208. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_db[skill_id].require.status_count, skill_id); }
  209. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ){ skill_get2 (skill_db[skill_id].require.spiritball[skill_lv-1], skill_id, skill_lv); }
  210. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.itemid[idx], skill_id, idx); }
  211. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.amount[idx], skill_id, idx); }
  212. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_db[skill_id].require.eqItem[idx], skill_id, idx); }
  213. int skill_tree_get_max(uint16 skill_id, int b_class)
  214. {
  215. int i;
  216. b_class = pc_class2idx(b_class);
  217. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  218. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  219. return skill_tree[b_class][i].max;
  220. else
  221. return skill_get_max(skill_id);
  222. }
  223. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  224. int skill_check_target_c_marker(struct block_list *bl,va_list ap);
  225. int skill_attack_area(struct block_list *bl,va_list ap);
  226. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  227. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  228. int skill_greed(struct block_list *bl, va_list ap);
  229. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  230. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  231. static int skill_trap_splash(struct block_list *bl, va_list ap);
  232. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  233. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  234. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  235. static int skill_unit_effect(struct block_list *bl,va_list ap);
  236. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  237. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  238. int skill_get_casttype (uint16 skill_id) {
  239. int inf = skill_get_inf(skill_id);
  240. if (inf&(INF_GROUND_SKILL))
  241. return CAST_GROUND;
  242. if (inf&INF_SUPPORT_SKILL)
  243. return CAST_NODAMAGE;
  244. if (inf&INF_SELF_SKILL) {
  245. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  246. return CAST_DAMAGE; //Combo skill.
  247. return CAST_NODAMAGE;
  248. }
  249. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  250. return CAST_NODAMAGE;
  251. return CAST_DAMAGE;
  252. }
  253. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  254. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  255. int range, inf3=0;
  256. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  257. return 9; //Mobs have a range of 9 regardless of skill used.
  258. range = skill_get_range(skill_id, skill_lv);
  259. if( range < 0 ) {
  260. if( battle_config.use_weapon_skill_range&bl->type )
  261. return status_get_range(bl);
  262. range *=-1;
  263. }
  264. inf3 = skill_get_inf3(skill_id);
  265. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  266. if( bl->type == BL_PC ) {
  267. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  268. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  269. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  270. } else
  271. range += 10; //Assume level 10?
  272. }
  273. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  274. if( bl->type == BL_PC ) {
  275. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  276. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  277. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  278. }
  279. }
  280. if( !range && bl->type != BL_PC )
  281. return 9; // Enable non players to use self skills on others. [Skotlex]
  282. return range;
  283. }
  284. /** Calculates heal value of skill's effect
  285. * @param src
  286. * @param target
  287. * @param skill_id
  288. * @param skill_lv
  289. * @param heal
  290. * @return modified heal value
  291. */
  292. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  293. int skill, hp = 0;
  294. struct map_session_data *sd = BL_CAST(BL_PC, src);
  295. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  296. struct status_change *sc, *tsc;
  297. sc = status_get_sc(src);
  298. tsc = status_get_sc(target);
  299. switch( skill_id ) {
  300. case BA_APPLEIDUN:
  301. #ifdef RENEWAL
  302. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  303. #else
  304. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  305. #endif
  306. if( sd )
  307. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  308. break;
  309. case PR_SANCTUARY:
  310. hp = (skill_lv>6)?777:skill_lv*100;
  311. break;
  312. case NPC_EVILLAND:
  313. hp = (skill_lv>6)?666:skill_lv*100;
  314. break;
  315. default:
  316. if (skill_lv >= battle_config.max_heal_lv)
  317. return battle_config.max_heal;
  318. #ifdef RENEWAL
  319. /**
  320. * Renewal Heal Formula
  321. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  322. **/
  323. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) / 10;
  324. #else
  325. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) * 8));
  326. #endif
  327. if (skill_id == AB_HIGHNESSHEAL)
  328. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  329. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  330. hp += hp * skill * 2 / 100;
  331. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  332. hp += hp * skill * 2 / 100;
  333. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  334. hp *= 2;
  335. break;
  336. }
  337. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  338. hp >>= 1;
  339. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  340. hp += hp*skill/100;
  341. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  342. hp += hp*skill/100;
  343. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  344. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  345. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  346. if( tsc && tsc->count ) {
  347. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  348. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  349. if( heal && tsc->data[SC_DEATHHURT] )
  350. hp -= hp * 20/100;
  351. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  352. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  353. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  354. hp += hp / 10;
  355. }
  356. #ifdef RENEWAL
  357. // MATK part of the RE heal formula [malufett]
  358. // Note: in this part matk bonuses from items or skills are not applied
  359. switch( skill_id ) {
  360. case BA_APPLEIDUN: case PR_SANCTUARY:
  361. case NPC_EVILLAND: break;
  362. default:
  363. {
  364. struct status_data *status = status_get_status_data(src);
  365. int min, max;
  366. min = max = status_base_matk(status, status_get_lv(src));
  367. if( status->rhw.matk > 0 ){
  368. int wMatk, variance;
  369. wMatk = status->rhw.matk;
  370. variance = wMatk * status->rhw.wlv / 10;
  371. min += wMatk - variance;
  372. max += wMatk + variance;
  373. }
  374. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  375. min = max;
  376. if( sd && sd->right_weapon.overrefine > 0 ){
  377. min++;
  378. max += sd->right_weapon.overrefine - 1;
  379. }
  380. if(max > min)
  381. hp += min+rnd()%(max-min);
  382. else
  383. hp += min;
  384. }
  385. }
  386. #endif
  387. return hp;
  388. }
  389. /** Making Plagiarism and Reproduce check their own function
  390. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  391. * @param sd: Player who will copy the skill
  392. * @param skill_id: Target skill
  393. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  394. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  395. */
  396. static char skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  397. int idx = skill_get_index(skill_id);
  398. // Only copy skill that player doesn't have or the skill is old clone
  399. if (sd->status.skill[idx].id != 0 && sd->status.skill[idx].flag != SKILL_FLAG_PLAGIARIZED)
  400. return 0;
  401. // Check if the skill is copyable by class
  402. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  403. uint16 job_allowed = skill_db[idx].copyable.joballowed;
  404. while (1) {
  405. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  406. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  407. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  408. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  409. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  410. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  411. return 0;
  412. }
  413. }
  414. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  415. if (skill_db[idx].copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  416. return 1;
  417. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  418. if (skill_db[idx].copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  419. return 2;
  420. return 0;
  421. }
  422. /** Check if the skill is ok to cast and when.
  423. * Done before check_condition_begin, requirement
  424. * @param skill_id: Skill ID that casted
  425. * @param sd: Player who casted
  426. * @return true: Skill cannot be used, false: otherwise
  427. * @author [MouseJstr]
  428. */
  429. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  430. {
  431. int16 idx,m;
  432. nullpo_retr(1,sd);
  433. m = sd->bl.m;
  434. idx = skill_get_index(skill_id);
  435. if (idx == 0)
  436. return true; // invalid skill id
  437. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  438. return false; // can do any damn thing they want
  439. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  440. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  441. if (map[m].flag.noskill)
  442. return true;
  443. // Epoque:
  444. // This code will compare the player's attack motion value which is influenced by ASPD before
  445. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  446. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  447. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  448. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  449. {// attempted to cast a skill before the attack motion has finished
  450. return true;
  451. }
  452. if (skill_blockpc_get(sd, skill_id) != -1){
  453. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  454. return true;
  455. }
  456. /**
  457. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  458. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  459. **/
  460. if( sd->skillitem == skill_id )
  461. return false;
  462. // Check skill restrictions [Celest]
  463. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  464. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  465. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  466. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  467. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  468. clif_msg(sd, 0x536); // This skill cannot be used within this area
  469. return true;
  470. }
  471. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  472. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  473. switch (skill_id) {
  474. case AL_WARP:
  475. case RETURN_TO_ELDICASTES:
  476. case ALL_GUARDIAN_RECALL:
  477. case ECLAGE_RECALL:
  478. if(map[m].flag.nowarp) {
  479. clif_skill_teleportmessage(sd,0);
  480. return true;
  481. }
  482. return false;
  483. case AL_TELEPORT:
  484. case SC_FATALMENACE:
  485. case SC_DIMENSIONDOOR:
  486. case ALL_ODINS_RECALL:
  487. if(map[m].flag.noteleport) {
  488. clif_skill_teleportmessage(sd,0);
  489. return true;
  490. }
  491. return false; // gonna be checked in 'skill_castend_nodamage_id'
  492. case WE_CALLPARTNER:
  493. case WE_CALLPARENT:
  494. case WE_CALLBABY:
  495. if (map[m].flag.nomemo) {
  496. clif_skill_teleportmessage(sd,1);
  497. return true;
  498. }
  499. break;
  500. case MC_VENDING:
  501. case ALL_BUYING_STORE:
  502. if( map[sd->bl.m].flag.novending ) {
  503. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  505. return true;
  506. }
  507. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  508. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  509. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  510. return true;
  511. }
  512. if( npc_isnear(&sd->bl) ) {
  513. // uncomment to send msg_txt.
  514. //char output[150];
  515. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  516. //clif_displaymessage(sd->fd, output);
  517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  518. return true;
  519. }
  520. case MC_IDENTIFY:
  521. return false; // always allowed
  522. case WZ_ICEWALL:
  523. // noicewall flag [Valaris]
  524. if (map[m].flag.noicewall) {
  525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  526. return true;
  527. }
  528. break;
  529. case GC_DARKILLUSION:
  530. if( map_flag_gvg(m) ) {
  531. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  532. return true;
  533. }
  534. break;
  535. case GD_EMERGENCYCALL:
  536. case GD_ITEMEMERGENCYCALL:
  537. if (
  538. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  539. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  540. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  541. ) {
  542. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  543. return true;
  544. }
  545. break;
  546. case WM_SIRCLEOFNATURE:
  547. case WM_SOUND_OF_DESTRUCTION:
  548. case SC_MANHOLE:
  549. case WM_LULLABY_DEEPSLEEP:
  550. case WM_SATURDAY_NIGHT_FEVER:
  551. if( !map_flag_vs(m) ) {
  552. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  553. return true;
  554. }
  555. break;
  556. }
  557. return false;
  558. }
  559. /** Check if the homunculus skill is ok to be processed
  560. * After checking from Homunculus side, also check the master condition
  561. * @param skill_id: Skill ID that casted
  562. * @param hd: Homunculus who casted
  563. * @return true: Skill cannot be used, false: otherwise
  564. */
  565. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  566. {
  567. uint16 idx = skill_get_index(skill_id);
  568. nullpo_retr(1,hd);
  569. if (idx == 0)
  570. return true; // invalid skill id
  571. if (hd->blockskill[idx] > 0)
  572. return true;
  573. switch(skill_id) {
  574. case MH_LIGHT_OF_REGENE: //must be cordial
  575. if(hd->homunculus.intimacy <= 750) return true;
  576. break;
  577. case MH_OVERED_BOOST: //if we starving
  578. if(hd->homunculus.hunger <= 1) return true;
  579. break;
  580. case MH_GOLDENE_FERSE: //cant be used with angriff
  581. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  582. break;
  583. case MH_ANGRIFFS_MODUS:
  584. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  585. break;
  586. case MH_TINDER_BREAKER: //must be in grappling mode
  587. if(!&hd->sc
  588. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  589. || !hd->homunculus.spiritball) return true;
  590. break;
  591. case MH_SONIC_CRAW: //must be in fighting mode
  592. if(!&hd->sc
  593. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  594. || !hd->homunculus.spiritball) return true;
  595. break;
  596. case MH_SILVERVEIN_RUSH:
  597. if(!&hd->sc
  598. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  599. || hd->homunculus.spiritball < 2) return true;
  600. break;
  601. case MH_MIDNIGHT_FRENZY:
  602. if(!&hd->sc
  603. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  604. || !hd->homunculus.spiritball) return true;
  605. break;
  606. case MH_CBC:
  607. if(!&hd->sc
  608. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  609. || hd->homunculus.spiritball < 2) return true;
  610. break;
  611. case MH_EQC:
  612. if(!&hd->sc
  613. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  614. || hd->homunculus.spiritball < 3) return true;
  615. break;
  616. }
  617. //Use master's criteria.
  618. return skill_isNotOk(skill_id, hd->master);
  619. }
  620. /** Check if the mercenary skill is ok to be processed
  621. * After checking from Homunculus side, also check the master condition
  622. * @param skill_id: Skill ID that casted
  623. * @param md: Mercenary who casted
  624. * @return true: Skill cannot be used, false: otherwise
  625. */
  626. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  627. {
  628. uint16 idx = skill_get_index(skill_id);
  629. nullpo_retr(1,md);
  630. if( idx == 0 )
  631. return true; // Invalid Skill ID
  632. if( md->blockskill[idx] > 0 )
  633. return true;
  634. return skill_isNotOk(skill_id, md->master);
  635. }
  636. /** Check if the skill can be casted near NPC or not
  637. * @param src Object who casted
  638. * @param skill_id Skill ID that casted
  639. * @param skill_lv Skill Lv
  640. * @param pos_x Position x of the target
  641. * @param pos_y Position y of the target
  642. * @return true: Skill cannot be used, false: otherwise
  643. * @author [Cydh]
  644. */
  645. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  646. int inf;
  647. if (!src || skill_get_index(skill_id) < 0)
  648. return false;
  649. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  650. return false;
  651. inf = skill_get_inf(skill_id);
  652. //if self skill
  653. if (inf&INF_SELF_SKILL) {
  654. pos_x = src->x;
  655. pos_y = src->y;
  656. }
  657. if (pos_x <= 0) pos_x = src->x;
  658. if (pos_y <= 0) pos_y = src->y;
  659. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  660. }
  661. struct s_skill_unit_layout* skill_get_unit_layout (uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y) {
  662. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  663. uint8 dir;
  664. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  665. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  666. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  667. }
  668. if (pos != -1) // simple single-definition layout
  669. return &skill_unit_layout[pos];
  670. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  671. if (skill_id == MG_FIREWALL)
  672. return &skill_unit_layout [firewall_unit_pos + dir];
  673. else if (skill_id == WZ_ICEWALL)
  674. return &skill_unit_layout [icewall_unit_pos + dir];
  675. else if( skill_id == WL_EARTHSTRAIN )
  676. return &skill_unit_layout [earthstrain_unit_pos + dir];
  677. else if( skill_id == RL_FIRE_RAIN )
  678. return &skill_unit_layout[firerain_unit_pos + dir];
  679. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  680. return &skill_unit_layout[0]; // default 1x1 layout
  681. }
  682. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  683. {
  684. if( skill_id == LG_OVERBRAND )
  685. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  686. else if( skill_id == LG_OVERBRAND_BRANDISH )
  687. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  688. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  689. return &skill_nounit_layout[0];
  690. }
  691. /*==========================================
  692. * Add effect to skill when hit succesfully target
  693. *------------------------------------------*/
  694. int skill_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  695. {
  696. struct map_session_data *sd, *dstsd;
  697. struct mob_data *md, *dstmd;
  698. struct status_data *sstatus, *tstatus;
  699. struct status_change *sc, *tsc;
  700. enum sc_type status;
  701. int skill;
  702. int rate;
  703. int chorusbonus = 0;
  704. nullpo_ret(src);
  705. nullpo_ret(bl);
  706. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  707. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  708. return 0;
  709. sd = BL_CAST(BL_PC, src);
  710. md = BL_CAST(BL_MOB, src);
  711. dstsd = BL_CAST(BL_PC, bl);
  712. dstmd = BL_CAST(BL_MOB, bl);
  713. sc = status_get_sc(src);
  714. tsc = status_get_sc(bl);
  715. sstatus = status_get_status_data(src);
  716. tstatus = status_get_status_data(bl);
  717. if (!tsc) //skill additional effect is about adding effects to the target...
  718. //So if the target can't be inflicted with statuses, this is pointless.
  719. return 0;
  720. // Minstrel/Wanderer number check for chorus skills.
  721. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  722. if( sd && sd->status.party_id ) {
  723. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  724. if( chorusbonus > 7 )
  725. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  726. else if( chorusbonus > 2 )
  727. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  728. }
  729. if( sd )
  730. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  731. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  732. // Trigger status effects
  733. enum sc_type type;
  734. int i;
  735. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  736. rate = sd->addeff[i].rate;
  737. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  738. rate += sd->addeff[i].arrow_rate;
  739. if( !rate ) continue;
  740. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  741. // Trigger has attack type consideration.
  742. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  743. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  744. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  745. else
  746. continue;
  747. }
  748. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  749. // Trigger has range consideration.
  750. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  751. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  752. continue; //Range Failed.
  753. }
  754. type = sd->addeff[i].id;
  755. skill = skill_get_time2(status_sc2skill(type),7);
  756. if (sd->addeff[i].flag&ATF_TARGET)
  757. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  758. if (sd->addeff[i].flag&ATF_SELF)
  759. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,0);
  760. }
  761. }
  762. if( skill_id ) {
  763. // Trigger status effects on skills
  764. enum sc_type type;
  765. int i;
  766. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  767. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  768. continue;
  769. type = sd->addeff3[i].id;
  770. skill = skill_get_time2(status_sc2skill(type),7);
  771. if( sd->addeff3[i].target&ATF_TARGET )
  772. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  773. if( sd->addeff3[i].target&ATF_SELF )
  774. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  775. }
  776. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  777. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  778. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  779. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  780. clif_emotion(bl,E_OMG);
  781. }
  782. }
  783. }
  784. if( dmg_lv < ATK_DEF ) // no damage, return;
  785. return 0;
  786. switch(skill_id) {
  787. case 0:
  788. { // Normal attacks (no skill used)
  789. if( attack_type&BF_SKILL )
  790. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  791. if(sd) {
  792. // Automatic trigger of Blitz Beat
  793. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  794. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  795. rate=(sd->status.job_level+9)/10;
  796. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  797. }
  798. // Automatic trigger of Warg Strike [Jobbie]
  799. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  800. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  801. // Gank
  802. if(dstmd && sd->status.weapon != W_BOW &&
  803. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  804. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  805. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  806. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  807. else
  808. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  809. }
  810. // Chance to trigger Taekwon kicks [Dralnu]
  811. if(sc && !sc->data[SC_COMBO]) {
  812. if(sc->data[SC_READYSTORM] &&
  813. sc_start(src,src,SC_COMBO, 15, TK_STORMKICK,
  814. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  815. else if(sc->data[SC_READYDOWN] &&
  816. sc_start(src,src,SC_COMBO, 15, TK_DOWNKICK,
  817. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  818. else if(sc->data[SC_READYTURN] &&
  819. sc_start(src,src,SC_COMBO, 15, TK_TURNKICK,
  820. (2000 - 4*sstatus->agi - 2*sstatus->dex))); //Stance triggered
  821. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  822. rate = 20;
  823. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  824. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  825. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  826. }
  827. sc_start2(src,src, SC_COMBO, rate, TK_COUNTER, bl->id,
  828. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  829. }
  830. }
  831. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  832. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  833. }
  834. if (sc) {
  835. struct status_change_entry *sce;
  836. // Enchant Poison gives a chance to poison attacked enemies
  837. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  838. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  839. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  840. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  841. if((sce=sc->data[SC_EDP]))
  842. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  843. skill_get_time2(ASC_EDP,sce->val1));
  844. }
  845. }
  846. break;
  847. case SM_BASH:
  848. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  849. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  850. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  851. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),0);
  852. }
  853. break;
  854. case MER_CRASH:
  855. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  856. break;
  857. case AS_VENOMKNIFE:
  858. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  859. skill_lv = pc_checkskill(sd, TF_POISON);
  860. case TF_POISON:
  861. case AS_SPLASHER:
  862. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  863. && sd && skill_id==TF_POISON
  864. )
  865. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  866. break;
  867. case AS_SONICBLOW:
  868. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  869. break;
  870. case WZ_FIREPILLAR:
  871. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  872. break;
  873. case MG_FROSTDIVER:
  874. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  875. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  876. break;
  877. case WZ_FROSTNOVA:
  878. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  879. break;
  880. case WZ_STORMGUST:
  881. /**
  882. * Storm Gust counter was dropped in renewal
  883. **/
  884. #ifdef RENEWAL
  885. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  886. #else
  887. //On third hit, there is a 150% to freeze the target
  888. if(tsc->sg_counter >= 3 &&
  889. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  890. tsc->sg_counter = 0;
  891. /**
  892. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  893. **/
  894. else if( tsc->sg_counter > 250 )
  895. tsc->sg_counter = 0;
  896. #endif
  897. break;
  898. case WZ_METEOR:
  899. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  900. break;
  901. case WZ_VERMILION:
  902. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  903. break;
  904. case HT_FREEZINGTRAP:
  905. case MA_FREEZINGTRAP:
  906. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  907. break;
  908. case HT_FLASHER:
  909. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  910. break;
  911. case HT_LANDMINE:
  912. case MA_LANDMINE:
  913. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  914. break;
  915. case HT_SHOCKWAVE:
  916. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  917. break;
  918. case HT_SANDMAN:
  919. case MA_SANDMAN:
  920. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  921. break;
  922. case TF_SPRINKLESAND:
  923. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  924. break;
  925. case TF_THROWSTONE:
  926. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  927. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  928. break;
  929. case NPC_DARKCROSS:
  930. case CR_HOLYCROSS:
  931. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  932. break;
  933. case CR_GRANDCROSS:
  934. case NPC_GRANDDARKNESS:
  935. //Chance to cause blind status vs demon and undead element, but not against players
  936. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  937. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  938. attack_type |= BF_WEAPON;
  939. break;
  940. case AM_ACIDTERROR:
  941. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  942. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  943. clif_emotion(bl,E_OMG);
  944. break;
  945. case AM_DEMONSTRATION:
  946. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  947. break;
  948. case CR_SHIELDCHARGE:
  949. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  950. break;
  951. case PA_PRESSURE:
  952. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  953. break;
  954. case RG_RAID:
  955. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  956. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  957. #ifdef RENEWAL
  958. sc_start(src,bl,SC_RAID,100,7,5000);
  959. break;
  960. case RG_BACKSTAP:
  961. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  962. #endif
  963. break;
  964. case BA_FROSTJOKER:
  965. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  966. break;
  967. case DC_SCREAM:
  968. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  969. break;
  970. case BD_LULLABY:
  971. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  972. break;
  973. case DC_UGLYDANCE:
  974. rate = 5+5*skill_lv;
  975. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  976. rate += 5+skill;
  977. status_zap(bl, 0, rate);
  978. break;
  979. case SL_STUN:
  980. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  981. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  982. break;
  983. case NPC_PETRIFYATTACK:
  984. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  985. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  986. skill_get_time2(skill_id,skill_lv));
  987. break;
  988. case NPC_CURSEATTACK:
  989. case NPC_SLEEPATTACK:
  990. case NPC_BLINDATTACK:
  991. case NPC_POISON:
  992. case NPC_SILENCEATTACK:
  993. case NPC_STUNATTACK:
  994. case NPC_HELLPOWER:
  995. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  996. break;
  997. case NPC_ACIDBREATH:
  998. case NPC_ICEBREATH:
  999. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1000. break;
  1001. case NPC_BLEEDING:
  1002. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1003. break;
  1004. case NPC_MENTALBREAKER:
  1005. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1006. //equal to Matk*skLevel.
  1007. rate = sstatus->matk_min;
  1008. if (rate < sstatus->matk_max)
  1009. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1010. rate*=skill_lv;
  1011. status_zap(bl, 0, rate);
  1012. break;
  1013. }
  1014. // Equipment breaking monster skills [Celest]
  1015. case NPC_WEAPONBRAKER:
  1016. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1017. break;
  1018. case NPC_ARMORBRAKE:
  1019. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1020. break;
  1021. case NPC_HELMBRAKE:
  1022. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1023. break;
  1024. case NPC_SHIELDBRAKE:
  1025. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1026. break;
  1027. case CH_TIGERFIST:
  1028. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1029. break;
  1030. case LK_SPIRALPIERCE:
  1031. case ML_SPIRALPIERCE:
  1032. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1033. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1034. break;
  1035. case ST_REJECTSWORD:
  1036. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1037. break;
  1038. case PF_FOGWALL:
  1039. if (src != bl && !tsc->data[SC_DELUGE])
  1040. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1041. break;
  1042. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1043. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1044. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1045. break;
  1046. case LK_JOINTBEAT:
  1047. status = status_skill2sc(skill_id);
  1048. if (tsc->jb_flag) {
  1049. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1050. tsc->jb_flag = 0;
  1051. }
  1052. break;
  1053. case ASC_METEORASSAULT:
  1054. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1055. switch(rnd()%3) {
  1056. case 0:
  1057. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1058. break;
  1059. case 1:
  1060. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1061. break;
  1062. default:
  1063. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1064. }
  1065. break;
  1066. case HW_NAPALMVULCAN:
  1067. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1068. break;
  1069. case WS_CARTTERMINATION: // Cart termination
  1070. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1071. break;
  1072. case CR_ACIDDEMONSTRATION:
  1073. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1074. break;
  1075. case TK_DOWNKICK:
  1076. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1077. break;
  1078. case TK_JUMPKICK:
  1079. // debuff the following statuses
  1080. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1081. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1082. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1083. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1084. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1085. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1086. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1087. }
  1088. break;
  1089. case TK_TURNKICK:
  1090. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1091. if(attack_type&BF_MISC) //70% base stun chance...
  1092. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1093. break;
  1094. case GS_BULLSEYE: //0.1% coma rate.
  1095. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1096. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  1097. break;
  1098. case GS_PIERCINGSHOT:
  1099. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1100. break;
  1101. case NJ_HYOUSYOURAKU:
  1102. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1103. break;
  1104. case GS_FLING:
  1105. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1106. break;
  1107. case GS_DISARM:
  1108. rate = 3*skill_lv;
  1109. if (sstatus->dex > tstatus->dex)
  1110. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1111. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1112. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1113. break;
  1114. case NPC_EVILLAND:
  1115. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1116. break;
  1117. case NPC_HELLJUDGEMENT:
  1118. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1119. break;
  1120. case NPC_CRITICALWOUND:
  1121. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1122. break;
  1123. case RK_WINDCUTTER:
  1124. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1125. break;
  1126. case RK_DRAGONBREATH:
  1127. sc_start4(src,bl,SC_BURNING,5+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1128. break;
  1129. case RK_DRAGONBREATH_WATER:
  1130. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1131. break;
  1132. case AB_ADORAMUS:
  1133. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1134. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1135. break;
  1136. case WL_CRIMSONROCK:
  1137. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1138. break;
  1139. case WL_COMET:
  1140. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1141. break;
  1142. case WL_EARTHSTRAIN:
  1143. {
  1144. int i;
  1145. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1146. for( i = 0; i < skill_lv; i++ )
  1147. skill_strip_equip(src,bl,pos[i],(5 + skill_lv) * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1148. }
  1149. break;
  1150. case WL_JACKFROST:
  1151. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1152. break;
  1153. case RA_WUGBITE: {
  1154. int rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1155. if (rate < 50)
  1156. rate = 50;
  1157. sc_start(src,bl, SC_BITE, rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1158. }
  1159. break;
  1160. case RA_SENSITIVEKEEN:
  1161. if( rnd()%100 < 8 * skill_lv )
  1162. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1163. break;
  1164. case RA_FIRINGTRAP:
  1165. case RA_ICEBOUNDTRAP:
  1166. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 50 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1167. break;
  1168. case NC_PILEBUNKER:
  1169. if( rnd()%100 < 25 + 15*skill_lv ) {
  1170. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1171. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1172. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1173. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1174. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1175. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1176. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1177. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1178. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1179. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1180. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1181. }
  1182. break;
  1183. case NC_FLAMELAUNCHER:
  1184. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1185. break;
  1186. case NC_COLDSLOWER:
  1187. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1188. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1189. break;
  1190. case NC_POWERSWING:
  1191. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1192. if( rnd()%100 < 5*skill_lv )
  1193. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1194. break;
  1195. case GC_WEAPONCRUSH:
  1196. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1197. break;
  1198. case LG_SHIELDPRESS:
  1199. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1200. break;
  1201. case LG_PINPOINTATTACK:
  1202. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1203. switch( skill_lv ) {
  1204. case 1:
  1205. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1206. break;
  1207. case 2:
  1208. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1209. break;
  1210. case 3:
  1211. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1212. break;
  1213. case 4:
  1214. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1215. break;
  1216. case 5:
  1217. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1218. break;
  1219. }
  1220. break;
  1221. case LG_MOONSLASHER:
  1222. rate = 32 + 8 * skill_lv;
  1223. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1224. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1225. else if( dstmd && !is_boss(bl) )
  1226. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1227. break;
  1228. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1229. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1230. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1231. break;
  1232. case LG_EARTHDRIVE:
  1233. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1234. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1235. break;
  1236. case LG_HESPERUSLIT:
  1237. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1238. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), 2);
  1239. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1240. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1241. break;
  1242. case SR_DRAGONCOMBO:
  1243. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1244. break;
  1245. case SR_FALLENEMPIRE:
  1246. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1247. break;
  1248. case SR_WINDMILL:
  1249. if( dstsd )
  1250. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1251. else if( dstmd && !is_boss(bl) )
  1252. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1253. break;
  1254. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1255. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1256. break;
  1257. case SR_EARTHSHAKER:
  1258. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1259. break;
  1260. case SR_HOWLINGOFLION:
  1261. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1262. break;
  1263. case WM_SOUND_OF_DESTRUCTION:
  1264. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1265. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1266. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1267. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1268. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1269. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1270. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1271. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1272. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1273. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1274. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1275. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1276. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1277. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1278. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1279. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1280. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1281. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1282. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1283. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1284. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1285. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1286. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1287. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1288. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1289. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1290. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1291. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1292. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1293. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1294. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1295. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1296. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1297. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1298. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1299. }
  1300. break;
  1301. case SO_EARTHGRAVE:
  1302. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1303. break;
  1304. case SO_DIAMONDDUST:
  1305. rate = 5 + 5 * skill_lv;
  1306. if( sc && sc->data[SC_COOLER_OPTION] )
  1307. rate += sd ? sd->status.job_level / 5 : 0;
  1308. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1309. break;
  1310. case SO_VARETYR_SPEAR:
  1311. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1312. break;
  1313. case GN_SLINGITEM_RANGEMELEEATK:
  1314. if( sd ) {
  1315. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1316. case ITEMID_COCONUT_BOMB:
  1317. sc_start(src,bl, SC_STUN, 100, skill_lv, 10000);
  1318. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, 10000);
  1319. break;
  1320. case ITEMID_MELON_BOMB:
  1321. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, 60000);
  1322. break;
  1323. case ITEMID_BANANA_BOMB:
  1324. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 60000);
  1325. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, sd->status.job_level + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status_get_lv(bl) + status_get_lv(src), skill_lv, 3000);
  1326. break;
  1327. }
  1328. sd->itemid = -1;
  1329. }
  1330. break;
  1331. case GN_HELLS_PLANT_ATK:
  1332. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1333. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1334. break;
  1335. case EL_WIND_SLASH: // Non confirmed rate.
  1336. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1337. break;
  1338. case EL_STONE_HAMMER:
  1339. rate = 10 * skill_lv;
  1340. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1341. break;
  1342. case EL_ROCK_CRUSHER:
  1343. case EL_ROCK_CRUSHER_ATK:
  1344. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1345. break;
  1346. case EL_TYPOON_MIS:
  1347. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1348. break;
  1349. case KO_JYUMONJIKIRI:
  1350. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1351. break;
  1352. case KO_SETSUDAN:
  1353. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1354. break;
  1355. case KO_MAKIBISHI:
  1356. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1357. break;
  1358. case MH_LAVA_SLIDE:
  1359. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1360. break;
  1361. case MH_STAHL_HORN:
  1362. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1363. break;
  1364. case MH_NEEDLE_OF_PARALYZE:
  1365. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1366. break;
  1367. case MH_SILVERVEIN_RUSH:
  1368. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1369. break;
  1370. case MH_MIDNIGHT_FRENZY:
  1371. {
  1372. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1373. int spiritball = (hd?hd->homunculus.spiritball:1);
  1374. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1375. }
  1376. break;
  1377. case MH_XENO_SLASHER:
  1378. sc_start4(src,bl,SC_BLEEDING,skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1379. break;
  1380. case WL_HELLINFERNO:
  1381. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1382. break;
  1383. case NC_MAGMA_ERUPTION:
  1384. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1385. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1386. break;
  1387. case GC_DARKCROW:
  1388. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1389. break;
  1390. case GN_ILLUSIONDOPING:
  1391. if( sc_start(src,bl,SC_ILLUSIONDOPING,10 * skill_lv,skill_lv,skill_get_time(skill_id, skill_lv)) ) //Custom rate
  1392. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id, skill_lv));
  1393. break;
  1394. case RL_MASS_SPIRAL:
  1395. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1396. break;
  1397. case RL_SLUGSHOT:
  1398. if (bl->type != BL_PC)
  1399. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1400. else if (dstsd) {
  1401. pc_setsit(dstsd);
  1402. clif_sitting(bl);
  1403. }
  1404. break;
  1405. case RL_BANISHING_BUSTER:
  1406. {
  1407. //kRO update 2014-02-12. 100% chance to remove random buff(s) (1/2/3/4/5)
  1408. //TODO:
  1409. //- Confirm the removeable buffs. I'm using SA_DISPEL behavior
  1410. //- Make this removes 'random' buffs
  1411. uint16 i, n = skill_lv;
  1412. if (!tsc || !tsc->count)
  1413. break;
  1414. if (status_isimmune(bl))
  1415. break;
  1416. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1417. if (sd)
  1418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1419. break;
  1420. }
  1421. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1422. if (!tsc->data[i])
  1423. continue;
  1424. switch (i) {
  1425. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1426. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1427. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1428. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1429. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1430. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1431. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1432. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  1433. case SC_EDP: case SC_AUTOBERSERK:
  1434. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1435. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1436. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1437. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1438. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1439. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1440. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1441. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1442. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1443. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1444. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1445. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1446. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1447. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1448. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1449. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1450. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  1451. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1452. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  1453. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  1454. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  1455. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  1456. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  1457. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  1458. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  1459. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1460. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  1461. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  1462. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  1463. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  1464. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  1465. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  1466. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  1467. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  1468. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1469. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  1470. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  1471. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  1472. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1473. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  1474. #ifdef RENEWAL
  1475. case SC_EXTREMITYFIST2:
  1476. #endif
  1477. continue;
  1478. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1479. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1480. case SC_FORTUNE: case SC_SERVICE4U:
  1481. if(tsc->data[i]->val4==0)
  1482. continue; //if in song-area don't end it
  1483. break;
  1484. case SC_ASSUMPTIO:
  1485. if( bl->type == BL_MOB )
  1486. continue;
  1487. break;
  1488. }
  1489. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  1490. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  1491. n--;
  1492. }
  1493. }
  1494. break;
  1495. case RL_S_STORM:
  1496. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1497. {
  1498. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1499. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1500. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1501. BCT_ENEMY);
  1502. }
  1503. break;
  1504. case RL_AM_BLAST:
  1505. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1506. break;
  1507. case RL_B_TRAP:
  1508. if (sd && sd->skill_id_old == RL_FLICKER && tsc && tsc->data[SC_B_TRAP])
  1509. status_change_end(bl,SC_B_TRAP,INVALID_TIMER);
  1510. break;
  1511. case RL_HAMMER_OF_GOD:
  1512. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1513. case RL_D_TAIL:
  1514. case RL_QD_SHOT:
  1515. status_change_end(bl,SC_C_MARKER,INVALID_TIMER);
  1516. if (sc->data[SC_QD_SHOT_READY])
  1517. status_change_end(bl,SC_QD_SHOT_READY,INVALID_TIMER);
  1518. break;
  1519. } //end switch skill_id
  1520. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1521. { //Pass heritage to Master for status causing effects. [Skotlex]
  1522. sd = map_id2sd(md->master_id);
  1523. src = sd?&sd->bl:src;
  1524. }
  1525. if( attack_type&BF_WEAPON )
  1526. { // Coma, Breaking Equipment
  1527. if( sd && sd->special_state.bonus_coma )
  1528. {
  1529. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1530. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1531. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1532. if (rate)
  1533. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1534. }
  1535. if( sd && battle_config.equip_self_break_rate )
  1536. { // Self weapon breaking
  1537. rate = battle_config.equip_natural_break_rate;
  1538. if( sc )
  1539. {
  1540. if(sc->data[SC_GIANTGROWTH])
  1541. rate += 10;
  1542. if(sc->data[SC_OVERTHRUST])
  1543. rate += 10;
  1544. if(sc->data[SC_MAXOVERTHRUST])
  1545. rate += 10;
  1546. }
  1547. if( rate )
  1548. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1549. }
  1550. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1551. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1552. // Target weapon breaking
  1553. rate = 0;
  1554. if( sd )
  1555. rate += sd->bonus.break_weapon_rate;
  1556. if( sc && sc->data[SC_MELTDOWN] )
  1557. rate += sc->data[SC_MELTDOWN]->val2;
  1558. if( rate )
  1559. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1560. // Target armor breaking
  1561. rate = 0;
  1562. if( sd )
  1563. rate += sd->bonus.break_armor_rate;
  1564. if( sc && sc->data[SC_MELTDOWN] )
  1565. rate += sc->data[SC_MELTDOWN]->val3;
  1566. if( rate )
  1567. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1568. }
  1569. if( sd && sd->def_set_race[tstatus->race].rate )
  1570. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1571. 0, 0, 0, sd->def_set_race[tstatus->race].tick, 2);
  1572. if( sd && sd->def_set_race[tstatus->race].rate )
  1573. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1574. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, 2);
  1575. }
  1576. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
  1577. struct unit_data *ud = unit_bl2ud(src);
  1578. if( sc->data[SC_WILD_STORM_OPTION] )
  1579. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1580. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1581. skill = sc->data[SC_UPHEAVAL_OPTION]->val2;
  1582. else if( sc->data[SC_TROPIC_OPTION] )
  1583. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1584. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1585. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1586. else
  1587. skill = 0;
  1588. if ( rnd()%100 < 25 && skill ){
  1589. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1590. if (ud) {
  1591. rate = skill_delayfix(src, skill, skill_lv);
  1592. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1593. ud->canact_tick = tick+rate;
  1594. if ( battle_config.display_status_timers )
  1595. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1596. }
  1597. }
  1598. }
  1599. }
  1600. // Autospell when attacking
  1601. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1602. {
  1603. struct block_list *tbl;
  1604. struct unit_data *ud;
  1605. int i, skill_lv, type;
  1606. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1607. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1608. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1609. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1610. continue; // one or more trigger conditions were not fulfilled
  1611. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1612. sd->state.autocast = 1;
  1613. if ( skill_isNotOk(skill, sd) )
  1614. continue;
  1615. sd->state.autocast = 0;
  1616. skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1617. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1618. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1619. if (rnd()%1000 >= rate)
  1620. continue;
  1621. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1622. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1623. int maxcount = 0;
  1624. if( !(BL_PC&battle_config.skill_reiteration) &&
  1625. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1626. skill_check_unit_range(src,tbl->x,tbl->y,skill,skill_lv)
  1627. )
  1628. continue;
  1629. if( BL_PC&battle_config.skill_nofootset &&
  1630. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1631. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skill_lv,false)
  1632. )
  1633. continue;
  1634. if( BL_PC&battle_config.land_skill_limit &&
  1635. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0
  1636. ) {
  1637. int v;
  1638. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1639. if(sd->ud.skillunit[v]->skill_id == skill)
  1640. maxcount--;
  1641. }
  1642. if( maxcount == 0 )
  1643. continue;
  1644. }
  1645. }
  1646. if( battle_config.autospell_check_range &&
  1647. !battle_check_range(src, tbl, skill_get_range2(src, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1648. continue;
  1649. if (skill == AS_SONICBLOW)
  1650. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1651. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1652. type = CAST_GROUND;
  1653. sd->state.autocast = 1;
  1654. skill_consume_requirement(sd,skill,skill_lv,1);
  1655. skill_toggle_magicpower(src, skill);
  1656. switch (type) {
  1657. case CAST_GROUND:
  1658. skill_castend_pos2(src, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  1659. break;
  1660. case CAST_NODAMAGE:
  1661. skill_castend_nodamage_id(src, tbl, skill, skill_lv, tick, 0);
  1662. break;
  1663. case CAST_DAMAGE:
  1664. skill_castend_damage_id(src, tbl, skill, skill_lv, tick, 0);
  1665. break;
  1666. }
  1667. sd->state.autocast = 0;
  1668. //Set canact delay. [Skotlex]
  1669. ud = unit_bl2ud(src);
  1670. if (ud) {
  1671. rate = skill_delayfix(src, skill, skill_lv);
  1672. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1673. ud->canact_tick = tick+rate;
  1674. if ( battle_config.display_status_timers && sd )
  1675. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1676. }
  1677. }
  1678. }
  1679. }
  1680. //Autobonus when attacking
  1681. if( sd && sd->autobonus[0].rate )
  1682. {
  1683. int i;
  1684. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1685. {
  1686. if( rnd()%1000 >= sd->autobonus[i].rate )
  1687. continue;
  1688. if( sd->autobonus[i].active != INVALID_TIMER )
  1689. continue;
  1690. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1691. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1692. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1693. continue; // one or more trigger conditions were not fulfilled
  1694. pc_exeautobonus(sd,&sd->autobonus[i]);
  1695. }
  1696. }
  1697. //Polymorph
  1698. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1699. dstmd && !(tstatus->mode&MD_BOSS) &&
  1700. (rnd()%10000 < sd->bonus.classchange))
  1701. {
  1702. struct mob_db *mob;
  1703. int class_;
  1704. skill = 0;
  1705. do {
  1706. do {
  1707. class_ = rnd() % MAX_MOB_DB;
  1708. } while (!mobdb_checkid(class_));
  1709. rate = rnd() % 1000000;
  1710. mob = mob_db(class_);
  1711. } while (
  1712. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1713. (skill++) < 2000);
  1714. if (skill < 2000)
  1715. mob_class_change(dstmd,class_);
  1716. }
  1717. return 0;
  1718. }
  1719. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1720. uint8 i;
  1721. struct block_list *tbl;
  1722. if( sd == NULL || !skill_id )
  1723. return 0;
  1724. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1725. int skill, skill_lv, type;
  1726. if( sd->autospell3[i].flag != skill_id )
  1727. continue;
  1728. if( sd->autospell3[i].lock )
  1729. continue; // autospell already being executed
  1730. skill = sd->autospell3[i].id;
  1731. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1732. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1733. continue;
  1734. sd->state.autocast = 0;
  1735. if( skill >= 0 && bl == NULL )
  1736. continue; // No target
  1737. if( rnd()%1000 >= sd->autospell3[i].rate )
  1738. continue;
  1739. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1740. if( skill < 0 ) {
  1741. tbl = &sd->bl;
  1742. skill *= -1;
  1743. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1744. }
  1745. else
  1746. tbl = bl;
  1747. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1748. int maxcount = 0;
  1749. if( !(BL_PC&battle_config.skill_reiteration) &&
  1750. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1751. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1752. continue;
  1753. if( BL_PC&battle_config.skill_nofootset &&
  1754. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1755. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1756. continue;
  1757. if( BL_PC&battle_config.land_skill_limit &&
  1758. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1759. {
  1760. int v;
  1761. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1762. if(sd->ud.skillunit[v]->skill_id == skill)
  1763. maxcount--;
  1764. }
  1765. if( maxcount == 0 )
  1766. continue;
  1767. }
  1768. }
  1769. if( battle_config.autospell_check_range &&
  1770. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1771. continue;
  1772. sd->state.autocast = 1;
  1773. sd->autospell3[i].lock = true;
  1774. skill_consume_requirement(sd,skill,skill_lv,1);
  1775. switch( type ) {
  1776. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1777. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1778. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1779. }
  1780. sd->autospell3[i].lock = false;
  1781. sd->state.autocast = 0;
  1782. }
  1783. if( sd && sd->autobonus3[0].rate ) {
  1784. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1785. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1786. continue;
  1787. if( sd->autobonus3[i].active != INVALID_TIMER )
  1788. continue;
  1789. if( sd->autobonus3[i].atk_type != skill_id )
  1790. continue;
  1791. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1792. }
  1793. }
  1794. return 1;
  1795. }
  1796. /* Splitted off from skill_additional_effect, which is never called when the
  1797. * attack skill kills the enemy. Place in this function counter status effects
  1798. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1799. * from cards) that will take effect on the source, not the target. [Skotlex]
  1800. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1801. * type of skills, so not every instance of skill_additional_effect needs a call
  1802. * to this one.
  1803. */
  1804. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1805. {
  1806. int rate;
  1807. struct map_session_data *sd=NULL;
  1808. struct map_session_data *dstsd=NULL;
  1809. nullpo_ret(src);
  1810. nullpo_ret(bl);
  1811. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1812. sd = BL_CAST(BL_PC, src);
  1813. dstsd = BL_CAST(BL_PC, bl);
  1814. if(dstsd && attack_type&BF_WEAPON)
  1815. { //Counter effects.
  1816. enum sc_type type;
  1817. int i, time;
  1818. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1819. {
  1820. rate = dstsd->addeff2[i].rate;
  1821. if (attack_type&BF_LONG)
  1822. rate+=dstsd->addeff2[i].arrow_rate;
  1823. if (!rate) continue;
  1824. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1825. { //Trigger has range consideration.
  1826. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1827. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1828. continue; //Range Failed.
  1829. }
  1830. type = dstsd->addeff2[i].id;
  1831. time = skill_get_time2(status_sc2skill(type),7);
  1832. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1833. status_change_start(src,src,type,rate,7,0,0,0,time,0);
  1834. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1835. status_change_start(src,bl,type,rate,7,0,0,0,time,0);
  1836. }
  1837. }
  1838. switch(skill_id){
  1839. case MO_EXTREMITYFIST:
  1840. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1841. break;
  1842. case GS_FULLBUSTER:
  1843. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1844. break;
  1845. case HFLI_SBR44: //[orn]
  1846. case HVAN_EXPLOSION:
  1847. if(src->type == BL_HOM){
  1848. TBL_HOM *hd = (TBL_HOM*)src;
  1849. hd->homunculus.intimacy = 200;
  1850. if (hd->master)
  1851. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1852. }
  1853. break;
  1854. case CR_GRANDCROSS:
  1855. case NPC_GRANDDARKNESS:
  1856. attack_type |= BF_WEAPON;
  1857. break;
  1858. case LG_HESPERUSLIT:
  1859. {
  1860. struct status_change *sc = status_get_sc(src);
  1861. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1862. char i;
  1863. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  1864. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  1865. }
  1866. }
  1867. break;
  1868. }
  1869. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1870. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1871. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,0);
  1872. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1873. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1874. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1875. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1876. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1877. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1878. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1879. }
  1880. if( sd && status_isdead(bl) ) {
  1881. int sp = 0, hp = 0;
  1882. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1883. sp += sd->bonus.sp_gain_value;
  1884. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1885. hp += sd->bonus.hp_gain_value;
  1886. }
  1887. if( attack_type&BF_MAGIC ) {
  1888. sp += sd->bonus.magic_sp_gain_value;
  1889. hp += sd->bonus.magic_hp_gain_value;
  1890. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1891. struct status_change *sc = NULL;
  1892. if( ( sc = status_get_sc(src) ) ) {
  1893. if(sc->data[SC_SPIRIT] &&
  1894. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1895. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1896. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1897. }
  1898. }
  1899. }
  1900. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1901. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1902. }
  1903. }
  1904. // Trigger counter-spells to retaliate against damage causing skills.
  1905. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1906. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1907. {
  1908. struct block_list *tbl;
  1909. struct unit_data *ud;
  1910. int i, skill_id, skill_lv, rate, type;
  1911. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1912. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1913. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1914. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1915. continue; // one or more trigger conditions were not fulfilled
  1916. skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1917. skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1918. if (skill_lv < 0) skill_lv = 1+rnd()%(-skill_lv);
  1919. rate = dstsd->autospell2[i].rate;
  1920. if (attack_type&BF_LONG)
  1921. rate>>=1;
  1922. dstsd->state.autocast = 1;
  1923. if ( skill_isNotOk(skill_id, dstsd) )
  1924. continue;
  1925. dstsd->state.autocast = 0;
  1926. if (rnd()%1000 >= rate)
  1927. continue;
  1928. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1929. if( (type = skill_get_casttype(skill_id)) == CAST_GROUND ) {
  1930. int maxcount = 0;
  1931. if( !(BL_PC&battle_config.skill_reiteration) &&
  1932. skill_get_unit_flag(skill_id)&UF_NOREITERATION &&
  1933. skill_check_unit_range(bl,tbl->x,tbl->y,skill_id,skill_lv)
  1934. )
  1935. continue;
  1936. if( BL_PC&battle_config.skill_nofootset &&
  1937. skill_get_unit_flag(skill_id)&UF_NOFOOTSET &&
  1938. skill_check_unit_range2(bl,tbl->x,tbl->y,skill_id,skill_lv,false)
  1939. )
  1940. continue;
  1941. if( BL_PC&battle_config.land_skill_limit &&
  1942. (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0
  1943. ) {
  1944. int v;
  1945. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1946. if(dstsd->ud.skillunit[v]->skill_id == skill_id)
  1947. maxcount--;
  1948. }
  1949. if( maxcount == 0 ) {
  1950. continue;
  1951. }
  1952. }
  1953. }
  1954. if( !battle_check_range(src, tbl, skill_get_range2(src, skill_id,skill_lv) + (skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1955. continue;
  1956. dstsd->state.autocast = 1;
  1957. skill_consume_requirement(dstsd,skill_id,skill_lv,1);
  1958. switch (type) {
  1959. case CAST_GROUND:
  1960. skill_castend_pos2(bl, tbl->x, tbl->y, skill_id, skill_lv, tick, 0);
  1961. break;
  1962. case CAST_NODAMAGE:
  1963. skill_castend_nodamage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1964. break;
  1965. case CAST_DAMAGE:
  1966. skill_castend_damage_id(bl, tbl, skill_id, skill_lv, tick, 0);
  1967. break;
  1968. }
  1969. dstsd->state.autocast = 0;
  1970. //Set canact delay. [Skotlex]
  1971. ud = unit_bl2ud(bl);
  1972. if (ud) {
  1973. rate = skill_delayfix(bl, skill_id, skill_lv);
  1974. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1975. ud->canact_tick = tick+rate;
  1976. if ( battle_config.display_status_timers && dstsd )
  1977. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1978. }
  1979. }
  1980. }
  1981. }
  1982. //Autobonus when attacked
  1983. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  1984. int i;
  1985. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  1986. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1987. continue;
  1988. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1989. continue;
  1990. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1991. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1992. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  1993. continue; // one or more trigger conditions were not fulfilled
  1994. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1995. }
  1996. }
  1997. return 0;
  1998. }
  1999. /*=========================================================================
  2000. Breaks equipment. On-non players causes the corresponding strip effect.
  2001. - rate goes from 0 to 10000 (100.00%)
  2002. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2003. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2004. --------------------------------------------------------------------------*/
  2005. int skill_break_equip (struct block_list *src,struct block_list *bl, unsigned short where, int rate, int flag)
  2006. {
  2007. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2008. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2009. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2010. struct status_change *sc = status_get_sc(bl);
  2011. int i;
  2012. TBL_PC *sd;
  2013. sd = BL_CAST(BL_PC, bl);
  2014. if (sc && !sc->count)
  2015. sc = NULL;
  2016. if (sd) {
  2017. if (sd->bonus.unbreakable_equip)
  2018. where &= ~sd->bonus.unbreakable_equip;
  2019. if (sd->bonus.unbreakable)
  2020. rate -= rate*sd->bonus.unbreakable/100;
  2021. if (where&EQP_WEAPON) {
  2022. switch (sd->status.weapon) {
  2023. case W_FIST: //Bare fists should not break :P
  2024. case W_1HAXE:
  2025. case W_2HAXE:
  2026. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2027. case W_2HMACE:
  2028. case W_STAFF:
  2029. case W_2HSTAFF:
  2030. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2031. case W_HUUMA:
  2032. where &= ~EQP_WEAPON;
  2033. }
  2034. }
  2035. }
  2036. if (flag&BCT_ENEMY) {
  2037. if (battle_config.equip_skill_break_rate != 100)
  2038. rate = rate*battle_config.equip_skill_break_rate/100;
  2039. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2040. if (battle_config.equip_self_break_rate != 100)
  2041. rate = rate*battle_config.equip_self_break_rate/100;
  2042. }
  2043. for (i = 0; i < 4; i++) {
  2044. if (where&where_list[i]) {
  2045. if (sc && sc->count && sc->data[scdef[i]])
  2046. where&=~where_list[i];
  2047. else if (rnd()%10000 >= rate)
  2048. where&=~where_list[i];
  2049. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2050. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2051. }
  2052. }
  2053. if (!where) //Nothing to break.
  2054. return 0;
  2055. if (sd) {
  2056. for (i = 0; i < EQI_MAX; i++) {
  2057. int j = sd->equip_index[i];
  2058. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2059. continue;
  2060. switch(i) {
  2061. case EQI_HEAD_TOP: //Upper Head
  2062. flag = (where&EQP_HELM);
  2063. break;
  2064. case EQI_ARMOR: //Body
  2065. flag = (where&EQP_ARMOR);
  2066. break;
  2067. case EQI_HAND_R: //Left/Right hands
  2068. case EQI_HAND_L:
  2069. flag = (
  2070. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2071. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2072. break;
  2073. case EQI_SHOES:
  2074. flag = (where&EQP_SHOES);
  2075. break;
  2076. case EQI_GARMENT:
  2077. flag = (where&EQP_GARMENT);
  2078. break;
  2079. default:
  2080. continue;
  2081. }
  2082. if (flag) {
  2083. sd->status.inventory[j].attribute = 1;
  2084. pc_unequipitem(sd, j, 3);
  2085. }
  2086. }
  2087. clif_equiplist(sd);
  2088. }
  2089. return where; //Return list of pieces broken.
  2090. }
  2091. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2092. {
  2093. struct status_change *sc;
  2094. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2095. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2096. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2097. int i;
  2098. if (rnd()%100 >= rate)
  2099. return 0;
  2100. sc = status_get_sc(bl);
  2101. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2102. return 0;
  2103. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2104. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2105. where&=~pos[i];
  2106. }
  2107. if (!where) return 0;
  2108. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2109. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2110. where&=~pos[i];
  2111. }
  2112. return where?1:0;
  2113. }
  2114. //Early declaration
  2115. static int skill_area_temp[8];
  2116. /*=========================================================================
  2117. Used to knock back players, monsters, traps, etc
  2118. - 'count' is the number of squares to knock back
  2119. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2120. - if 'flag&0x1', position update packets must not be sent.
  2121. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  2122. -------------------------------------------------------------------------*/
  2123. int skill_blown(struct block_list* src, struct block_list* target, int count, int8 dir, int flag) {
  2124. int dx = 0, dy = 0;
  2125. struct skill_unit* su = NULL;
  2126. nullpo_ret(src);
  2127. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  2128. return 0; //No knocking back in WoE
  2129. if (count == 0)
  2130. return 0; //Actual knockback distance is 0.
  2131. switch (target->type) {
  2132. case BL_MOB: {
  2133. struct mob_data* md = BL_CAST(BL_MOB, target);
  2134. if( md->mob_id == MOBID_EMPERIUM )
  2135. return 0;
  2136. //Bosses or imune can't be knocked-back
  2137. if(src != target && status_get_mode(target)&(MD_KNOCKBACK_IMMUNE|MD_BOSS))
  2138. return 0;
  2139. }
  2140. break;
  2141. case BL_PC: {
  2142. struct map_session_data *sd = BL_CAST(BL_PC, target);
  2143. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  2144. return 0; // Basilica caster can't be knocked-back by normal monsters.
  2145. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  2146. return 0;
  2147. }
  2148. break;
  2149. case BL_SKILL:
  2150. su = (struct skill_unit *)target;
  2151. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  2152. return 0; // ankle snare cannot be knocked back
  2153. break;
  2154. }
  2155. if (dir == -1) // <optimized>: do the computation here instead of outside
  2156. dir = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  2157. if (dir >= 0 && dir < 8)
  2158. { // take the reversed 'direction' and reverse it
  2159. dx = -dirx[dir];
  2160. dy = -diry[dir];
  2161. }
  2162. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  2163. }
  2164. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2165. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2166. // In case of success returns type of reflection, otherwise 0
  2167. // 1 - Regular reflection (Maya)
  2168. // 2 - SL_KAITE reflection
  2169. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2170. {
  2171. struct status_change *sc = status_get_sc(bl);
  2172. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2173. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2174. return 0;
  2175. // item-based reflection
  2176. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2177. return 1;
  2178. if( is_boss(src) )
  2179. return 0;
  2180. // status-based reflection
  2181. if( !sc || sc->count == 0 )
  2182. return 0;
  2183. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2184. return 1;
  2185. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2186. {// Kaite only works against non-players if they are low-level.
  2187. clif_specialeffect(bl, 438, AREA);
  2188. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2189. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2190. return 2;
  2191. }
  2192. return 0;
  2193. }
  2194. /*
  2195. * Combo handler, start stop combo status
  2196. */
  2197. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2198. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2199. switch (skill_id) {
  2200. case MH_MIDNIGHT_FRENZY:
  2201. case MH_EQC:{
  2202. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2203. int idx = skill_id2 - HM_SKILLBASE;
  2204. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2205. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2206. sd = hd->master;
  2207. hd->homunculus.hskill[idx].flag= flag;
  2208. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2209. }
  2210. break;
  2211. case MO_COMBOFINISH:
  2212. case CH_TIGERFIST:
  2213. case CH_CHAINCRUSH:
  2214. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2215. break;
  2216. case TK_JUMPKICK:
  2217. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2218. break;
  2219. case MO_TRIPLEATTACK:
  2220. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2221. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2222. break;
  2223. case SR_FALLENEMPIRE:
  2224. if (sd){
  2225. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2226. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2227. }
  2228. break;
  2229. }
  2230. }
  2231. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2232. int duration = 0, delay=0; //Used to signal if this skill can be combo'ed later on.
  2233. struct status_change_entry *sce;
  2234. TBL_PC *sd = BL_CAST(BL_PC,src);
  2235. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2236. struct status_change *sc = status_get_sc(src);
  2237. if(sc == NULL) return;
  2238. //End previous combo state after skill is invoked
  2239. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2240. switch (skill_id) {
  2241. case TK_TURNKICK:
  2242. case TK_STORMKICK:
  2243. case TK_DOWNKICK:
  2244. case TK_COUNTER:
  2245. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2246. sce->val1 = skill_id; //Update combo-skill
  2247. sce->val3 = skill_id;
  2248. if( sce->timer != INVALID_TIMER )
  2249. delete_timer(sce->timer, status_change_timer);
  2250. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2251. break;
  2252. }
  2253. unit_cancel_combo(src); // Cancel combo wait
  2254. break;
  2255. default:
  2256. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2257. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2258. }
  2259. }
  2260. //start new combo
  2261. if(sd){ //player only
  2262. switch(skill_id) {
  2263. case MO_TRIPLEATTACK:
  2264. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2265. duration=1;
  2266. break;
  2267. case MO_CHAINCOMBO:
  2268. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2269. duration=1;
  2270. break;
  2271. case MO_COMBOFINISH:
  2272. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2273. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2274. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2275. duration=1;
  2276. case CH_TIGERFIST:
  2277. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2278. duration=1;
  2279. case CH_CHAINCRUSH:
  2280. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2281. duration=1;
  2282. break;
  2283. case AC_DOUBLE: {
  2284. unsigned char race = status_get_race(bl);
  2285. if( (race == RC_BRUTE || race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2286. duration = 2000;
  2287. break;
  2288. }
  2289. case SR_DRAGONCOMBO:
  2290. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2291. duration = 1;
  2292. break;
  2293. case SR_FALLENEMPIRE:
  2294. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2295. duration = 1;
  2296. break;
  2297. }
  2298. }
  2299. else { //other
  2300. switch(skill_id) {
  2301. case MH_TINDER_BREAKER:
  2302. case MH_CBC:
  2303. case MH_SONIC_CRAW:
  2304. case MH_SILVERVEIN_RUSH:
  2305. if(hd->homunculus.spiritball > 0) duration = 2000;
  2306. delay=1;
  2307. break;
  2308. case MH_EQC:
  2309. case MH_MIDNIGHT_FRENZY:
  2310. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2311. delay=1;
  2312. break;
  2313. }
  2314. }
  2315. if (duration) { //Possible to chain
  2316. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //auto calc duration
  2317. duration = max(1,duration);
  2318. sc_start4(src,src,SC_COMBO,100,skill_id,bl->id,delay,0,duration);
  2319. clif_combo_delay(src, duration);
  2320. }
  2321. }
  2322. /** Copy skill by Plagiarism or Reproduce
  2323. * @param src: The caster
  2324. * @param bl: The target
  2325. * @param skill_id: Skill that casted
  2326. * @param skill_lv: Skill level of the casted skill
  2327. */
  2328. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv){
  2329. TBL_PC *tsd = BL_CAST(BL_PC,bl);
  2330. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2331. return;
  2332. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2333. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2334. return;
  2335. else {
  2336. short idx;
  2337. unsigned char lv;
  2338. // Copy Referal: dummy skills should point to their source upon copying
  2339. switch (skill_id) {
  2340. case AB_DUPLELIGHT_MELEE:
  2341. case AB_DUPLELIGHT_MAGIC:
  2342. skill_id = AB_DUPLELIGHT;
  2343. break;
  2344. case WL_CHAINLIGHTNING_ATK:
  2345. skill_id = WL_CHAINLIGHTNING;
  2346. break;
  2347. case WM_REVERBERATION_MELEE:
  2348. case WM_REVERBERATION_MAGIC:
  2349. skill_id = WM_REVERBERATION;
  2350. break;
  2351. case WM_SEVERE_RAINSTORM_MELEE:
  2352. skill_id = WM_SEVERE_RAINSTORM;
  2353. break;
  2354. case GN_CRAZYWEED_ATK:
  2355. skill_id = GN_CRAZYWEED;
  2356. break;
  2357. case GN_HELLS_PLANT_ATK:
  2358. skill_id = GN_HELLS_PLANT;
  2359. break;
  2360. case LG_OVERBRAND_BRANDISH:
  2361. case LG_OVERBRAND_PLUSATK:
  2362. skill_id = LG_OVERBRAND;
  2363. break;
  2364. }
  2365. //Use skill index, avoiding out-of-bound array [Cydh]
  2366. if ((idx = skill_get_index(skill_id)) < 0)
  2367. return;
  2368. switch (skill_isCopyable(tsd,skill_id)) {
  2369. case 1: //Copied by Plagiarism
  2370. {
  2371. if (tsd->cloneskill_idx >= 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2372. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2373. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2374. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2375. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2376. }
  2377. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2378. tsd->cloneskill_idx = idx;
  2379. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2380. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2381. }
  2382. break;
  2383. case 2: //Copied by Reproduce
  2384. {
  2385. struct status_change *tsc = status_get_sc(bl);
  2386. //Already did SC check
  2387. //Skill level copied depends on Reproduce skill that used
  2388. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2389. if( tsd->reproduceskill_idx >= 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2390. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2391. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2392. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2393. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2394. }
  2395. //Level dependent and limitation.
  2396. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2397. lv = min(lv,skill_get_max(skill_id));
  2398. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2399. lv = min(lv,skill_lv);
  2400. tsd->reproduceskill_idx = idx;
  2401. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2402. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2403. }
  2404. break;
  2405. default: return;
  2406. }
  2407. tsd->status.skill[idx].id = skill_id;
  2408. tsd->status.skill[idx].lv = lv;
  2409. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2410. clif_addskill(tsd,skill_id);
  2411. }
  2412. }
  2413. /*
  2414. * =========================================================================
  2415. * Does a skill attack with the given properties.
  2416. * src is the master behind the attack (player/mob/pet)
  2417. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2418. * bl is the target to be attacked.
  2419. * flag can hold a bunch of information:
  2420. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2421. * (usually holds number of targets, or just 1 for simple splash attacks)
  2422. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  2423. * packet shouldn't display a skill animation)
  2424. * flag&0x2000 is used to signal that the skill_lv should be passed as -1 to the
  2425. * client (causes player characters to not scream skill name)
  2426. *-------------------------------------------------------------------------*/
  2427. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2428. {
  2429. struct Damage dmg;
  2430. struct status_data *sstatus, *tstatus;
  2431. struct status_change *tsc;
  2432. struct map_session_data *sd, *tsd;
  2433. int64 damage;
  2434. int8 rmdamage=0;//magic reflected
  2435. int type;
  2436. bool shadow_flag = false;
  2437. bool additional_effects = true;
  2438. if(skill_id > 0 && !skill_lv) return 0;
  2439. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2440. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2441. nullpo_ret(bl); //Target to be attacked.
  2442. if (src != dsrc) {
  2443. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2444. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2445. return 0;
  2446. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2447. //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]
  2448. if (!status_check_skilluse(src, bl, skill_id, 2))
  2449. return 0;
  2450. }
  2451. sd = BL_CAST(BL_PC, src);
  2452. tsd = BL_CAST(BL_PC, bl);
  2453. sstatus = status_get_status_data(src);
  2454. tstatus = status_get_status_data(bl);
  2455. tsc= status_get_sc(bl);
  2456. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2457. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2458. if (tsc && tsc->data[SC_TRICKDEAD])
  2459. return 0;
  2460. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2461. //Skotlex: Adjusted to the new system
  2462. if( src->type == BL_PET ) { // [Valaris]
  2463. struct pet_data *pd = (TBL_PET*)src;
  2464. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) {
  2465. int element = skill_get_ele(skill_id, skill_lv);
  2466. /*if (skill_id == -1) Does it ever worked?
  2467. element = sstatus->rhw.ele;*/
  2468. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2469. dmg.damage=battle_attr_fix(src, bl, skill_lv, element, tstatus->def_ele, tstatus->ele_lv);
  2470. else
  2471. dmg.damage= skill_lv;
  2472. dmg.damage2=0;
  2473. dmg.div_= pd->a_skill->div_;
  2474. }
  2475. }
  2476. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2477. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2478. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2479. { //Magic reflection, switch caster/target
  2480. struct block_list *tbl = bl;
  2481. rmdamage = 1;
  2482. bl = src;
  2483. src = tbl;
  2484. dsrc = tbl;
  2485. sd = BL_CAST(BL_PC, src);
  2486. tsd = BL_CAST(BL_PC, bl);
  2487. tsc = status_get_sc(bl);
  2488. if (tsc && !tsc->count)
  2489. tsc = NULL; //Don't need it.
  2490. /* bugreport:2564 flag&2 disables double casting trigger */
  2491. flag |= 2;
  2492. //Spirit of Wizard blocks Kaite's reflection
  2493. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2494. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2495. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2496. if (type >= 0) {
  2497. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2498. dmg.damage = dmg.damage2 = 0;
  2499. dmg.dmg_lv = ATK_MISS;
  2500. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2501. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2502. }
  2503. } else if( type != 2 ) /* Kaite bypasses */
  2504. additional_effects = false;
  2505. /**
  2506. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2507. **/
  2508. #if MAGIC_REFLECTION_TYPE
  2509. #ifdef RENEWAL
  2510. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2511. #else
  2512. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2513. // regardless of caster's equipment (Aegis 11.1)
  2514. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2515. #endif
  2516. short s_ele = skill_get_ele(skill_id, skill_lv);
  2517. if (s_ele == -1) // the skill takes the weapon's element
  2518. s_ele = sstatus->rhw.ele;
  2519. else if (s_ele == -2) //Use status element
  2520. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2521. else if( s_ele == -3 ) //Use random element
  2522. s_ele = rnd()%ELE_ALL;
  2523. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2524. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2525. struct status_data *status = status_get_status_data(bl);
  2526. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2527. per /=20; //Uses 20% SP intervals.
  2528. //SP Cost: 1% + 0.5% per every 20% SP
  2529. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2530. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2531. //Reduction: 6% + 6% every 20%
  2532. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2533. }
  2534. }
  2535. #endif
  2536. }
  2537. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2538. int sp = skill_get_sp(skill_id,skill_lv);
  2539. dmg.damage = dmg.damage2 = 0;
  2540. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2541. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2542. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2543. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2544. status_heal(bl, 0, sp, 2);
  2545. }
  2546. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rand()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2547. dmg.damage = dmg.damage2 = 0;
  2548. dmg.dmg_lv = ATK_MISS;
  2549. }
  2550. }
  2551. damage = dmg.damage + dmg.damage2;
  2552. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2553. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2554. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2555. damage = 1;
  2556. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2557. struct block_list *nbl;
  2558. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2559. if( nbl ){ // Only one target is chosen.
  2560. damage = damage / 2; // Deflect half of the damage to a target nearby
  2561. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2562. }
  2563. }
  2564. //Skill hit type
  2565. type=(skill_id==0)?5:skill_get_hit(skill_id);
  2566. switch(skill_id){
  2567. case SC_TRIANGLESHOT:
  2568. if(rnd()%100 > (1 + skill_lv) ) dmg.blewcount = 0;
  2569. break;
  2570. default:
  2571. if(damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2572. dmg.blewcount = 0; //only pushback when it hit for other
  2573. break;
  2574. }
  2575. switch(skill_id){
  2576. case CR_GRANDCROSS:
  2577. case NPC_GRANDDARKNESS:
  2578. if(battle_config.gx_disptype) dsrc = src;
  2579. if(src == bl) type = 4;
  2580. else flag|=SD_ANIMATION;
  2581. break;
  2582. case NJ_TATAMIGAESHI: //For correct knockback.
  2583. dsrc = src;
  2584. flag|=SD_ANIMATION;
  2585. break;
  2586. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2587. int level;
  2588. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2589. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2590. }
  2591. break;
  2592. case SL_STIN:
  2593. case SL_STUN:
  2594. if (skill_lv >= 7){
  2595. struct status_change *sc = status_get_sc(src);
  2596. if(sc && !sc->data[SC_SMA])
  2597. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2598. }
  2599. break;
  2600. case GS_FULLBUSTER:
  2601. if(sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2602. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2603. break;
  2604. }
  2605. //combo handling
  2606. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2607. //Display damage.
  2608. switch( skill_id ) {
  2609. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2610. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2611. break;
  2612. //Skills that need be passed as a normal attack for the client to display correctly.
  2613. case HVAN_EXPLOSION:
  2614. case NPC_SELFDESTRUCTION:
  2615. if(src->type==BL_PC)
  2616. dmg.blewcount = 10;
  2617. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2618. // fall through
  2619. case KN_AUTOCOUNTER:
  2620. case NPC_CRITICALSLASH:
  2621. case TF_DOUBLE:
  2622. case GS_CHAINACTION:
  2623. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2624. break;
  2625. case AS_SPLASHER:
  2626. if( flag&SD_ANIMATION ) // the surrounding targets
  2627. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2628. else // the central target doesn't display an animation
  2629. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2630. break;
  2631. case WL_HELLINFERNO:
  2632. case SR_EARTHSHAKER:
  2633. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2634. break;
  2635. case WL_SOULEXPANSION:
  2636. case WL_COMET:
  2637. case KO_MUCHANAGE:
  2638. case NJ_HUUMA:
  2639. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2640. break;
  2641. case WL_CHAINLIGHTNING_ATK:
  2642. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2643. break;
  2644. case LG_OVERBRAND:
  2645. case LG_OVERBRAND_BRANDISH:
  2646. dmg.amotion = status_get_amotion(src) * 2;
  2647. case LG_OVERBRAND_PLUSATK:
  2648. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2649. break;
  2650. case EL_FIRE_BOMB:
  2651. case EL_FIRE_BOMB_ATK:
  2652. case EL_FIRE_WAVE:
  2653. case EL_FIRE_WAVE_ATK:
  2654. case EL_FIRE_MANTLE:
  2655. case EL_CIRCLE_OF_FIRE:
  2656. case EL_FIRE_ARROW:
  2657. case EL_ICE_NEEDLE:
  2658. case EL_WATER_SCREW:
  2659. case EL_WATER_SCREW_ATK:
  2660. case EL_WIND_SLASH:
  2661. case EL_TIDAL_WEAPON:
  2662. case EL_ROCK_CRUSHER:
  2663. case EL_ROCK_CRUSHER_ATK:
  2664. case EL_HURRICANE:
  2665. case EL_HURRICANE_ATK:
  2666. case KO_BAKURETSU:
  2667. case GN_CRAZYWEED_ATK:
  2668. case NC_MAGMA_ERUPTION:
  2669. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2670. break;
  2671. case GN_SLINGITEM_RANGEMELEEATK:
  2672. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2673. break;
  2674. case EL_STONE_RAIN:
  2675. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2676. break;
  2677. case WM_SEVERE_RAINSTORM_MELEE:
  2678. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,6);
  2679. break;
  2680. case WM_REVERBERATION_MELEE:
  2681. case WM_REVERBERATION_MAGIC:
  2682. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2683. break;
  2684. case HT_CLAYMORETRAP:
  2685. case HT_BLASTMINE:
  2686. case HT_FLASHER:
  2687. case HT_FREEZINGTRAP:
  2688. case RA_CLUSTERBOMB:
  2689. case RA_FIRINGTRAP:
  2690. case RA_ICEBOUNDTRAP:
  2691. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2692. if( dsrc != src ) // avoid damage display redundancy
  2693. break;
  2694. case HT_LANDMINE:
  2695. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2696. break;
  2697. case WZ_SIGHTBLASTER:
  2698. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2699. break;
  2700. case AB_DUPLELIGHT_MELEE:
  2701. case AB_DUPLELIGHT_MAGIC:
  2702. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2703. default:
  2704. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2705. type = 5;
  2706. if( bl->type == BL_SKILL ){
  2707. TBL_SKILL *su = (TBL_SKILL*)bl;
  2708. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2709. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2710. }
  2711. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2712. break;
  2713. }
  2714. map_freeblock_lock();
  2715. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) >= 0 && skill_db[skill_get_index(skill_id)].copyable.option && //Only copy skill that copyable [Cydh]
  2716. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2717. skill_do_copy(src,bl,skill_id,skill_lv);
  2718. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2719. { //Skills with can't walk delay also stop normal attacking for that
  2720. //duration when the attack connects. [Skotlex]
  2721. struct unit_data *ud = unit_bl2ud(src);
  2722. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2723. ud->attackabletime = tick + type;
  2724. }
  2725. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  2726. if( !dmg.amotion ) {
  2727. //Instant damage
  2728. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD)) && !shadow_flag )
  2729. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2730. if( !status_isdead(bl) && additional_effects )
  2731. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2732. if( damage > 0 ) //Counter status effects [Skotlex]
  2733. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2734. }
  2735. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2736. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2737. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2738. int8 dir = -1; // default
  2739. switch(skill_id) {//direction
  2740. case MG_FIREWALL:
  2741. case PR_SANCTUARY:
  2742. case SC_TRIANGLESHOT:
  2743. case SR_KNUCKLEARROW:
  2744. case GN_WALLOFTHORN:
  2745. case EL_FIRE_MANTLE:
  2746. dir = unit_getdir(bl);// backwards
  2747. break;
  2748. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2749. case WZ_STORMGUST:
  2750. dir = rand()%8;
  2751. break;
  2752. case WL_CRIMSONROCK:
  2753. dir = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2754. break;
  2755. case MC_CARTREVOLUTION:
  2756. if (battle_config.cart_revo_knockback)
  2757. dir = 6; // Official servers push target to the West
  2758. break;
  2759. }
  2760. //blown-specific handling
  2761. switch( skill_id ) {
  2762. case LG_OVERBRAND_BRANDISH:
  2763. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) < dmg.blewcount )
  2764. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2765. break;
  2766. case SR_KNUCKLEARROW:
  2767. if( skill_blown(dsrc,bl,dmg.blewcount,dir,0) && !(flag&4) ) {
  2768. short dir_x, dir_y;
  2769. dir_x = dirx[(dir+4)%8];
  2770. dir_y = diry[(dir+4)%8];
  2771. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2772. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2773. }
  2774. break;
  2775. case GN_WALLOFTHORN:
  2776. unit_stop_walking(bl,1);
  2777. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x2 );
  2778. clif_fixpos(bl);
  2779. break;
  2780. default:
  2781. skill_blown(dsrc,bl,dmg.blewcount,dir, 0x0 );
  2782. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2783. TBL_SKILL *su = (TBL_SKILL*)bl;
  2784. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2785. skill_blown(src, bl, 3, -1, 0);
  2786. }
  2787. break;
  2788. }
  2789. }
  2790. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2791. if (dmg.amotion) {
  2792. if( shadow_flag ) {
  2793. if( !status_isdead(bl) && additional_effects )
  2794. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  2795. if( dmg.flag > ATK_BLOCK )
  2796. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  2797. } else
  2798. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2799. }
  2800. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE ) {
  2801. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2802. struct block_list *d_bl = map_id2bl(sce->val1);
  2803. if( d_bl && (
  2804. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2805. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2806. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2807. {
  2808. if(!rmdamage){
  2809. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2810. status_fix_damage(NULL,d_bl, damage, 0);
  2811. } else {//Reflected magics are done directly on the target not on paladin
  2812. //This check is only for magical skill.
  2813. //For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2814. clif_damage(bl,bl, gettick(), 0, 0, damage, 0, 0, 0);
  2815. status_fix_damage(bl,bl, damage, 0);
  2816. }
  2817. }
  2818. else {
  2819. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2820. if( !dmg.amotion )
  2821. status_fix_damage(src,bl,damage,dmg.dmotion);
  2822. }
  2823. }
  2824. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2825. if( skill_id == RG_INTIMIDATE ) {
  2826. int rate = 50 + skill_lv * 5;
  2827. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2828. if(rnd()%100 < rate)
  2829. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  2830. } else if( skill_id == SC_FATALMENACE )
  2831. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  2832. }
  2833. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  2834. dmg.flag |= BF_WEAPON;
  2835. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2836. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP || skill_id == RK_DRAGONBREATH || skill_id == RK_DRAGONBREATH_WATER)) ) )
  2837. {
  2838. if (battle_config.left_cardfix_to_right)
  2839. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  2840. else
  2841. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  2842. }
  2843. if( damage > 0 ) {
  2844. /**
  2845. * Post-damage effects
  2846. **/
  2847. switch( skill_id ) {
  2848. case RK_CRUSHSTRIKE:
  2849. skill_break_equip(src,src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2850. break;
  2851. case GC_VENOMPRESSURE: {
  2852. struct status_change *ssc = status_get_sc(src);
  2853. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  2854. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2855. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2856. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  2857. }
  2858. }
  2859. break;
  2860. case WM_METALICSOUND:
  2861. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  2862. break;
  2863. }
  2864. if( sd )
  2865. skill_onskillusage(sd, bl, skill_id, tick);
  2866. }
  2867. if (!(flag&2) &&
  2868. (
  2869. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  2870. ) &&
  2871. (tsc = status_get_sc(src)) &&
  2872. tsc->data[SC_DOUBLECAST] &&
  2873. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  2874. {
  2875. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2876. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  2877. }
  2878. map_freeblock_unlock();
  2879. return damage;
  2880. }
  2881. /*==========================================
  2882. * sub fonction for recursive skill call.
  2883. * Checking bl battle flag and display dammage
  2884. * then call func with source,target,skill_id,skill_lv,tick,flag
  2885. *------------------------------------------*/
  2886. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2887. int skill_area_sub (struct block_list *bl, va_list ap) {
  2888. struct block_list *src;
  2889. uint16 skill_id,skill_lv;
  2890. int flag;
  2891. unsigned int tick;
  2892. SkillFunc func;
  2893. nullpo_ret(bl);
  2894. src=va_arg(ap,struct block_list *);
  2895. skill_id=va_arg(ap,int);
  2896. skill_lv=va_arg(ap,int);
  2897. tick=va_arg(ap,unsigned int);
  2898. flag=va_arg(ap,int);
  2899. func=va_arg(ap,SkillFunc);
  2900. if(battle_check_target(src,bl,flag) > 0)
  2901. {
  2902. // several splash skills need this initial dummy packet to display correctly
  2903. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2904. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2905. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2906. skill_area_temp[2]++;
  2907. return func(src,bl,skill_id,skill_lv,tick,flag);
  2908. }
  2909. return 0;
  2910. }
  2911. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2912. {
  2913. struct skill_unit *unit;
  2914. uint16 skill_id,g_skill_id;
  2915. unit = (struct skill_unit *)bl;
  2916. if(bl->prev == NULL || bl->type != BL_SKILL)
  2917. return 0;
  2918. if(!unit->alive)
  2919. return 0;
  2920. skill_id = va_arg(ap,int);
  2921. g_skill_id = unit->group->skill_id;
  2922. switch (skill_id) {
  2923. case MH_STEINWAND:
  2924. case MG_SAFETYWALL:
  2925. case AL_PNEUMA:
  2926. case SC_MAELSTROM:
  2927. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  2928. return 0;
  2929. break;
  2930. case AL_WARP:
  2931. case HT_SKIDTRAP:
  2932. case MA_SKIDTRAP:
  2933. case HT_LANDMINE:
  2934. case MA_LANDMINE:
  2935. case HT_ANKLESNARE:
  2936. case HT_SHOCKWAVE:
  2937. case HT_SANDMAN:
  2938. case MA_SANDMAN:
  2939. case HT_FLASHER:
  2940. case HT_FREEZINGTRAP:
  2941. case MA_FREEZINGTRAP:
  2942. case HT_BLASTMINE:
  2943. case HT_CLAYMORETRAP:
  2944. case HT_TALKIEBOX:
  2945. case HP_BASILICA:
  2946. case RA_ELECTRICSHOCKER:
  2947. case RA_CLUSTERBOMB:
  2948. case RA_MAGENTATRAP:
  2949. case RA_COBALTTRAP:
  2950. case RA_MAIZETRAP:
  2951. case RA_VERDURETRAP:
  2952. case RA_FIRINGTRAP:
  2953. case RA_ICEBOUNDTRAP:
  2954. case SC_DIMENSIONDOOR:
  2955. case SC_BLOODYLUST:
  2956. case GN_THORNS_TRAP:
  2957. case GN_HELLS_PLANT:
  2958. case RL_B_TRAP:
  2959. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2960. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  2961. return 0;
  2962. break;
  2963. default: //Avoid stacking with same kind of trap. [Skotlex]
  2964. if (g_skill_id != skill_id)
  2965. return 0;
  2966. break;
  2967. }
  2968. return 1;
  2969. }
  2970. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  2971. {
  2972. //Non players do not check for the skill's splash-trigger area.
  2973. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  2974. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  2975. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2976. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  2977. return 0;
  2978. }
  2979. range += layout_type;
  2980. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  2981. }
  2982. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2983. {
  2984. uint16 skill_id;
  2985. if(bl->prev == NULL)
  2986. return 0;
  2987. skill_id = va_arg(ap,int);
  2988. if( status_isdead(bl) && skill_id != AL_WARP )
  2989. return 0;
  2990. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  2991. return 0;
  2992. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  2993. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2994. return 1;
  2995. }
  2996. /** Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  2997. * @param bl Object that casted skill
  2998. * @param x Position x of the target
  2999. * @param y Position y of the target
  3000. * @param skill_id The casted skill
  3001. * @param skill_lv The skill Lv
  3002. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3003. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3004. */
  3005. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3006. {
  3007. int range = 0, type;
  3008. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3009. if (isNearNPC)
  3010. range = skill_get_splash(skill_id,skill_lv);
  3011. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3012. if (!isNearNPC || !range) {
  3013. switch (skill_id) { // to be expanded later
  3014. case WZ_ICEWALL:
  3015. range = 2;
  3016. break;
  3017. default:
  3018. {
  3019. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3020. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3021. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3022. return 0;
  3023. }
  3024. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3025. }
  3026. break;
  3027. }
  3028. }
  3029. //Check the additional range [Cydh]
  3030. if (isNearNPC && skill_db[skill_get_index(skill_id)].unit_nonearnpc_range)
  3031. range += skill_db[skill_get_index(skill_id)].unit_nonearnpc_range;
  3032. if (!isNearNPC) { //Doesn't check the NPC range
  3033. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3034. if (bl->type == BL_PC)
  3035. type = BL_CHAR;
  3036. else
  3037. type = BL_PC;
  3038. }
  3039. else
  3040. type = BL_NPC;
  3041. return (!isNearNPC) ?
  3042. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3043. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3044. //isNearNPC is used to check range from NPC
  3045. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3046. }
  3047. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  3048. {
  3049. if(id == sd->bl.id && battle_config.guild_aura&16)
  3050. return 0; // Do not affect guild leader
  3051. if (sd->sc.data[SC_GUILDAURA]) {
  3052. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  3053. if( sce->val3 != strvit || sce->val4 != agidex ) {
  3054. sce->val3 = strvit;
  3055. sce->val4 = agidex;
  3056. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  3057. }
  3058. return 0;
  3059. }
  3060. sc_start4(&sd->bl,&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  3061. return 1;
  3062. }
  3063. /*==========================================
  3064. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3065. * Flag:
  3066. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3067. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3068. *------------------------------------------*/
  3069. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3070. {
  3071. struct status_data *status;
  3072. struct map_session_data *sd = NULL;
  3073. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3074. uint16 idx;
  3075. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3076. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  3077. return 0;
  3078. nullpo_ret(bl);
  3079. switch( bl->type )
  3080. {
  3081. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3082. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3083. }
  3084. status = status_get_status_data(bl);
  3085. if( (idx = skill_get_index(skill)) == 0 )
  3086. return 0;
  3087. // Requeriments
  3088. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3089. {
  3090. itemid[i] = skill_db[idx].require.itemid[i];
  3091. amount[i] = skill_db[idx].require.amount[i];
  3092. }
  3093. hp = skill_db[idx].require.hp[lv-1];
  3094. sp = skill_db[idx].require.sp[lv-1];
  3095. hp_rate = skill_db[idx].require.hp_rate[lv-1];
  3096. sp_rate = skill_db[idx].require.sp_rate[lv-1];
  3097. state = skill_db[idx].require.state;
  3098. if( (mhp = skill_db[idx].require.mhp[lv-1]) > 0 )
  3099. hp += (status->max_hp * mhp) / 100;
  3100. if( hp_rate > 0 )
  3101. hp += (status->hp * hp_rate) / 100;
  3102. else
  3103. hp += (status->max_hp * (-hp_rate)) / 100;
  3104. if( sp_rate > 0 )
  3105. sp += (status->sp * sp_rate) / 100;
  3106. else
  3107. sp += (status->max_sp * (-sp_rate)) / 100;
  3108. if( bl->type == BL_HOM )
  3109. { // Intimacy Requeriments
  3110. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3111. switch( skill )
  3112. {
  3113. case HFLI_SBR44:
  3114. if( hd->homunculus.intimacy <= 200 )
  3115. return 0;
  3116. break;
  3117. case HVAN_EXPLOSION:
  3118. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3119. return 0;
  3120. break;
  3121. }
  3122. }
  3123. if( !(type&2) )
  3124. {
  3125. if( hp > 0 && status->hp <= (unsigned int)hp )
  3126. {
  3127. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3128. return 0;
  3129. }
  3130. if( sp > 0 && status->sp <= (unsigned int)sp )
  3131. {
  3132. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3133. return 0;
  3134. }
  3135. }
  3136. if( !type )
  3137. switch( state )
  3138. {
  3139. case ST_MOVE_ENABLE:
  3140. if( !unit_can_move(bl) )
  3141. {
  3142. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3143. return 0;
  3144. }
  3145. break;
  3146. }
  3147. if( !(type&1) )
  3148. return 1;
  3149. // Check item existences
  3150. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3151. {
  3152. index[i] = -1;
  3153. if( itemid[i] < 1 ) continue; // No item
  3154. index[i] = pc_search_inventory(sd, itemid[i]);
  3155. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3156. {
  3157. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3158. return 0;
  3159. }
  3160. }
  3161. // Consume items
  3162. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3163. {
  3164. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3165. }
  3166. if( type&2 )
  3167. return 1;
  3168. if( sp || hp )
  3169. status_zap(bl, hp, sp);
  3170. return 1;
  3171. }
  3172. /*==========================================
  3173. *
  3174. *------------------------------------------*/
  3175. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3176. {
  3177. return 1;
  3178. }
  3179. /*==========================================
  3180. *
  3181. *------------------------------------------*/
  3182. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3183. {
  3184. struct block_list *src = map_id2bl(id),*target;
  3185. struct unit_data *ud = unit_bl2ud(src);
  3186. struct skill_timerskill *skl;
  3187. int range;
  3188. nullpo_ret(src);
  3189. nullpo_ret(ud);
  3190. skl = ud->skilltimerskill[data];
  3191. nullpo_ret(skl);
  3192. ud->skilltimerskill[data] = NULL;
  3193. do {
  3194. if(src->prev == NULL)
  3195. break; // Source not on Map
  3196. if(skl->target_id) {
  3197. target = map_id2bl(skl->target_id);
  3198. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3199. target = src; //Required since it has to warp.
  3200. if(target == NULL)
  3201. break; // Target offline?
  3202. if(target->prev == NULL)
  3203. break; // Target not on Map
  3204. if(src->m != target->m)
  3205. break; // Different Maps
  3206. if(status_isdead(src)) {
  3207. switch(skl->skill_id) {
  3208. case WL_CHAINLIGHTNING_ATK:
  3209. case WL_TETRAVORTEX_FIRE:
  3210. case WL_TETRAVORTEX_WATER:
  3211. case WL_TETRAVORTEX_WIND:
  3212. case WL_TETRAVORTEX_GROUND:
  3213. case SR_FLASHCOMBO_ATK_STEP1:
  3214. case SR_FLASHCOMBO_ATK_STEP2:
  3215. case SR_FLASHCOMBO_ATK_STEP3:
  3216. case SR_FLASHCOMBO_ATK_STEP4:
  3217. break; // Exceptions
  3218. default:
  3219. continue; // Caster is Dead
  3220. }
  3221. }
  3222. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3223. break;
  3224. switch(skl->skill_id) {
  3225. case RG_INTIMIDATE:
  3226. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3227. short x,y;
  3228. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3229. if (target != src && !status_isdead(target))
  3230. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3231. }
  3232. break;
  3233. case BA_FROSTJOKER:
  3234. case DC_SCREAM:
  3235. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3236. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3237. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3238. break;
  3239. case NPC_EARTHQUAKE:
  3240. if( skl->type > 1 )
  3241. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3242. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3243. skill_area_temp[1] = src->id;
  3244. skill_area_temp[2] = 0;
  3245. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3246. break;
  3247. case WZ_WATERBALL:
  3248. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3249. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3250. range = path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH);
  3251. if (!status_isdead(target) && range)
  3252. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3253. if (skl->type>1 && !status_isdead(target) && !status_isdead(src) && range) {
  3254. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3255. } else {
  3256. struct status_change *sc = status_get_sc(src);
  3257. if(sc) {
  3258. if(sc->data[SC_SPIRIT] &&
  3259. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3260. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3261. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3262. }
  3263. }
  3264. break;
  3265. /**
  3266. * Warlock
  3267. **/
  3268. case WL_CHAINLIGHTNING_ATK: {
  3269. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3270. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3271. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3272. { // Remaining Chains Hit
  3273. struct block_list *nbl = NULL; // Next Target of Chain
  3274. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3275. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3276. if( nbl == NULL )
  3277. skl->x++;
  3278. else
  3279. skl->x = 0;
  3280. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3281. }
  3282. }
  3283. break;
  3284. case WL_TETRAVORTEX_FIRE:
  3285. case WL_TETRAVORTEX_WATER:
  3286. case WL_TETRAVORTEX_WIND:
  3287. case WL_TETRAVORTEX_GROUND:
  3288. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3289. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3290. if( skl->type >= 3 )
  3291. { // Final Hit
  3292. if( !status_isdead(target) )
  3293. { // Final Status Effect
  3294. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3295. applyeffects[4] = { 0, 0, 0, 0 },
  3296. i, j = 0, k = 0;
  3297. for( i = 1; i <= 8; i = i + i )
  3298. {
  3299. if( skl->x&i )
  3300. {
  3301. applyeffects[j] = effects[k];
  3302. j++;
  3303. }
  3304. k++;
  3305. }
  3306. if( j )
  3307. {
  3308. i = applyeffects[rnd()%j];
  3309. status_change_start(src,target, i, 10000, skl->skill_lv,
  3310. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3311. (i == SC_BURNING ? src->id : 0),
  3312. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, 0);
  3313. }
  3314. }
  3315. }
  3316. break;
  3317. case WM_REVERBERATION_MELEE:
  3318. case WM_REVERBERATION_MAGIC:
  3319. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  3320. break;
  3321. case SC_FATALMENACE:
  3322. if( src == target ) // Casters Part
  3323. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3324. else { // Target's Part
  3325. short x = skl->x, y = skl->y;
  3326. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3327. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3328. }
  3329. break;
  3330. case LG_MOONSLASHER:
  3331. case SR_WINDMILL:
  3332. if( target->type == BL_PC ) {
  3333. struct map_session_data *tsd = NULL;
  3334. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3335. skill_sit(tsd, 1);
  3336. pc_setsit(tsd);
  3337. clif_sitting(&tsd->bl);
  3338. }
  3339. }
  3340. break;
  3341. case SR_KNUCKLEARROW:
  3342. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3343. break;
  3344. case GN_SPORE_EXPLOSION:
  3345. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3346. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3347. break;
  3348. case CH_PALMSTRIKE:
  3349. {
  3350. struct status_change* tsc = status_get_sc(target);
  3351. struct status_change* sc = status_get_sc(src);
  3352. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3353. ( sc && sc->option&OPTION_HIDE ) ){
  3354. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  3355. break;
  3356. }
  3357. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3358. break;
  3359. }
  3360. case SR_FLASHCOMBO_ATK_STEP1:
  3361. case SR_FLASHCOMBO_ATK_STEP2:
  3362. case SR_FLASHCOMBO_ATK_STEP3:
  3363. case SR_FLASHCOMBO_ATK_STEP4:
  3364. if( src->type == BL_PC ) {
  3365. TBL_PC *sd = NULL;
  3366. const enum e_skill combos[] = {SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW};
  3367. if( (sd = BL_CAST(BL_PC,src)) ) {
  3368. uint16 cid = combos[skl->skill_id - SR_FLASHCOMBO_ATK_STEP1];
  3369. skill_castend_damage_id(src, target, cid, pc_checkskill(sd, cid), tick, 0);
  3370. }
  3371. }
  3372. break;
  3373. case SC_ESCAPE:
  3374. if( skl->type < 4 + skl->skill_lv ) {
  3375. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3376. skill_blown(src, src, 1, unit_getdir(src), 0);
  3377. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3378. }
  3379. break;
  3380. default:
  3381. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3382. break;
  3383. }
  3384. }
  3385. else {
  3386. if(src->m != skl->map)
  3387. break;
  3388. switch( skl->skill_id )
  3389. {
  3390. case WZ_METEOR:
  3391. if( skl->type >= 0 )
  3392. {
  3393. int x = skl->type>>16, y = skl->type&0xFFFF;
  3394. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3395. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3396. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3397. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3398. }
  3399. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3400. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3401. break;
  3402. case GN_CRAZYWEED_ATK:
  3403. {
  3404. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3405. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  3406. }
  3407. case WL_EARTHSTRAIN:
  3408. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3409. break;
  3410. case LG_OVERBRAND_BRANDISH: {
  3411. int x = src->x, y = src->y;
  3412. int i, dir = map_calc_dir(src,x,y);
  3413. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3414. for( i = 0; i < layout->count; i++ )
  3415. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3416. }
  3417. break;
  3418. case RL_FIRE_RAIN: {
  3419. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3420. map_foreachinarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3421. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3422. }
  3423. break;
  3424. }
  3425. }
  3426. } while (0);
  3427. //Free skl now that it is no longer needed.
  3428. ers_free(skill_timer_ers, skl);
  3429. return 0;
  3430. }
  3431. /*==========================================
  3432. *
  3433. *------------------------------------------*/
  3434. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3435. {
  3436. int i;
  3437. struct unit_data *ud;
  3438. nullpo_retr(1, src);
  3439. if (src->prev == NULL)
  3440. return 0;
  3441. ud = unit_bl2ud(src);
  3442. nullpo_retr(1, ud);
  3443. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3444. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3445. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3446. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3447. ud->skilltimerskill[i]->src_id = src->id;
  3448. ud->skilltimerskill[i]->target_id = target;
  3449. ud->skilltimerskill[i]->skill_id = skill_id;
  3450. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3451. ud->skilltimerskill[i]->map = src->m;
  3452. ud->skilltimerskill[i]->x = x;
  3453. ud->skilltimerskill[i]->y = y;
  3454. ud->skilltimerskill[i]->type = type;
  3455. ud->skilltimerskill[i]->flag = flag;
  3456. return 0;
  3457. }
  3458. /*==========================================
  3459. *
  3460. *------------------------------------------*/
  3461. int skill_cleartimerskill (struct block_list *src)
  3462. {
  3463. int i;
  3464. struct unit_data *ud;
  3465. nullpo_ret(src);
  3466. ud = unit_bl2ud(src);
  3467. nullpo_ret(ud);
  3468. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3469. if(ud->skilltimerskill[i]) {
  3470. switch(ud->skilltimerskill[i]->skill_id) {
  3471. case WL_TETRAVORTEX_FIRE:
  3472. case WL_TETRAVORTEX_WATER:
  3473. case WL_TETRAVORTEX_WIND:
  3474. case WL_TETRAVORTEX_GROUND:
  3475. case SR_FLASHCOMBO_ATK_STEP1:
  3476. case SR_FLASHCOMBO_ATK_STEP2:
  3477. case SR_FLASHCOMBO_ATK_STEP3:
  3478. case SR_FLASHCOMBO_ATK_STEP4:
  3479. continue;
  3480. }
  3481. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3482. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3483. ud->skilltimerskill[i]=NULL;
  3484. }
  3485. }
  3486. return 1;
  3487. }
  3488. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  3489. struct skill_unit *su = (TBL_SKILL*)bl;
  3490. struct skill_unit_group *sg;
  3491. if( bl->type != BL_SKILL )
  3492. return 0;
  3493. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3494. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3495. su->limit=DIFF_TICK(gettick(),sg->tick);
  3496. sg->unit_id = UNT_USED_TRAPS;
  3497. }
  3498. return 0;
  3499. }
  3500. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3501. {
  3502. TBL_SKILL *su = (TBL_SKILL*)bl;
  3503. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3504. { //Reveal trap.
  3505. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3506. //clif_changetraplook(bl, su->group->unit_id);
  3507. clif_skill_setunit(su);
  3508. return 1;
  3509. }
  3510. return 0;
  3511. }
  3512. /*==========================================
  3513. *
  3514. *
  3515. *------------------------------------------*/
  3516. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3517. {
  3518. struct map_session_data *sd = NULL;
  3519. struct status_data *tstatus;
  3520. struct status_change *sc, *tsc;
  3521. if (skill_id > 0 && !skill_lv) return 0;
  3522. nullpo_retr(1, src);
  3523. nullpo_retr(1, bl);
  3524. if (src->m != bl->m)
  3525. return 1;
  3526. if (bl->prev == NULL)
  3527. return 1;
  3528. sd = BL_CAST(BL_PC, src);
  3529. if (status_isdead(bl))
  3530. return 1;
  3531. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3532. { //GTB makes all targetted magic display miss with a single bolt.
  3533. sc_type sct = status_skill2sc(skill_id);
  3534. if(sct != SC_NONE)
  3535. status_change_end(bl, sct, INVALID_TIMER);
  3536. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  3537. return 1;
  3538. }
  3539. sc = status_get_sc(src);
  3540. tsc = status_get_sc(bl);
  3541. if (sc && !sc->count)
  3542. sc = NULL; //Unneeded
  3543. if (tsc && !tsc->count)
  3544. tsc = NULL;
  3545. tstatus = status_get_status_data(bl);
  3546. //Hits the target if marked with SC_C_MARKER only
  3547. switch (skill_id) {
  3548. case RL_QD_SHOT:
  3549. if (sd && bl->id == sd->ud.target)
  3550. return 1;
  3551. case RL_D_TAIL:
  3552. case RL_HAMMER_OF_GOD:
  3553. {
  3554. tsc = status_get_sc(bl);
  3555. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3556. return 1;
  3557. }
  3558. break;
  3559. case RL_FLICKER:
  3560. {
  3561. tsc = status_get_sc(bl);
  3562. if (!tsc)
  3563. return 1;
  3564. if ((!tsc->data[SC_H_MINE] || tsc->data[SC_H_MINE]->val2 != src->id) &&
  3565. (!tsc->data[SC_B_TRAP] || tsc->data[SC_B_TRAP]->val2 != src->id))
  3566. return 1;
  3567. }
  3568. break;
  3569. }
  3570. map_freeblock_lock();
  3571. switch(skill_id)
  3572. {
  3573. case MER_CRASH:
  3574. case SM_BASH:
  3575. case MS_BASH:
  3576. case MC_MAMMONITE:
  3577. case TF_DOUBLE:
  3578. case AC_DOUBLE:
  3579. case MA_DOUBLE:
  3580. case AS_SONICBLOW:
  3581. case KN_PIERCE:
  3582. case ML_PIERCE:
  3583. case KN_SPEARBOOMERANG:
  3584. case TF_POISON:
  3585. case TF_SPRINKLESAND:
  3586. case AC_CHARGEARROW:
  3587. case MA_CHARGEARROW:
  3588. case RG_INTIMIDATE:
  3589. case AM_ACIDTERROR:
  3590. case BA_MUSICALSTRIKE:
  3591. case DC_THROWARROW:
  3592. case BA_DISSONANCE:
  3593. case CR_HOLYCROSS:
  3594. case NPC_DARKCROSS:
  3595. case CR_SHIELDCHARGE:
  3596. case CR_SHIELDBOOMERANG:
  3597. case NPC_PIERCINGATT:
  3598. case NPC_MENTALBREAKER:
  3599. case NPC_RANGEATTACK:
  3600. case NPC_CRITICALSLASH:
  3601. case NPC_COMBOATTACK:
  3602. case NPC_GUIDEDATTACK:
  3603. case NPC_POISON:
  3604. case NPC_RANDOMATTACK:
  3605. case NPC_WATERATTACK:
  3606. case NPC_GROUNDATTACK:
  3607. case NPC_FIREATTACK:
  3608. case NPC_WINDATTACK:
  3609. case NPC_POISONATTACK:
  3610. case NPC_HOLYATTACK:
  3611. case NPC_DARKNESSATTACK:
  3612. case NPC_TELEKINESISATTACK:
  3613. case NPC_UNDEADATTACK:
  3614. case NPC_ARMORBRAKE:
  3615. case NPC_WEAPONBRAKER:
  3616. case NPC_HELMBRAKE:
  3617. case NPC_SHIELDBRAKE:
  3618. case NPC_BLINDATTACK:
  3619. case NPC_SILENCEATTACK:
  3620. case NPC_STUNATTACK:
  3621. case NPC_PETRIFYATTACK:
  3622. case NPC_CURSEATTACK:
  3623. case NPC_SLEEPATTACK:
  3624. case LK_AURABLADE:
  3625. case LK_SPIRALPIERCE:
  3626. case ML_SPIRALPIERCE:
  3627. case LK_HEADCRUSH:
  3628. case CG_ARROWVULCAN:
  3629. case HW_MAGICCRASHER:
  3630. case ITM_TOMAHAWK:
  3631. case CH_CHAINCRUSH:
  3632. case CH_TIGERFIST:
  3633. case PA_SHIELDCHAIN: // Shield Chain
  3634. case PA_SACRIFICE:
  3635. case WS_CARTTERMINATION: // Cart Termination
  3636. case AS_VENOMKNIFE:
  3637. case HT_PHANTASMIC:
  3638. case HT_POWER:
  3639. case TK_DOWNKICK:
  3640. case TK_COUNTER:
  3641. case GS_CHAINACTION:
  3642. case GS_TRIPLEACTION:
  3643. case GS_MAGICALBULLET:
  3644. case GS_TRACKING:
  3645. case GS_PIERCINGSHOT:
  3646. case GS_RAPIDSHOWER:
  3647. case GS_DUST:
  3648. case GS_DISARM: // Added disarm. [Reddozen]
  3649. case GS_FULLBUSTER:
  3650. case NJ_SYURIKEN:
  3651. case NJ_KUNAI:
  3652. #ifndef RENEWAL
  3653. case ASC_BREAKER:
  3654. #endif
  3655. case HFLI_MOON: //[orn]
  3656. case HFLI_SBR44: //[orn]
  3657. case NPC_BLEEDING:
  3658. case NPC_CRITICALWOUND:
  3659. case NPC_HELLPOWER:
  3660. case RK_SONICWAVE:
  3661. case AB_DUPLELIGHT_MELEE:
  3662. case RA_AIMEDBOLT:
  3663. case NC_AXEBOOMERANG:
  3664. case NC_POWERSWING:
  3665. case GC_CROSSIMPACT:
  3666. case GC_VENOMPRESSURE:
  3667. case SC_TRIANGLESHOT:
  3668. case SC_FEINTBOMB:
  3669. case LG_BANISHINGPOINT:
  3670. case LG_SHIELDPRESS:
  3671. case LG_RAGEBURST:
  3672. case LG_RAYOFGENESIS:
  3673. case LG_HESPERUSLIT:
  3674. case LG_OVERBRAND:
  3675. case LG_OVERBRAND_BRANDISH:
  3676. case SR_FALLENEMPIRE:
  3677. case SR_CRESCENTELBOW_AUTOSPELL:
  3678. case SR_GATEOFHELL:
  3679. case SR_GENTLETOUCH_QUIET:
  3680. case WM_SEVERE_RAINSTORM_MELEE:
  3681. case WM_GREAT_ECHO:
  3682. case GN_SLINGITEM_RANGEMELEEATK:
  3683. case KO_SETSUDAN:
  3684. case GC_DARKCROW:
  3685. case RL_MASS_SPIRAL:
  3686. case RL_SLUGSHOT:
  3687. case RL_AM_BLAST:
  3688. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3689. break;
  3690. /**
  3691. * Mechanic (MADO GEAR)
  3692. **/
  3693. case NC_BOOSTKNUCKLE:
  3694. case NC_PILEBUNKER:
  3695. case NC_COLDSLOWER:
  3696. case NC_ARMSCANNON:
  3697. if (sd) pc_overheat(sd, 1);
  3698. case MO_TRIPLEATTACK:
  3699. case RK_WINDCUTTER:
  3700. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3701. break;
  3702. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3703. switch( rnd()%6 ){
  3704. case 0: flag |= BREAK_ANKLE; break;
  3705. case 1: flag |= BREAK_WRIST; break;
  3706. case 2: flag |= BREAK_KNEE; break;
  3707. case 3: flag |= BREAK_SHOULDER; break;
  3708. case 4: flag |= BREAK_WAIST; break;
  3709. case 5: flag |= BREAK_NECK; break;
  3710. }
  3711. //TODO: is there really no cleaner way to do this?
  3712. sc = status_get_sc(bl);
  3713. if (sc) sc->jb_flag = flag;
  3714. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3715. break;
  3716. case MO_COMBOFINISH:
  3717. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3718. { //Becomes a splash attack when Soul Linked.
  3719. map_foreachinrange(skill_area_sub, bl,
  3720. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3721. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3722. skill_castend_damage_id);
  3723. } else
  3724. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3725. break;
  3726. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3727. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3728. skill_area_temp[1] = 0;
  3729. map_foreachinrange(skill_attack_area, src,
  3730. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3731. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3732. break;
  3733. case KN_CHARGEATK:
  3734. {
  3735. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3736. unsigned int dist = distance_bl(src, bl);
  3737. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3738. // teleport to target (if not on WoE grounds)
  3739. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3740. clif_slide(src, bl->x, bl->y);
  3741. // cause damage and knockback if the path to target was a straight one
  3742. if( path )
  3743. {
  3744. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3745. skill_blown(src, bl, dist, dir, 0);
  3746. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3747. // make the caster look in the direction of the target
  3748. unit_setdir(src, (dir+4)%8);
  3749. }
  3750. }
  3751. break;
  3752. case NC_FLAMELAUNCHER:
  3753. if (sd) pc_overheat(sd,1);
  3754. case SN_SHARPSHOOTING:
  3755. case MA_SHARPSHOOTING:
  3756. case NJ_KAMAITACHI:
  3757. case LG_CANNONSPEAR:
  3758. //It won't shoot through walls since on castend there has to be a direct
  3759. //line of sight between caster and target.
  3760. skill_area_temp[1] = bl->id;
  3761. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3762. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3763. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3764. break;
  3765. case NPC_ACIDBREATH:
  3766. case NPC_DARKNESSBREATH:
  3767. case NPC_FIREBREATH:
  3768. case NPC_ICEBREATH:
  3769. case NPC_THUNDERBREATH:
  3770. skill_area_temp[1] = bl->id;
  3771. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3772. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3773. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3774. break;
  3775. case MO_INVESTIGATE:
  3776. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3777. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3778. break;
  3779. case RG_BACKSTAP:
  3780. {
  3781. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3782. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3783. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3784. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3785. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3786. unit_setdir(bl,dir);
  3787. }
  3788. else if (sd)
  3789. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3790. }
  3791. break;
  3792. case MO_FINGEROFFENSIVE:
  3793. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3794. if (battle_config.finger_offensive_type && sd) {
  3795. int i;
  3796. for (i = 1; i < sd->spiritball_old; i++)
  3797. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3798. }
  3799. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3800. break;
  3801. case MO_CHAINCOMBO:
  3802. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3803. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3804. break;
  3805. #ifndef RENEWAL
  3806. case NJ_ISSEN:
  3807. status_change_end(src, SC_NEN, INVALID_TIMER);
  3808. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3809. #endif
  3810. // fall through
  3811. case MO_EXTREMITYFIST:
  3812. {
  3813. short x, y, i = 2; // Move 2 cells for Issen(from target)
  3814. struct block_list *mbl = bl;
  3815. short dir = 0;
  3816. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3817. if( skill_id == MO_EXTREMITYFIST )
  3818. {
  3819. mbl = src;
  3820. i = 3; // for Asura(from caster)
  3821. status_set_sp(src, 0, 0);
  3822. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3823. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3824. #ifdef RENEWAL
  3825. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3826. #endif
  3827. }else
  3828. status_set_hp(src,
  3829. #ifdef RENEWAL
  3830. max(status_get_max_hp(src)/100, 1)
  3831. #else
  3832. 1
  3833. #endif
  3834. , 0);
  3835. dir = map_calc_dir(src,bl->x,bl->y);
  3836. if( dir > 0 && dir < 4) x = -i;
  3837. else if( dir > 4 ) x = i;
  3838. else x = 0;
  3839. if( dir > 2 && dir < 6 ) y = -i;
  3840. else if( dir == 7 || dir < 2 ) y = i;
  3841. else y = 0;
  3842. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  3843. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  3844. clif_slide(src, src->x, src->y);
  3845. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  3846. //clif_fixpos(src);
  3847. }
  3848. }
  3849. break;
  3850. //Splash attack skills.
  3851. case AS_GRIMTOOTH:
  3852. case MC_CARTREVOLUTION:
  3853. case NPC_SPLASHATTACK:
  3854. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3855. case AS_SPLASHER:
  3856. case SM_MAGNUM:
  3857. case MS_MAGNUM:
  3858. case HT_BLITZBEAT:
  3859. case AC_SHOWER:
  3860. case MA_SHOWER:
  3861. case MG_NAPALMBEAT:
  3862. case MG_FIREBALL:
  3863. case RG_RAID:
  3864. case HW_NAPALMVULCAN:
  3865. case NJ_HUUMA:
  3866. case NJ_BAKUENRYU:
  3867. case ASC_METEORASSAULT:
  3868. case GS_DESPERADO:
  3869. case GS_SPREADATTACK:
  3870. case NPC_EARTHQUAKE:
  3871. case NPC_PULSESTRIKE:
  3872. case NPC_HELLJUDGEMENT:
  3873. case NPC_VAMPIRE_GIFT:
  3874. case RK_IGNITIONBREAK:
  3875. case AB_JUDEX:
  3876. case WL_SOULEXPANSION:
  3877. case WL_CRIMSONROCK:
  3878. case WL_JACKFROST:
  3879. case RA_ARROWSTORM:
  3880. case RA_WUGDASH:
  3881. case NC_VULCANARM:
  3882. case NC_SELFDESTRUCTION:
  3883. case NC_AXETORNADO:
  3884. case GC_ROLLINGCUTTER:
  3885. case GC_COUNTERSLASH:
  3886. case LG_MOONSLASHER:
  3887. case LG_EARTHDRIVE:
  3888. case SR_RAMPAGEBLASTER:
  3889. case SR_SKYNETBLOW:
  3890. case SR_WINDMILL:
  3891. case SR_RIDEINLIGHTNING:
  3892. case WM_SOUND_OF_DESTRUCTION:
  3893. case WM_REVERBERATION_MELEE:
  3894. case WM_REVERBERATION_MAGIC:
  3895. case SO_VARETYR_SPEAR:
  3896. case GN_CART_TORNADO:
  3897. case GN_CARTCANNON:
  3898. case KO_HAPPOKUNAI:
  3899. case KO_HUUMARANKA:
  3900. case KO_MUCHANAGE:
  3901. case KO_BAKURETSU:
  3902. case GN_ILLUSIONDOPING:
  3903. case RL_FIREDANCE:
  3904. case RL_BANISHING_BUSTER:
  3905. case RL_S_STORM:
  3906. case RL_D_TAIL:
  3907. case RL_R_TRIP:
  3908. case RL_FLICKER:
  3909. case RL_HAMMER_OF_GOD:
  3910. case RL_QD_SHOT:
  3911. if( flag&1 ) {//Recursive invocation
  3912. // skill_area_temp[0] holds number of targets in area
  3913. // skill_area_temp[1] holds the id of the original target
  3914. // skill_area_temp[2] counts how many targets have already been processed
  3915. int sflag = skill_area_temp[0] & 0xFFF;
  3916. if( flag&SD_LEVEL )
  3917. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3918. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  3919. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3920. if (skill_id == RL_FLICKER) { //Skills that triggered by RL_FLICKER
  3921. tsc = status_get_sc(bl);
  3922. if (sd)
  3923. sd->flicker = true;
  3924. if (!tsc)
  3925. break;
  3926. if (tsc->data[SC_B_TRAP])
  3927. skill_attack(skill_get_type(RL_B_TRAP), src, src, bl, RL_B_TRAP, pc_checkskill(sd,RL_B_TRAP), tick, sflag);
  3928. if (tsc->data[SC_H_MINE])
  3929. skill_castend_damage_id(src,bl,RL_H_MINE,pc_checkskill(sd,RL_H_MINE),tick,sflag);
  3930. if (sd)
  3931. sd->flicker = false;
  3932. }
  3933. else {
  3934. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  3935. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3936. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3937. status_heal(src,heal,0,0);
  3938. }
  3939. }
  3940. } else {
  3941. switch ( skill_id ) {
  3942. case NJ_BAKUENRYU:
  3943. case LG_EARTHDRIVE:
  3944. case GN_CARTCANNON:
  3945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3946. break;
  3947. case LG_MOONSLASHER:
  3948. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3949. break;
  3950. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3951. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3952. break;
  3953. default:
  3954. break;
  3955. }
  3956. skill_area_temp[0] = 0;
  3957. skill_area_temp[1] = bl->id;
  3958. skill_area_temp[2] = 0;
  3959. if( skill_id == WL_CRIMSONROCK ) {
  3960. skill_area_temp[4] = bl->x;
  3961. skill_area_temp[5] = bl->y;
  3962. }
  3963. if( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )
  3964. skill_area_temp[1] = 0;
  3965. if( skill_id == NC_VULCANARM )
  3966. if (sd) pc_overheat(sd,1);
  3967. // if skill damage should be split among targets, count them
  3968. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3969. //special case: Venom Splasher uses a different range for searching than for splashing
  3970. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  3971. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3972. // recursive invocation of skill_castend_damage_id() with flag|1
  3973. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), ( skill_id == WM_REVERBERATION_MELEE || skill_id == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3974. if( skill_id == AS_SPLASHER ) {
  3975. map_freeblock_unlock(); // Don't consume a second gemstone.
  3976. return 0;
  3977. }
  3978. }
  3979. break;
  3980. case WL_COMET:
  3981. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  3982. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3983. break;
  3984. case KN_BRANDISHSPEAR:
  3985. case ML_BRANDISH:
  3986. //Coded apart for it needs the flag passed to the damage calculation.
  3987. if (skill_area_temp[1] != bl->id)
  3988. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  3989. else
  3990. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  3991. break;
  3992. case KN_BOWLINGBASH:
  3993. case MS_BOWLINGBASH:
  3994. {
  3995. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  3996. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  3997. c = (skill_lv-(flag&0xFFF)+1)/2;
  3998. // Determine the Bowling Bash area depending on configuration
  3999. if (battle_config.bowling_bash_area == 0) {
  4000. // Gutter line system
  4001. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4002. if(min_x < 0) min_x = 0;
  4003. max_x = min_x + 39;
  4004. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4005. if(min_y < 0) min_y = 0;
  4006. max_y = min_y + 39;
  4007. } else if (battle_config.bowling_bash_area == 1) {
  4008. // Gutter line system without demi gutter bug
  4009. min_x = src->x - (src->x)%40;
  4010. max_x = min_x + 39;
  4011. min_y = src->y - (src->y)%40;
  4012. max_y = min_y + 39;
  4013. } else {
  4014. // Area around caster
  4015. min_x = src->x - battle_config.bowling_bash_area;
  4016. max_x = src->x + battle_config.bowling_bash_area;
  4017. min_y = src->y - battle_config.bowling_bash_area;
  4018. max_y = src->y + battle_config.bowling_bash_area;
  4019. }
  4020. // Initialization, break checks, direction
  4021. if((flag&0xFFF) > 0) {
  4022. // Ignore monsters outside area
  4023. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4024. break;
  4025. // Ignore monsters already in list
  4026. if(idb_exists(bowling_db, bl->id))
  4027. break;
  4028. // Random direction
  4029. dir = rand()%8;
  4030. } else {
  4031. // Create an empty list of already hit targets
  4032. db_clear(bowling_db);
  4033. // Direction is walkpath
  4034. dir = (unit_getdir(src)+4)%8;
  4035. }
  4036. // Add current target to the list of already hit targets
  4037. idb_put(bowling_db, bl->id, bl);
  4038. // Keep moving target in direction square by square
  4039. tx = bl->x;
  4040. ty = bl->y;
  4041. for(i=0;i<c;i++) {
  4042. // Target coordinates (get changed even if knockback fails)
  4043. tx -= dirx[dir];
  4044. ty -= diry[dir];
  4045. // If target cell is a wall then break
  4046. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4047. break;
  4048. skill_blown(src,bl,1,dir,0);
  4049. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4050. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4051. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4052. (map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4053. // Recursive call
  4054. map_foreachinarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4055. // Self-collision
  4056. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4057. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4058. break;
  4059. }
  4060. }
  4061. // Original hit or chain hit depending on flag
  4062. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4063. }
  4064. break;
  4065. case KN_SPEARSTAB:
  4066. if(flag&1) {
  4067. if (bl->id==skill_area_temp[1])
  4068. break;
  4069. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4070. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4071. } else {
  4072. int x=bl->x,y=bl->y,i,dir;
  4073. dir = map_calc_dir(bl,src->x,src->y);
  4074. skill_area_temp[1] = bl->id;
  4075. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4076. // all the enemies between the caster and the target are hit, as well as the target
  4077. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4078. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4079. for (i=0;i<4;i++) {
  4080. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4081. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4082. x += dirx[dir];
  4083. y += diry[dir];
  4084. }
  4085. }
  4086. break;
  4087. case TK_TURNKICK:
  4088. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4089. {
  4090. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4091. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4092. map_foreachinrange(skill_area_sub,bl,
  4093. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4094. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4095. skill_castend_nodamage_id);
  4096. }
  4097. break;
  4098. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4099. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4100. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  4101. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4102. break;
  4103. case PR_TURNUNDEAD:
  4104. case ALL_RESURRECTION:
  4105. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4106. break;
  4107. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4108. break;
  4109. case MG_SOULSTRIKE:
  4110. case NPC_DARKSTRIKE:
  4111. case MG_COLDBOLT:
  4112. case MG_FIREBOLT:
  4113. case MG_LIGHTNINGBOLT:
  4114. case WZ_EARTHSPIKE:
  4115. case AL_HEAL:
  4116. case AL_HOLYLIGHT:
  4117. case WZ_JUPITEL:
  4118. case NPC_DARKTHUNDER:
  4119. case PR_ASPERSIO:
  4120. case MG_FROSTDIVER:
  4121. case WZ_SIGHTBLASTER:
  4122. case WZ_SIGHTRASHER:
  4123. case NJ_KOUENKA:
  4124. case NJ_HYOUSENSOU:
  4125. case NJ_HUUJIN:
  4126. case AB_ADORAMUS:
  4127. case AB_RENOVATIO:
  4128. case AB_HIGHNESSHEAL:
  4129. case AB_DUPLELIGHT_MAGIC:
  4130. case WM_METALICSOUND:
  4131. case KO_KAIHOU:
  4132. case MH_ERASER_CUTTER:
  4133. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4134. break;
  4135. case NPC_MAGICALATTACK:
  4136. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4137. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4138. break;
  4139. case HVAN_CAPRICE: //[blackhole89]
  4140. {
  4141. int ran=rnd()%4;
  4142. int sid = 0;
  4143. switch(ran)
  4144. {
  4145. case 0: sid=MG_COLDBOLT; break;
  4146. case 1: sid=MG_FIREBOLT; break;
  4147. case 2: sid=MG_LIGHTNINGBOLT; break;
  4148. case 3: sid=WZ_EARTHSPIKE; break;
  4149. }
  4150. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4151. }
  4152. break;
  4153. case WZ_WATERBALL:
  4154. {
  4155. int range = skill_lv / 2;
  4156. int maxlv = skill_get_max(skill_id); // learnable level
  4157. int count = 0;
  4158. int x, y;
  4159. struct skill_unit* unit;
  4160. if( skill_lv > maxlv )
  4161. {
  4162. if( src->type == BL_MOB && skill_lv == 10 )
  4163. range = 4;
  4164. else
  4165. range = maxlv / 2;
  4166. }
  4167. for( y = src->y - range; y <= src->y + range; ++y )
  4168. for( x = src->x - range; x <= src->x + range; ++x )
  4169. {
  4170. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4171. {
  4172. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4173. count++; // natural water cell
  4174. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  4175. {
  4176. count++; // skill-induced water cell
  4177. skill_delunit(unit); // consume cell
  4178. }
  4179. }
  4180. }
  4181. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4182. skill_addtimerskill(src,tick+150,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4183. }
  4184. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4185. break;
  4186. case PR_BENEDICTIO:
  4187. //Should attack undead and demons. [Skotlex]
  4188. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4189. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4190. break;
  4191. case SL_SMA:
  4192. status_change_end(src, SC_SMA, INVALID_TIMER);
  4193. case SL_STIN:
  4194. case SL_STUN:
  4195. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4196. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  4197. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4198. break;
  4199. }
  4200. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4201. break;
  4202. case NPC_DARKBREATH:
  4203. clif_emotion(src,E_AG);
  4204. case SN_FALCONASSAULT:
  4205. case PA_PRESSURE:
  4206. case CR_ACIDDEMONSTRATION:
  4207. case TF_THROWSTONE:
  4208. #ifdef RENEWAL
  4209. case ASC_BREAKER:
  4210. #endif
  4211. case NPC_SMOKING:
  4212. case GS_FLING:
  4213. case NJ_ZENYNAGE:
  4214. case GN_THORNS_TRAP:
  4215. case GN_HELLS_PLANT_ATK:
  4216. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4217. break;
  4218. #ifdef RENEWAL
  4219. case NJ_ISSEN: // teleport for Issen
  4220. {
  4221. short x, y, i = 2; // Move 2 cells for Issen(from target)
  4222. struct block_list *mbl = bl;
  4223. short dir = 0;
  4224. status_change_end(src, SC_NEN, INVALID_TIMER);
  4225. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4226. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4227. status_set_hp(src,max(status_get_max_hp(src)/100, 1),0);
  4228. dir = map_calc_dir(src,bl->x,bl->y);
  4229. if( dir > 0 && dir < 4) x = -i;
  4230. else if( dir > 4 ) x = i;
  4231. else x = 0;
  4232. if( dir > 2 && dir < 6 ) y = -i;
  4233. else if( dir == 7 || dir < 2 ) y = i;
  4234. else y = 0;
  4235. if( (mbl == src || (!map_flag_gvg(src->m) && !map[src->m].flag.battleground) ) && // only NJ_ISSEN don't have slide effect in GVG
  4236. unit_movepos(src, mbl->x+x, mbl->y+y, 1, 1) ) {
  4237. clif_slide(src, src->x, src->y);
  4238. //uncomment this if you want to remove MO_EXTREMITYFIST glitchy walking effect. [malufett]
  4239. //clif_fixpos(src);
  4240. }
  4241. }
  4242. break;
  4243. #endif
  4244. /**
  4245. * Rune Knight
  4246. **/
  4247. case RK_DRAGONBREATH_WATER:
  4248. case RK_DRAGONBREATH: {
  4249. struct status_change *tsc = NULL;
  4250. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  4251. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4252. } else
  4253. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4254. }
  4255. break;
  4256. case NPC_SELFDESTRUCTION: {
  4257. struct status_change *tsc = NULL;
  4258. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  4259. break;
  4260. }
  4261. case HVAN_EXPLOSION:
  4262. if (src != bl)
  4263. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4264. break;
  4265. // Celest
  4266. case PF_SOULBURN:
  4267. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4268. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4269. if (skill_lv == 5)
  4270. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4271. status_percent_damage(src, bl, 0, 100, false);
  4272. } else {
  4273. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4274. if (skill_lv == 5)
  4275. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4276. status_percent_damage(src, src, 0, 100, false);
  4277. }
  4278. break;
  4279. case NPC_BLOODDRAIN:
  4280. case NPC_ENERGYDRAIN:
  4281. {
  4282. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4283. src, src, bl, skill_id, skill_lv, tick, flag);
  4284. if (heal > 0){
  4285. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4286. status_heal(src, heal, 0, 0);
  4287. }
  4288. }
  4289. break;
  4290. case GS_BULLSEYE:
  4291. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4292. break;
  4293. case NJ_KASUMIKIRI:
  4294. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4295. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4296. break;
  4297. case NJ_KIRIKAGE:
  4298. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4299. { //You don't move on GVG grounds.
  4300. short x, y;
  4301. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4302. if (unit_movepos(src, x, y, 0, 0))
  4303. clif_slide(src,src->x,src->y);
  4304. }
  4305. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4306. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4307. break;
  4308. case RK_HUNDREDSPEAR:
  4309. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4310. if(rnd()%100 < (10 + 3*skill_lv)) {
  4311. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4312. if( !skill_req )
  4313. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4314. skill_blown(src,bl,6,-1,0);
  4315. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4316. }
  4317. break;
  4318. case RK_PHANTOMTHRUST:
  4319. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4320. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4321. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4322. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4323. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4324. break;
  4325. case RK_CRUSHSTRIKE:
  4326. if( sd ) {
  4327. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skill_id == RK_CRUSHSTRIKE ? 7 : 3 ) )
  4328. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4329. else
  4330. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4331. } else //non-sd support
  4332. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4333. break;
  4334. case RK_STORMBLAST:
  4335. if( flag&1 )
  4336. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4337. else {
  4338. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4339. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  4340. }
  4341. break;
  4342. case GC_DARKILLUSION:
  4343. {
  4344. short x, y;
  4345. short dir = map_calc_dir(src,bl->x,bl->y);
  4346. if( dir > 0 && dir < 4) x = 2;
  4347. else if( dir > 4 ) x = -2;
  4348. else x = 0;
  4349. if( dir > 2 && dir < 6 ) y = 2;
  4350. else if( dir == 7 || dir < 2 ) y = -2;
  4351. else y = 0;
  4352. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  4353. {
  4354. clif_slide(src,bl->x+x,bl->y+y);
  4355. clif_fixpos(src); // the official server send these two packts.
  4356. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4357. if( rnd()%100 < 4 * skill_lv )
  4358. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4359. }
  4360. }
  4361. break;
  4362. case GC_WEAPONCRUSH:
  4363. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4364. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4365. else if( sd )
  4366. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4367. break;
  4368. case GC_CROSSRIPPERSLASHER:
  4369. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4370. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4371. else
  4372. {
  4373. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4374. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4375. }
  4376. break;
  4377. case GC_PHANTOMMENACE:
  4378. if( flag&1 )
  4379. { // Only Hits Invisible Targets
  4380. struct status_change *tsc = status_get_sc(bl);
  4381. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  4382. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4383. }
  4384. break;
  4385. case WL_CHAINLIGHTNING:
  4386. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4387. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4388. break;
  4389. case WL_DRAINLIFE:
  4390. {
  4391. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4392. int rate = 70 + 5 * skill_lv;
  4393. heal = heal * (5 + 5 * skill_lv) / 100;
  4394. if( bl->type == BL_SKILL )
  4395. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4396. if( heal && rnd()%100 < rate )
  4397. {
  4398. status_heal(src, heal, 0, 0);
  4399. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4400. }
  4401. }
  4402. break;
  4403. case WL_TETRAVORTEX:
  4404. if( sd && sc ) { // No SC? No spheres
  4405. int spheres[5] = { 0, 0, 0, 0, 0 },
  4406. positions[5] = {-1,-1,-1,-1,-1 },
  4407. i, j = 0, k, subskill = 0;
  4408. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4409. if( sc->data[i] ) {
  4410. spheres[j] = i;
  4411. positions[j] = sc->data[i]->val2;
  4412. j++;
  4413. }
  4414. // Sphere Sort, this time from new to old
  4415. for( i = 0; i <= j - 2; i++ )
  4416. for( k = i + 1; k <= j - 1; k++ )
  4417. if( positions[i] < positions[k] ) {
  4418. swap(positions[i],positions[k]);
  4419. swap(spheres[i],spheres[k]);
  4420. }
  4421. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4422. status_change_end(src, spheres[4], INVALID_TIMER);
  4423. j = 4;
  4424. }
  4425. k = 0;
  4426. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4427. switch( sc->data[spheres[i]]->val1 ) {
  4428. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4429. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4430. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4431. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4432. }
  4433. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4434. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4435. status_change_end(src, spheres[i], INVALID_TIMER);
  4436. }
  4437. }
  4438. break;
  4439. case WL_RELEASE:
  4440. if( sd )
  4441. {
  4442. int i;
  4443. // Priority is to release SpellBook
  4444. if( sc && sc->data[SC_READING_SB] )
  4445. { // SpellBook
  4446. uint16 skill_id, skill_lv, point, s = 0;
  4447. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4448. int cooldown;
  4449. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4450. if( sc->data[i] ) spell[s++] = i;
  4451. if ( s == 0 )
  4452. break;
  4453. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  4454. if(sc->data[i] ){// Now extract the data from the preserved spell
  4455. skill_id = sc->data[i]->val1;
  4456. skill_lv = sc->data[i]->val2;
  4457. point = sc->data[i]->val3;
  4458. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4459. }else //something went wrong :(
  4460. break;
  4461. if( sc->data[SC_READING_SB]->val2 > point )
  4462. sc->data[SC_READING_SB]->val2 -= point;
  4463. else // Last spell to be released
  4464. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4465. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4466. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4467. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  4468. break;
  4469. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4470. skill_toggle_magicpower(src, skill_id);
  4471. switch( skill_get_casttype(skill_id) )
  4472. {
  4473. case CAST_GROUND:
  4474. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  4475. break;
  4476. case CAST_NODAMAGE:
  4477. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  4478. break;
  4479. case CAST_DAMAGE:
  4480. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  4481. break;
  4482. }
  4483. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  4484. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  4485. cooldown = pc_get_skillcooldown(sd,skill_id, skill_lv);
  4486. if( cooldown )
  4487. skill_blockpc_start(sd, skill_id, cooldown);
  4488. }
  4489. else
  4490. { // Summon Balls
  4491. int j = 0, k;
  4492. int spheres[5] = { 0, 0, 0, 0, 0 },
  4493. positions[5] = {-1,-1,-1,-1,-1 };
  4494. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4495. if( sc && sc->data[i] )
  4496. {
  4497. spheres[j] = i;
  4498. positions[j] = sc->data[i]->val2;
  4499. sc->data[i]->val2--; // Prepares for next position
  4500. j++;
  4501. }
  4502. if( j == 0 )
  4503. { // No Spheres
  4504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4505. break;
  4506. }
  4507. // Sphere Sort
  4508. for( i = 0; i <= j - 2; i++ )
  4509. for( k = i + 1; k <= j - 1; k++ )
  4510. if( positions[i] > positions[k] )
  4511. {
  4512. swap(positions[i],positions[k]);
  4513. swap(spheres[i],spheres[k]);
  4514. }
  4515. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4516. for( i = 0; i < j; i++ )
  4517. {
  4518. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4519. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4520. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4521. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4522. }
  4523. clif_skill_nodamage(src,bl,skill_id,0,1);
  4524. }
  4525. }
  4526. break;
  4527. case WL_FROSTMISTY:
  4528. // Causes Freezing status through walls.
  4529. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4530. // Doesn't deal damage through non-shootable walls.
  4531. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  4532. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4533. break;
  4534. case WL_HELLINFERNO:
  4535. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4536. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4537. break;
  4538. case RA_WUGSTRIKE:
  4539. if( sd && pc_isridingwug(sd) ){
  4540. short x[8]={0,-1,-1,-1,0,1,1,1};
  4541. short y[8]={1,1,0,-1,-1,-1,0,1};
  4542. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4543. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  4544. {
  4545. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  4546. clif_fixpos(src);
  4547. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4548. }
  4549. break;
  4550. }
  4551. case RA_WUGBITE:
  4552. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4553. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4554. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4555. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4556. break;
  4557. case RA_SENSITIVEKEEN:
  4558. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4559. struct status_change * tsc = status_get_sc(bl);
  4560. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4561. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4562. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4563. }
  4564. }
  4565. else
  4566. {
  4567. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  4568. struct skill_unit_group* sg;
  4569. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  4570. {
  4571. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4572. {
  4573. struct item item_tmp;
  4574. memset(&item_tmp,0,sizeof(item_tmp));
  4575. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4576. item_tmp.identify = 1;
  4577. if( item_tmp.nameid )
  4578. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4579. }
  4580. skill_delunit(su);
  4581. }
  4582. }
  4583. break;
  4584. case NC_INFRAREDSCAN:
  4585. if( flag&1 )
  4586. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4587. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4588. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4589. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4590. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4591. }
  4592. else
  4593. {
  4594. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4595. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4596. if( sd ) pc_overheat(sd,1);
  4597. }
  4598. break;
  4599. case NC_MAGNETICFIELD:
  4600. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4601. break;
  4602. case SC_FATALMENACE:
  4603. if( flag&1 )
  4604. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4605. else
  4606. {
  4607. short x, y;
  4608. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4609. // Destination area
  4610. skill_area_temp[4] = x;
  4611. skill_area_temp[5] = y;
  4612. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4613. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4614. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4615. }
  4616. break;
  4617. case LG_PINPOINTATTACK:
  4618. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4619. clif_slide(src,bl->x,bl->y);
  4620. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4621. break;
  4622. case LG_SHIELDSPELL:
  4623. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  4624. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4625. break;
  4626. case SR_DRAGONCOMBO:
  4627. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4628. break;
  4629. case SR_KNUCKLEARROW:
  4630. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  4631. clif_slide(src,bl->x,bl->y);
  4632. clif_fixpos(src); // Aegis send this packet too.
  4633. }
  4634. if( flag&1 )
  4635. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4636. else
  4637. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4638. break;
  4639. case SR_HOWLINGOFLION:
  4640. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4641. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4642. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4643. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4644. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4645. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4646. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4647. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4648. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4649. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4650. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4651. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4652. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4653. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4654. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4655. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4656. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4657. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4658. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4659. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4660. break;
  4661. case SR_EARTHSHAKER:
  4662. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4663. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4664. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4665. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4666. } else {
  4667. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4668. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4669. }
  4670. break;
  4671. case SR_TIGERCANNON:
  4672. if ( flag&1 ) {
  4673. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4674. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4675. } else if ( sd ) {
  4676. int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
  4677. if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
  4678. if (sd)
  4679. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4680. break;
  4681. }
  4682. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4683. }
  4684. break;
  4685. case SO_POISON_BUSTER: {
  4686. struct status_change *tsc = status_get_sc(bl);
  4687. if( tsc && tsc->data[SC_POISON] ) {
  4688. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4689. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4690. }
  4691. else if( sd )
  4692. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4693. }
  4694. break;
  4695. case GN_SPORE_EXPLOSION:
  4696. if( flag&1 )
  4697. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4698. else {
  4699. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4700. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv) - 1000, bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4701. }
  4702. break;
  4703. case KO_JYUMONJIKIRI: {
  4704. short x, y;
  4705. short dir = map_calc_dir(src,bl->x,bl->y);
  4706. if (dir > 0 && dir < 4)
  4707. x = 2;
  4708. else if (dir > 4)
  4709. x = -2;
  4710. else
  4711. x = 0;
  4712. if (dir > 2 && dir < 6)
  4713. y = 2;
  4714. else if (dir == 7 || dir < 2)
  4715. y = -2;
  4716. else
  4717. y = 0;
  4718. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  4719. clif_slide(src,bl->x + x,bl->y + y);
  4720. clif_fixpos(src); //The official server send these two packts.
  4721. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4722. }
  4723. }
  4724. break;
  4725. case EL_FIRE_BOMB:
  4726. case EL_FIRE_WAVE:
  4727. case EL_WATER_SCREW:
  4728. case EL_HURRICANE:
  4729. case EL_TYPOON_MIS:
  4730. if( flag&1 )
  4731. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4732. else {
  4733. int i = skill_get_splash(skill_id,skill_lv);
  4734. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4735. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4736. if( rnd()%100 < 30 )
  4737. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4738. else
  4739. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4740. }
  4741. break;
  4742. case EL_ROCK_CRUSHER:
  4743. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4744. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4745. if( rnd()%100 < 50 )
  4746. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4747. else
  4748. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4749. break;
  4750. case EL_STONE_RAIN:
  4751. if( flag&1 )
  4752. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4753. else {
  4754. int i = skill_get_splash(skill_id,skill_lv);
  4755. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4756. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4757. if( rnd()%100 < 30 )
  4758. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4759. else
  4760. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4761. }
  4762. break;
  4763. case EL_FIRE_ARROW:
  4764. case EL_ICE_NEEDLE:
  4765. case EL_WIND_SLASH:
  4766. case EL_STONE_HAMMER:
  4767. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4768. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4769. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4770. break;
  4771. case EL_TIDAL_WEAPON:
  4772. if( src->type == BL_ELEM ) {
  4773. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4774. struct status_change *sc = status_get_sc(&ele->bl);
  4775. struct status_change *tsc = status_get_sc(bl);
  4776. sc_type type = status_skill2sc(skill_id), type2;
  4777. type2 = type-1;
  4778. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4779. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4780. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4781. elemental_clean_single_effect(ele, skill_id);
  4782. }
  4783. if( rnd()%100 < 50 )
  4784. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4785. else {
  4786. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4787. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4788. }
  4789. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4790. }
  4791. break;
  4792. //recursive homon skill
  4793. case MH_MAGMA_FLOW:
  4794. case MH_HEILIGE_STANGE:
  4795. if(flag & 1){
  4796. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) ) break;//chance to not trigger atk for magma
  4797. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4798. }
  4799. else
  4800. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4801. break;
  4802. case MH_STAHL_HORN:
  4803. case MH_NEEDLE_OF_PARALYZE:
  4804. case MH_SONIC_CRAW:
  4805. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4806. break;
  4807. case MH_MIDNIGHT_FRENZY:
  4808. case MH_SILVERVEIN_RUSH:
  4809. {
  4810. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4811. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4812. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4813. }
  4814. break;
  4815. case MH_TINDER_BREAKER:
  4816. case MH_CBC:
  4817. case MH_EQC:
  4818. {
  4819. int duration=0;
  4820. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4821. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4822. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4823. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4824. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4825. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4826. if (skill_id==MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4827. #if PACKETVER >= 20111005
  4828. clif_snap(src, bl->x, bl->y);
  4829. #else
  4830. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4831. #endif
  4832. }
  4833. }
  4834. break;
  4835. case RL_H_MINE:
  4836. if (sd) {
  4837. //Splash damage around the main target(s)
  4838. if (!(flag&1) && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4839. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),
  4840. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4841. }
  4842. else {
  4843. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id)
  4844. {
  4845. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4846. tsc->data[SC_H_MINE]->val3 = 1; //Mark the SC end because not expired
  4847. status_change_end(bl,SC_H_MINE,INVALID_TIMER);
  4848. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4849. }
  4850. else if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) && !sd->flicker && !status_isdead(bl))
  4851. sc_start(src,bl,SC_H_MINE,100,skill_id,skill_get_time(skill_id,skill_lv));
  4852. }
  4853. }
  4854. else if (!sd && skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4855. sc_start4(src,bl,SC_BURNING,10 * skill_lv + rnd()%50,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  4856. break;
  4857. case 0:/* no skill - basic/normal attack */
  4858. if(sd) {
  4859. if (flag & 3){
  4860. if (bl->id != skill_area_temp[1])
  4861. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  4862. } else {
  4863. skill_area_temp[1] = bl->id;
  4864. map_foreachinrange(skill_area_sub, bl,
  4865. sd->bonus.splash_range, BL_CHAR,
  4866. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  4867. skill_castend_damage_id);
  4868. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4869. }
  4870. }
  4871. break;
  4872. default:
  4873. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  4874. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4875. 0, abs(skill_get_num(skill_id, skill_lv)),
  4876. skill_id, skill_lv, skill_get_hit(skill_id));
  4877. map_freeblock_unlock();
  4878. return 1;
  4879. }
  4880. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4881. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4882. map_freeblock_unlock();
  4883. if( sd && !(flag&1) )
  4884. {// ensure that the skill last-cast tick is recorded
  4885. sd->canskill_tick = gettick();
  4886. if( sd->state.arrow_atk )
  4887. {// consume arrow on last invocation to this skill.
  4888. battle_consume_ammo(sd, skill_id, skill_lv);
  4889. }
  4890. // perform skill requirement consumption
  4891. skill_consume_requirement(sd,skill_id,skill_lv,2);
  4892. }
  4893. return 0;
  4894. }
  4895. /*==========================================
  4896. *
  4897. *------------------------------------------*/
  4898. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  4899. {
  4900. struct map_session_data *sd, *dstsd;
  4901. struct mob_data *md, *dstmd;
  4902. struct homun_data *hd;
  4903. struct mercenary_data *mer;
  4904. struct status_data *sstatus, *tstatus;
  4905. struct status_change *tsc;
  4906. struct status_change_entry *tsce;
  4907. int chorusbonus = 0;
  4908. int i = 0;
  4909. enum sc_type type;
  4910. if(skill_id > 0 && !skill_lv) return 0; // celest
  4911. nullpo_retr(1, src);
  4912. nullpo_retr(1, bl);
  4913. if (src->m != bl->m)
  4914. return 1;
  4915. sd = BL_CAST(BL_PC, src);
  4916. hd = BL_CAST(BL_HOM, src);
  4917. md = BL_CAST(BL_MOB, src);
  4918. mer = BL_CAST(BL_MER, src);
  4919. dstsd = BL_CAST(BL_PC, bl);
  4920. dstmd = BL_CAST(BL_MOB, bl);
  4921. if(bl->prev == NULL)
  4922. return 1;
  4923. if(status_isdead(src))
  4924. return 1;
  4925. if( src != bl && status_isdead(bl) ) {
  4926. /**
  4927. * Skills that may be cast on dead targets
  4928. **/
  4929. switch( skill_id ) {
  4930. case NPC_WIDESOULDRAIN:
  4931. case PR_REDEMPTIO:
  4932. case ALL_RESURRECTION:
  4933. case WM_DEADHILLHERE:
  4934. break;
  4935. default:
  4936. return 1;
  4937. }
  4938. }
  4939. tstatus = status_get_status_data(bl);
  4940. sstatus = status_get_status_data(src);
  4941. // Minstrel/Wanderer number check for chorus skills.
  4942. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  4943. if( sd && sd->status.party_id ) {
  4944. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  4945. if( chorusbonus > 7 )
  4946. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  4947. else if( chorusbonus > 2 )
  4948. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  4949. }
  4950. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4951. switch (skill_id) {
  4952. case HLIF_HEAL: //[orn]
  4953. if (bl->type != BL_HOM) {
  4954. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  4955. break ;
  4956. }
  4957. case AL_HEAL:
  4958. case ALL_RESURRECTION:
  4959. case PR_ASPERSIO:
  4960. /**
  4961. * Arch Bishop
  4962. **/
  4963. case AB_RENOVATIO:
  4964. case AB_HIGHNESSHEAL:
  4965. //Apparently only player casted skills can be offensive like this.
  4966. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4967. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4968. //Offensive heal does not works on non-enemies. [Skotlex]
  4969. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4970. return 0;
  4971. }
  4972. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4973. }
  4974. break;
  4975. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4976. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  4977. case MH_STEINWAND: {
  4978. struct block_list *s_src = battle_get_master(src);
  4979. short ret = 0;
  4980. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  4981. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  4982. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  4983. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  4984. if (hd)
  4985. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  4986. return ret;
  4987. }
  4988. break;
  4989. default:
  4990. //Skill is actually ground placed.
  4991. if (src == bl && skill_get_unit_id(skill_id,0))
  4992. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  4993. }
  4994. type = status_skill2sc(skill_id);
  4995. tsc = status_get_sc(bl);
  4996. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4997. if (src!=bl && type > -1 &&
  4998. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  4999. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5000. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5001. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5002. map_freeblock_lock();
  5003. switch(skill_id)
  5004. {
  5005. case HLIF_HEAL: //[orn]
  5006. case AL_HEAL:
  5007. /**
  5008. * Arch Bishop
  5009. **/
  5010. case AB_HIGHNESSHEAL:
  5011. {
  5012. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5013. int heal_get_jobexp;
  5014. if( status_isimmune(bl) ||
  5015. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5016. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5017. heal=0;
  5018. if( tsc && tsc->count ) {
  5019. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5020. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5021. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5022. if (src == bl)
  5023. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5024. else {
  5025. bl = src;
  5026. dstsd = sd;
  5027. }
  5028. }
  5029. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5030. heal = 0; //Needed so that it actually displays 0 when healing.
  5031. }
  5032. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5033. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5034. heal = ~heal + 1;
  5035. heal_get_jobexp = status_heal(bl,heal,0,0);
  5036. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5037. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5038. if (heal_get_jobexp <= 0)
  5039. heal_get_jobexp = 1;
  5040. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5041. }
  5042. }
  5043. break;
  5044. case PR_REDEMPTIO:
  5045. if (sd && !(flag&1)) {
  5046. if (sd->status.party_id == 0) {
  5047. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5048. break;
  5049. }
  5050. skill_area_temp[0] = 0;
  5051. party_foreachsamemap(skill_area_sub,
  5052. sd,skill_get_splash(skill_id, skill_lv),
  5053. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5054. skill_castend_nodamage_id);
  5055. if (skill_area_temp[0] == 0) {
  5056. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5057. break;
  5058. }
  5059. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5060. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5061. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5062. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5063. clif_updatestatus(sd,SP_BASEEXP);
  5064. clif_updatestatus(sd,SP_JOBEXP);
  5065. }
  5066. status_set_hp(src, 1, 0);
  5067. status_set_sp(src, 0, 0);
  5068. break;
  5069. } else if (status_isdead(bl) && flag&1) { //Revive
  5070. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5071. skill_lv = 3; //Resurrection level 3 is used
  5072. } else //Invalid target, skip resurrection.
  5073. break;
  5074. case ALL_RESURRECTION:
  5075. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5076. { //No reviving in WoE grounds!
  5077. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5078. break;
  5079. }
  5080. if (!status_isdead(bl))
  5081. break;
  5082. {
  5083. int per = 0, sper = 0;
  5084. if (tsc && tsc->data[SC_HELLPOWER])
  5085. break;
  5086. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5087. break;
  5088. switch(skill_lv){
  5089. case 1: per=10; break;
  5090. case 2: per=30; break;
  5091. case 3: per=50; break;
  5092. case 4: per=80; break;
  5093. }
  5094. if(dstsd && dstsd->special_state.restart_full_recover)
  5095. per = sper = 100;
  5096. if (status_revive(bl, per, sper))
  5097. {
  5098. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5099. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5100. {
  5101. int exp = 0,jexp = 0;
  5102. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5103. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5104. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5105. if (exp < 1) exp = 1;
  5106. }
  5107. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5108. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5109. if (jexp < 1) jexp = 1;
  5110. }
  5111. if(exp > 0 || jexp > 0)
  5112. pc_gainexp (sd, bl, exp, jexp, false);
  5113. }
  5114. }
  5115. }
  5116. break;
  5117. case AL_DECAGI:
  5118. case MER_DECAGI:
  5119. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5120. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5121. break;
  5122. case AL_CRUCIS:
  5123. if (flag&1)
  5124. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5125. else {
  5126. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5127. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5128. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5129. }
  5130. break;
  5131. case PR_LEXDIVINA:
  5132. case MER_LEXDIVINA:
  5133. if( tsce )
  5134. status_change_end(bl,type, INVALID_TIMER);
  5135. else
  5136. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5137. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5138. break;
  5139. case SA_ABRACADABRA:
  5140. {
  5141. int abra_skill_id = 0, abra_skill_lv;
  5142. do {
  5143. i = rnd() % MAX_SKILL_ABRA_DB;
  5144. abra_skill_id = skill_abra_db[i].skill_id;
  5145. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5146. } while (abra_skill_id == 0 ||
  5147. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]
  5148. );
  5149. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5150. if( sd )
  5151. {// player-casted
  5152. sd->state.abra_flag = 1;
  5153. sd->skillitem = abra_skill_id;
  5154. sd->skillitemlv = abra_skill_lv;
  5155. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5156. }
  5157. else
  5158. {// mob-casted
  5159. struct unit_data *ud = unit_bl2ud(src);
  5160. int inf = skill_get_inf(abra_skill_id);
  5161. if (!ud) break;
  5162. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5163. if (src->type == BL_PET)
  5164. bl = (struct block_list*)((TBL_PET*)src)->master;
  5165. if (!bl) bl = src;
  5166. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5167. } else { //Assume offensive skills
  5168. int target_id = 0;
  5169. if (ud->target)
  5170. target_id = ud->target;
  5171. else switch (src->type) {
  5172. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5173. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5174. }
  5175. if (!target_id)
  5176. break;
  5177. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5178. bl = map_id2bl(target_id);
  5179. if (!bl) bl = src;
  5180. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5181. } else
  5182. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5183. }
  5184. }
  5185. }
  5186. break;
  5187. case SA_COMA:
  5188. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5189. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5190. break;
  5191. case SA_FULLRECOVERY:
  5192. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5193. if (status_isimmune(bl))
  5194. break;
  5195. status_percent_heal(bl, 100, 100);
  5196. break;
  5197. case NPC_ALLHEAL:
  5198. {
  5199. int heal;
  5200. if( status_isimmune(bl) )
  5201. break;
  5202. heal = status_percent_heal(bl, 100, 0);
  5203. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5204. if( dstmd )
  5205. { // Reset Damage Logs
  5206. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5207. dstmd->tdmg = 0;
  5208. }
  5209. }
  5210. break;
  5211. case SA_SUMMONMONSTER:
  5212. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5213. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5214. break;
  5215. case SA_LEVELUP:
  5216. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5217. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5218. break;
  5219. case SA_INSTANTDEATH:
  5220. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5221. status_kill(src);
  5222. break;
  5223. case SA_QUESTION:
  5224. clif_emotion(src,E_WHAT);
  5225. case SA_GRAVITY:
  5226. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5227. break;
  5228. case SA_CLASSCHANGE:
  5229. case SA_MONOCELL:
  5230. if (dstmd)
  5231. {
  5232. int class_;
  5233. if ( sd && dstmd->status.mode&MD_BOSS )
  5234. {
  5235. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5236. break;
  5237. }
  5238. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  5239. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5240. mob_class_change(dstmd,class_);
  5241. if( tsc && dstmd->status.mode&MD_BOSS )
  5242. {
  5243. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  5244. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5245. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5246. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5247. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5248. }
  5249. }
  5250. break;
  5251. case SA_DEATH:
  5252. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5253. {
  5254. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5255. break;
  5256. }
  5257. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5258. status_kill(bl);
  5259. break;
  5260. case SA_REVERSEORCISH:
  5261. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5262. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5263. break;
  5264. case SA_FORTUNE:
  5265. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5266. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5267. break;
  5268. case SA_TAMINGMONSTER:
  5269. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5270. if (sd && dstmd) {
  5271. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5272. if( i < MAX_PET_DB )
  5273. pet_catch_process1(sd, dstmd->mob_id);
  5274. }
  5275. break;
  5276. case CR_PROVIDENCE:
  5277. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5278. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5280. map_freeblock_unlock();
  5281. return 1;
  5282. }
  5283. }
  5284. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5285. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5286. break;
  5287. case CG_MARIONETTE:
  5288. {
  5289. struct status_change* sc = status_get_sc(src);
  5290. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5291. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5292. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5293. map_freeblock_unlock();
  5294. return 1;
  5295. }
  5296. if( sc && tsc )
  5297. {
  5298. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5299. {
  5300. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5301. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5302. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5303. }
  5304. else
  5305. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5306. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5307. {
  5308. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5309. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5310. }
  5311. else
  5312. {
  5313. if( sd )
  5314. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5315. map_freeblock_unlock();
  5316. return 1;
  5317. }
  5318. }
  5319. }
  5320. break;
  5321. case RG_CLOSECONFINE:
  5322. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5323. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5324. break;
  5325. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5326. case SA_FROSTWEAPON:
  5327. case SA_LIGHTNINGLOADER:
  5328. case SA_SEISMICWEAPON:
  5329. if (dstsd) {
  5330. if(dstsd->status.weapon == W_FIST ||
  5331. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5332. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5333. dstsd->sc.data[SC_FIREWEAPON] ||
  5334. dstsd->sc.data[SC_WATERWEAPON] ||
  5335. dstsd->sc.data[SC_WINDWEAPON] ||
  5336. dstsd->sc.data[SC_EARTHWEAPON] ||
  5337. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5338. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5339. dstsd->sc.data[SC_ENCPOISON]
  5340. ))
  5341. ) {
  5342. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5343. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5344. break;
  5345. }
  5346. }
  5347. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5348. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  5349. if (sd)
  5350. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5351. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5352. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5353. }
  5354. break;
  5355. case PR_ASPERSIO:
  5356. if (sd && dstmd) {
  5357. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5358. break;
  5359. }
  5360. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5361. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5362. break;
  5363. case ITEM_ENCHANTARMS:
  5364. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5365. sc_start2(src,bl,type,100,skill_lv,
  5366. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5367. break;
  5368. case TK_SEVENWIND:
  5369. switch(skill_get_ele(skill_id,skill_lv)) {
  5370. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5371. case ELE_WIND : type = SC_WINDWEAPON; break;
  5372. case ELE_WATER : type = SC_WATERWEAPON; break;
  5373. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5374. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5375. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5376. case ELE_HOLY : type = SC_ASPERSIO; break;
  5377. }
  5378. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5379. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5380. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5381. break;
  5382. case PR_KYRIE:
  5383. case MER_KYRIE:
  5384. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5385. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5386. break;
  5387. //Passive Magnum, should had been casted on yourself.
  5388. case SM_MAGNUM:
  5389. case MS_MAGNUM:
  5390. skill_area_temp[1] = 0;
  5391. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5392. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5393. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5394. // Initiate 10% of your damage becomes fire element.
  5395. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5396. if( sd )
  5397. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5398. else if( bl->type == BL_MER )
  5399. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5400. break;
  5401. case TK_JUMPKICK:
  5402. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5403. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  5404. {
  5405. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  5406. {
  5407. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5408. clif_slide(src,bl->x,bl->y);
  5409. }
  5410. }
  5411. else
  5412. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5413. break;
  5414. case AL_INCAGI:
  5415. case AL_BLESSING:
  5416. case MER_INCAGI:
  5417. case MER_BLESSING:
  5418. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5419. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5420. break;
  5421. }
  5422. case PR_SLOWPOISON:
  5423. case PR_IMPOSITIO:
  5424. case PR_LEXAETERNA:
  5425. case PR_SUFFRAGIUM:
  5426. case PR_BENEDICTIO:
  5427. case LK_BERSERK:
  5428. case MS_BERSERK:
  5429. case KN_AUTOCOUNTER:
  5430. case KN_TWOHANDQUICKEN:
  5431. case KN_ONEHAND:
  5432. case MER_QUICKEN:
  5433. case CR_SPEARQUICKEN:
  5434. case CR_REFLECTSHIELD:
  5435. case MS_REFLECTSHIELD:
  5436. case AS_POISONREACT:
  5437. case MC_LOUD:
  5438. case MG_ENERGYCOAT:
  5439. case MO_EXPLOSIONSPIRITS:
  5440. case MO_STEELBODY:
  5441. case MO_BLADESTOP:
  5442. case LK_AURABLADE:
  5443. case LK_PARRYING:
  5444. case MS_PARRYING:
  5445. case LK_CONCENTRATION:
  5446. case WS_CARTBOOST:
  5447. case SN_SIGHT:
  5448. case WS_MELTDOWN:
  5449. case WS_OVERTHRUSTMAX:
  5450. case ST_REJECTSWORD:
  5451. case HW_MAGICPOWER:
  5452. case PF_MEMORIZE:
  5453. case PA_SACRIFICE:
  5454. case ASC_EDP:
  5455. case PF_DOUBLECASTING:
  5456. case SG_SUN_COMFORT:
  5457. case SG_MOON_COMFORT:
  5458. case SG_STAR_COMFORT:
  5459. case NPC_HALLUCINATION:
  5460. case GS_MADNESSCANCEL:
  5461. case GS_ADJUSTMENT:
  5462. case GS_INCREASING:
  5463. case NJ_KASUMIKIRI:
  5464. case NJ_UTSUSEMI:
  5465. case NJ_NEN:
  5466. case NPC_DEFENDER:
  5467. case NPC_MAGICMIRROR:
  5468. case ST_PRESERVE:
  5469. case NPC_INVINCIBLE:
  5470. case NPC_INVINCIBLEOFF:
  5471. case RK_DEATHBOUND:
  5472. case AB_RENOVATIO:
  5473. case AB_EXPIATIO:
  5474. case AB_DUPLELIGHT:
  5475. case AB_SECRAMENT:
  5476. case NC_ACCELERATION:
  5477. case NC_HOVERING:
  5478. case NC_SHAPESHIFT:
  5479. case WL_RECOGNIZEDSPELL:
  5480. case GC_VENOMIMPRESS:
  5481. case SC_DEADLYINFECT:
  5482. case LG_EXEEDBREAK:
  5483. case LG_PRESTIGE:
  5484. case SR_CRESCENTELBOW:
  5485. case SR_LIGHTNINGWALK:
  5486. case GN_CARTBOOST:
  5487. case KO_MEIKYOUSISUI:
  5488. case ALL_ODINS_POWER:
  5489. case ALL_FULL_THROTTLE:
  5490. case RA_UNLIMIT:
  5491. case WL_TELEKINESIS_INTENSE:
  5492. case RL_HEAT_BARREL:
  5493. case RL_P_ALTER:
  5494. case RL_E_CHAIN:
  5495. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5496. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5497. break;
  5498. case SO_STRIKING:
  5499. if (sd) {
  5500. int bonus = 8 + 2 * skill_lv;
  5501. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5502. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5503. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5504. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5505. 0
  5506. );
  5507. }
  5508. break;
  5509. case NPC_STOP:
  5510. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5511. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5512. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5513. break;
  5514. case HP_ASSUMPTIO:
  5515. if( sd && dstmd )
  5516. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5517. else
  5518. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5519. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5520. break;
  5521. case MG_SIGHT:
  5522. case MER_SIGHT:
  5523. case AL_RUWACH:
  5524. case WZ_SIGHTBLASTER:
  5525. case NPC_WIDESIGHT:
  5526. case NPC_STONESKIN:
  5527. case NPC_ANTIMAGIC:
  5528. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5529. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5530. break;
  5531. case HLIF_AVOID:
  5532. case HAMI_DEFENCE:
  5533. i = skill_get_time(skill_id,skill_lv);
  5534. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5535. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5536. break;
  5537. case NJ_BUNSINJYUTSU:
  5538. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5539. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5540. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5541. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5542. break;
  5543. /* Was modified to only affect targetted char. [Skotlex]
  5544. case HP_ASSUMPTIO:
  5545. if (flag&1)
  5546. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5547. else
  5548. {
  5549. map_foreachinrange(skill_area_sub, bl,
  5550. skill_get_splash(skill_id, skill_lv), BL_PC,
  5551. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5552. skill_castend_nodamage_id);
  5553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5554. }
  5555. break;
  5556. */
  5557. case SM_ENDURE:
  5558. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5559. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5560. break;
  5561. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5562. if (sd && dstsd && dstsd->sc.count) {
  5563. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5564. dstsd->sc.data[SC_WATERWEAPON] ||
  5565. dstsd->sc.data[SC_WINDWEAPON] ||
  5566. dstsd->sc.data[SC_EARTHWEAPON] ||
  5567. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5568. dstsd->sc.data[SC_GHOSTWEAPON]
  5569. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5570. ) {
  5571. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5572. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5573. break;
  5574. }
  5575. }
  5576. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5577. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5578. break;
  5579. case LK_TENSIONRELAX:
  5580. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5581. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5582. skill_get_time(skill_id,skill_lv)));
  5583. break;
  5584. case MC_CHANGECART:
  5585. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5586. break;
  5587. case TK_MISSION:
  5588. if (sd) {
  5589. int id;
  5590. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5591. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5592. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5593. break;
  5594. }
  5595. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5596. if (!id) {
  5597. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5598. break;
  5599. }
  5600. sd->mission_mobid = id;
  5601. sd->mission_count = 0;
  5602. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5603. clif_mission_info(sd, id, 0);
  5604. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5605. }
  5606. break;
  5607. case AC_CONCENTRATION:
  5608. {
  5609. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5610. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5611. map_foreachinrange( status_change_timer_sub, src,
  5612. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5613. src,NULL,type,tick);
  5614. }
  5615. break;
  5616. case SM_PROVOKE:
  5617. case SM_SELFPROVOKE:
  5618. case MER_PROVOKE:
  5619. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5620. {
  5621. map_freeblock_unlock();
  5622. return 1;
  5623. }
  5624. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5625. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5626. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5627. if( !i )
  5628. {
  5629. if( sd )
  5630. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5631. map_freeblock_unlock();
  5632. return 0;
  5633. }
  5634. unit_skillcastcancel(bl, 2);
  5635. if( tsc && tsc->count )
  5636. {
  5637. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5638. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5639. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5640. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5641. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5642. }
  5643. if( dstmd )
  5644. {
  5645. dstmd->state.provoke_flag = src->id;
  5646. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5647. }
  5648. break;
  5649. case ML_DEVOTION:
  5650. case CR_DEVOTION:
  5651. {
  5652. int count, lv;
  5653. if( !dstsd || (!sd && !mer) )
  5654. { // Only players can be devoted
  5655. if( sd )
  5656. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5657. break;
  5658. }
  5659. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5660. lv = -lv;
  5661. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5662. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5663. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5664. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5665. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5666. {
  5667. if( sd )
  5668. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5669. map_freeblock_unlock();
  5670. return 1;
  5671. }
  5672. i = 0;
  5673. count = (sd)? min(skill_lv,5) : 1; // Mercenary only can Devote owner
  5674. if( sd )
  5675. { // Player Devoting Player
  5676. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5677. if( i == count )
  5678. {
  5679. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5680. if( i == count )
  5681. { // No free slots, skill Fail
  5682. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5683. map_freeblock_unlock();
  5684. return 1;
  5685. }
  5686. }
  5687. sd->devotion[i] = bl->id;
  5688. }
  5689. else
  5690. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5691. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5692. sc_start4(src, bl, type, 100, src->id, i, skill_get_range2(src,skill_id,skill_lv),0, skill_get_time2(skill_id, skill_lv)));
  5693. clif_devotion(src, NULL);
  5694. }
  5695. break;
  5696. case MO_CALLSPIRITS:
  5697. if(sd) {
  5698. int limit = skill_lv;
  5699. if( sd->sc.data[SC_RAISINGDRAGON] )
  5700. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5701. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5702. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5703. }
  5704. break;
  5705. case CH_SOULCOLLECT:
  5706. if(sd) {
  5707. int limit = 5;
  5708. if( sd->sc.data[SC_RAISINGDRAGON] )
  5709. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5710. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5711. for (i = 0; i < limit; i++)
  5712. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5713. }
  5714. break;
  5715. case MO_KITRANSLATION:
  5716. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) {
  5717. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5718. }
  5719. break;
  5720. case TK_TURNKICK:
  5721. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5722. if (skill_area_temp[1] != bl->id) {
  5723. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5724. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5725. }
  5726. break;
  5727. case MO_ABSORBSPIRITS:
  5728. i = 0;
  5729. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5730. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5731. i = dstsd->spiritball * 7;
  5732. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5733. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5734. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5735. i = 2 * dstmd->level;
  5736. mob_target(dstmd,src,0);
  5737. }
  5738. if (i) status_heal(src, 0, i, 3);
  5739. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5740. break;
  5741. case AC_MAKINGARROW:
  5742. if(sd) {
  5743. clif_arrow_create_list(sd);
  5744. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5745. }
  5746. break;
  5747. case AM_PHARMACY:
  5748. if(sd) {
  5749. clif_skill_produce_mix_list(sd,skill_id,22);
  5750. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5751. }
  5752. break;
  5753. case SA_CREATECON:
  5754. if(sd) {
  5755. clif_elementalconverter_list(sd);
  5756. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5757. }
  5758. break;
  5759. case BS_HAMMERFALL:
  5760. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5761. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5762. break;
  5763. case RG_RAID:
  5764. skill_area_temp[1] = 0;
  5765. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5766. map_foreachinrange(skill_area_sub, bl,
  5767. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5768. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5769. skill_castend_damage_id);
  5770. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5771. break;
  5772. //List of self skills that give damage around caster
  5773. case RL_FLICKER:
  5774. if (sd) {
  5775. sd->skill_id_old = RL_FLICKER;
  5776. sd->flicker = true;
  5777. }
  5778. case ASC_METEORASSAULT:
  5779. case GS_SPREADATTACK:
  5780. case RK_STORMBLAST:
  5781. case NC_AXETORNADO:
  5782. case GC_COUNTERSLASH:
  5783. case SR_SKYNETBLOW:
  5784. case SR_RAMPAGEBLASTER:
  5785. case SR_HOWLINGOFLION:
  5786. case KO_HAPPOKUNAI:
  5787. case RL_FIREDANCE:
  5788. case RL_R_TRIP:
  5789. skill_area_temp[1] = 0;
  5790. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5791. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5792. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5793. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  5794. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  5795. if (sd && skill_id == RL_FLICKER)
  5796. sd->flicker = false;
  5797. break;
  5798. case NC_EMERGENCYCOOL:
  5799. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5800. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5801. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5802. break;
  5803. case SR_WINDMILL:
  5804. case GN_CART_TORNADO:
  5805. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5806. case SR_EARTHSHAKER:
  5807. case NC_INFRAREDSCAN:
  5808. case NPC_EARTHQUAKE:
  5809. case NPC_VAMPIRE_GIFT:
  5810. case NPC_HELLJUDGEMENT:
  5811. case NPC_PULSESTRIKE:
  5812. case LG_MOONSLASHER:
  5813. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  5814. break;
  5815. case KN_BRANDISHSPEAR:
  5816. case ML_BRANDISH:
  5817. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  5818. break;
  5819. case WZ_SIGHTRASHER:
  5820. //Passive side of the attack.
  5821. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5822. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5823. map_foreachinrange(skill_area_sub,src,
  5824. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  5825. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5826. skill_castend_damage_id);
  5827. break;
  5828. case NJ_HYOUSYOURAKU:
  5829. case NJ_RAIGEKISAI:
  5830. case WZ_FROSTNOVA:
  5831. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5832. skill_area_temp[1] = 0;
  5833. map_foreachinrange(skill_attack_area, src,
  5834. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5835. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5836. break;
  5837. case HVAN_EXPLOSION: //[orn]
  5838. case NPC_SELFDESTRUCTION:
  5839. //Self Destruction hits everyone in range (allies+enemies)
  5840. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5841. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  5842. BCT_ENEMY:BCT_ALL;
  5843. clif_skill_nodamage(src, src, skill_id, -1, 1);
  5844. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5845. map_foreachinrange(skill_area_sub, bl,
  5846. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5847. src, skill_id, skill_lv, tick, flag|i,
  5848. skill_castend_damage_id);
  5849. if(map_addblock(src))
  5850. return 1;
  5851. status_damage(src, src, sstatus->max_hp,0,0,1);
  5852. break;
  5853. case AL_ANGELUS:
  5854. case PR_MAGNIFICAT:
  5855. case PR_GLORIA:
  5856. case SN_WINDWALK:
  5857. case CASH_BLESSING:
  5858. case CASH_INCAGI:
  5859. case CASH_ASSUMPTIO:
  5860. case WM_FRIGG_SONG:
  5861. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5862. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5863. else if( sd )
  5864. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5865. break;
  5866. case MER_MAGNIFICAT:
  5867. if( mer != NULL )
  5868. {
  5869. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5870. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5871. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5872. else if( mer->master && !(flag&1) )
  5873. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5874. }
  5875. break;
  5876. case BS_ADRENALINE:
  5877. case BS_ADRENALINE2:
  5878. case BS_WEAPONPERFECT:
  5879. case BS_OVERTHRUST:
  5880. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5881. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5882. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  5883. } else if (sd) {
  5884. party_foreachsamemap(skill_area_sub,
  5885. sd,skill_get_splash(skill_id, skill_lv),
  5886. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5887. skill_castend_nodamage_id);
  5888. }
  5889. break;
  5890. case BS_MAXIMIZE:
  5891. case NV_TRICKDEAD:
  5892. case CR_DEFENDER:
  5893. case ML_DEFENDER:
  5894. case CR_AUTOGUARD:
  5895. case ML_AUTOGUARD:
  5896. case TK_READYSTORM:
  5897. case TK_READYDOWN:
  5898. case TK_READYTURN:
  5899. case TK_READYCOUNTER:
  5900. case TK_DODGE:
  5901. case CR_SHRINK:
  5902. case SG_FUSION:
  5903. case GS_GATLINGFEVER:
  5904. if( tsce )
  5905. {
  5906. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5907. map_freeblock_unlock();
  5908. return 0;
  5909. }
  5910. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5911. break;
  5912. case SL_KAITE:
  5913. case SL_KAAHI:
  5914. case SL_KAIZEL:
  5915. case SL_KAUPE:
  5916. if (sd) {
  5917. if (!dstsd || !(
  5918. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5919. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5920. dstsd->status.char_id == sd->status.char_id ||
  5921. dstsd->status.char_id == sd->status.partner_id ||
  5922. dstsd->status.char_id == sd->status.child
  5923. )) {
  5924. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,8);
  5925. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5926. break;
  5927. }
  5928. }
  5929. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5930. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5931. break;
  5932. case SM_AUTOBERSERK:
  5933. case MER_AUTOBERSERK:
  5934. if( tsce )
  5935. i = status_change_end(bl, type, INVALID_TIMER);
  5936. else
  5937. i = sc_start(src,bl,type,100,skill_lv,60000);
  5938. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  5939. break;
  5940. case TF_HIDING:
  5941. case ST_CHASEWALK:
  5942. case KO_YAMIKUMO:
  5943. if (tsce)
  5944. {
  5945. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5946. map_freeblock_unlock();
  5947. return 0;
  5948. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5949. //Mado Gear cannot hide
  5950. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5951. map_freeblock_unlock();
  5952. return 0;
  5953. }
  5954. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5955. break;
  5956. case TK_RUN:
  5957. if (tsce)
  5958. {
  5959. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  5960. map_freeblock_unlock();
  5961. return 0;
  5962. }
  5963. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  5964. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5965. clif_walkok(sd); // So aegis has to resend the walk ok.
  5966. break;
  5967. case AS_CLOAKING:
  5968. case GC_CLOAKINGEXCEED:
  5969. case LG_FORCEOFVANGUARD:
  5970. case SC_REPRODUCE:
  5971. case SC_INVISIBILITY:
  5972. case RA_CAMOUFLAGE:
  5973. if (tsce) {
  5974. i = status_change_end(bl, type, INVALID_TIMER);
  5975. if( i )
  5976. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5977. else if( sd )
  5978. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5979. map_freeblock_unlock();
  5980. return 0;
  5981. }
  5982. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5983. if( i )
  5984. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  5985. else if( sd )
  5986. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5987. break;
  5988. case BD_ADAPTATION:
  5989. if(tsc && tsc->data[SC_DANCING]){
  5990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5991. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5992. }
  5993. break;
  5994. case BA_FROSTJOKER:
  5995. case DC_SCREAM:
  5996. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5997. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  5998. if (md) {
  5999. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6000. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6001. char temp[70];
  6002. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)].desc);
  6003. clif_disp_overhead(&md->bl,temp);
  6004. }
  6005. break;
  6006. case BA_PANGVOICE:
  6007. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6008. break;
  6009. case DC_WINKCHARM:
  6010. if( dstsd )
  6011. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6012. else
  6013. if( dstmd )
  6014. {
  6015. if( status_get_lv(src) > status_get_lv(bl)
  6016. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6017. && !(tstatus->mode&MD_BOSS) )
  6018. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6019. else
  6020. {
  6021. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6022. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6023. }
  6024. }
  6025. break;
  6026. case TF_STEAL:
  6027. if(sd) {
  6028. if(pc_steal_item(sd,bl,skill_lv))
  6029. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6030. else
  6031. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6032. }
  6033. break;
  6034. case RG_STEALCOIN:
  6035. if(sd) {
  6036. if(pc_steal_coin(sd,bl))
  6037. {
  6038. dstmd->state.provoke_flag = src->id;
  6039. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6040. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6041. }
  6042. else
  6043. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6044. }
  6045. break;
  6046. case MG_STONECURSE:
  6047. {
  6048. int brate = 0;
  6049. if (tstatus->mode&MD_BOSS) {
  6050. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6051. break;
  6052. }
  6053. if(status_isimmune(bl) || !tsc)
  6054. break;
  6055. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  6056. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6057. if (tsc->data[SC_STONE]) {
  6058. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6059. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6060. break;
  6061. }
  6062. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6063. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  6064. skill_get_time2(skill_id,skill_lv)))
  6065. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6066. else if(sd) {
  6067. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6068. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6069. if (skill_lv > 5)
  6070. { // not to consume items
  6071. map_freeblock_unlock();
  6072. return 0;
  6073. }
  6074. }
  6075. }
  6076. break;
  6077. case NV_FIRSTAID:
  6078. clif_skill_nodamage(src,bl,skill_id,5,1);
  6079. status_heal(bl,5,0,0);
  6080. break;
  6081. case AL_CURE:
  6082. if(status_isimmune(bl)) {
  6083. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6084. break;
  6085. }
  6086. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6087. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6088. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6089. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6090. break;
  6091. case TF_DETOXIFY:
  6092. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6093. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6094. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6095. break;
  6096. case PR_STRECOVERY:
  6097. if(status_isimmune(bl)) {
  6098. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6099. break;
  6100. }
  6101. if (tsc && tsc->opt1) {
  6102. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6103. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6104. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6105. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6106. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6107. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6108. }
  6109. //Is this equation really right? It looks so... special.
  6110. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6111. {
  6112. status_change_start(src,bl, SC_BLIND,
  6113. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6114. 1,0,0,0,
  6115. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  6116. }
  6117. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6118. if(dstmd)
  6119. mob_unlocktarget(dstmd,tick);
  6120. break;
  6121. // Mercenary Supportive Skills
  6122. case MER_BENEDICTION:
  6123. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6124. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6125. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6126. break;
  6127. case MER_COMPRESS:
  6128. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6129. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6130. break;
  6131. case MER_MENTALCURE:
  6132. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6133. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6134. break;
  6135. case MER_RECUPERATE:
  6136. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6137. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6138. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6139. break;
  6140. case MER_REGAIN:
  6141. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6142. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6143. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6144. break;
  6145. case MER_TENDER:
  6146. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6147. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6148. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6149. break;
  6150. case MER_SCAPEGOAT:
  6151. if( mer && mer->master )
  6152. {
  6153. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6154. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6155. }
  6156. break;
  6157. case MER_ESTIMATION:
  6158. if( !mer )
  6159. break;
  6160. sd = mer->master;
  6161. case WZ_ESTIMATION:
  6162. if( sd == NULL )
  6163. break;
  6164. if( dstsd )
  6165. { // Fail on Players
  6166. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6167. break;
  6168. }
  6169. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6170. break; // Cannot be Used on Emperium
  6171. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6172. clif_skill_estimation(sd, bl);
  6173. if( skill_id == MER_ESTIMATION )
  6174. sd = NULL;
  6175. break;
  6176. case BS_REPAIRWEAPON:
  6177. if(sd && dstsd)
  6178. clif_item_repair_list(sd,dstsd,skill_lv);
  6179. break;
  6180. case MC_IDENTIFY:
  6181. if(sd) {
  6182. clif_item_identify_list(sd);
  6183. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6184. map_freeblock_unlock();
  6185. return 1;
  6186. }
  6187. else { // consume sp only if succeeded
  6188. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6189. status_zap(src,0,req.sp);
  6190. }
  6191. }
  6192. break;
  6193. // Weapon Refining [Celest]
  6194. case WS_WEAPONREFINE:
  6195. if(sd)
  6196. clif_item_refine_list(sd);
  6197. break;
  6198. case MC_VENDING:
  6199. if(sd)
  6200. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6201. if ( !pc_can_give_items(sd) )
  6202. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6203. else {
  6204. sd->state.prevend = 1;
  6205. clif_openvendingreq(sd,2+skill_lv);
  6206. }
  6207. }
  6208. break;
  6209. case AL_TELEPORT:
  6210. case ALL_ODINS_RECALL:
  6211. if(sd)
  6212. {
  6213. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6214. clif_skill_teleportmessage(sd,0);
  6215. break;
  6216. }
  6217. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6218. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6219. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6220. break;
  6221. }
  6222. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6223. {
  6224. if( skill_lv == 1 )
  6225. pc_randomwarp(sd,CLR_TELEPORT);
  6226. else
  6227. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6228. break;
  6229. }
  6230. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6231. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6232. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6233. else
  6234. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6235. } else
  6236. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6237. break;
  6238. case NPC_EXPULSION:
  6239. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6240. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6241. break;
  6242. case AL_HOLYWATER:
  6243. if(sd) {
  6244. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  6245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6246. else
  6247. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6248. }
  6249. break;
  6250. case TF_PICKSTONE:
  6251. if(sd) {
  6252. int eflag;
  6253. struct item item_tmp;
  6254. struct block_list tbl;
  6255. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6256. memset(&item_tmp,0,sizeof(item_tmp));
  6257. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6258. item_tmp.nameid = ITEMID_STONE;
  6259. item_tmp.identify = 1;
  6260. tbl.id = 0;
  6261. clif_takeitem(&sd->bl,&tbl);
  6262. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6263. if(eflag) {
  6264. clif_additem(sd,0,0,eflag);
  6265. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6266. }
  6267. }
  6268. break;
  6269. case ASC_CDP:
  6270. if(sd) {
  6271. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6272. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6273. }
  6274. break;
  6275. case RG_STRIPWEAPON:
  6276. case RG_STRIPSHIELD:
  6277. case RG_STRIPARMOR:
  6278. case RG_STRIPHELM:
  6279. case ST_FULLSTRIP:
  6280. case GC_WEAPONCRUSH:
  6281. case SC_STRIPACCESSARY: {
  6282. unsigned short location = 0;
  6283. int d = 0;
  6284. //Rate in percent
  6285. if ( skill_id == ST_FULLSTRIP ) {
  6286. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6287. } else if( skill_id == SC_STRIPACCESSARY ) {
  6288. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6289. } else {
  6290. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6291. }
  6292. if (i < 5) i = 5; //Minimum rate 5%
  6293. //Duration in ms
  6294. if( skill_id == GC_WEAPONCRUSH){
  6295. d = skill_get_time(skill_id,skill_lv);
  6296. if(bl->type == BL_PC)
  6297. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6298. else
  6299. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6300. }else
  6301. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6302. if (d < 0) d = 0; //Minimum duration 0ms
  6303. switch (skill_id) {
  6304. case RG_STRIPWEAPON:
  6305. case GC_WEAPONCRUSH:
  6306. location = EQP_WEAPON;
  6307. break;
  6308. case RG_STRIPSHIELD:
  6309. location = EQP_SHIELD;
  6310. break;
  6311. case RG_STRIPARMOR:
  6312. location = EQP_ARMOR;
  6313. break;
  6314. case RG_STRIPHELM:
  6315. location = EQP_HELM;
  6316. break;
  6317. case ST_FULLSTRIP:
  6318. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6319. break;
  6320. case SC_STRIPACCESSARY:
  6321. location = EQP_ACC;
  6322. break;
  6323. }
  6324. //Special message when trying to use strip on FCP [Jobbie]
  6325. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  6326. {
  6327. clif_gospel_info(sd, 0x28);
  6328. break;
  6329. }
  6330. //Attempts to strip at rate i and duration d
  6331. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6332. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6333. //Nothing stripped.
  6334. if( sd && !i )
  6335. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6336. break;
  6337. }
  6338. case AM_BERSERKPITCHER:
  6339. case AM_POTIONPITCHER: {
  6340. int i,hp = 0,sp = 0;
  6341. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6342. map_freeblock_unlock();
  6343. return 1;
  6344. }
  6345. if( sd ) {
  6346. int x,bonus=100;
  6347. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6348. x = skill_lv%11 - 1;
  6349. i = pc_search_inventory(sd, require.itemid[x]);
  6350. if (i < 0 || require.itemid[x] <= 0) {
  6351. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6352. map_freeblock_unlock();
  6353. return 1;
  6354. }
  6355. if (sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < require.amount[x]) {
  6356. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6357. map_freeblock_unlock();
  6358. return 1;
  6359. }
  6360. if( skill_id == AM_BERSERKPITCHER ) {
  6361. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  6362. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6363. map_freeblock_unlock();
  6364. return 1;
  6365. }
  6366. }
  6367. potion_flag = 1;
  6368. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6369. potion_target = bl->id;
  6370. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  6371. potion_flag = potion_target = 0;
  6372. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6373. bonus += sd->status.base_level;
  6374. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6375. hp = tstatus->max_hp * potion_per_hp / 100;
  6376. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6377. if( dstsd ) {
  6378. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6379. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6380. }
  6381. } else {
  6382. if( potion_hp > 0 ) {
  6383. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6384. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6385. if( dstsd )
  6386. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6387. }
  6388. if( potion_sp > 0 ) {
  6389. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6390. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6391. if( dstsd )
  6392. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6393. }
  6394. }
  6395. if (sd->itemgrouphealrate[IG_POTION]>0) {
  6396. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  6397. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  6398. }
  6399. if( (i = pc_skillheal_bonus(sd, skill_id)) ) {
  6400. hp += hp * i / 100;
  6401. sp += sp * i / 100;
  6402. }
  6403. } else {
  6404. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6405. switch (skill_lv) {
  6406. case 1: hp = 45; break;
  6407. case 2: hp = 105; break;
  6408. case 3: hp = 175; break;
  6409. default: hp = 325; break;
  6410. }
  6411. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6412. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6413. if( dstsd )
  6414. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6415. }
  6416. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6417. hp += hp * i / 100;
  6418. sp += sp * i / 100;
  6419. }
  6420. if( tsc && tsc->count ) {
  6421. if( tsc->data[SC_CRITICALWOUND] ) {
  6422. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6423. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6424. }
  6425. if( tsc->data[SC_DEATHHURT] ) {
  6426. hp -= hp * 20 / 100;
  6427. sp -= sp * 20 / 100;
  6428. }
  6429. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6430. hp += hp / 10;
  6431. sp += sp / 10;
  6432. }
  6433. }
  6434. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6435. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6436. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6437. if( sp > 0 )
  6438. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6439. #ifdef RENEWAL
  6440. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6441. sp = 0;
  6442. #endif
  6443. status_heal(bl,hp,sp,0);
  6444. }
  6445. break;
  6446. case AM_CP_WEAPON:
  6447. case AM_CP_SHIELD:
  6448. case AM_CP_ARMOR:
  6449. case AM_CP_HELM:
  6450. {
  6451. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6452. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6453. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6454. map_freeblock_unlock(); // Don't consume item requirements
  6455. return 0;
  6456. }
  6457. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6458. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6459. }
  6460. break;
  6461. case AM_TWILIGHT1:
  6462. if (sd) {
  6463. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6464. //Prepare 200 White Potions.
  6465. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6466. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6467. }
  6468. break;
  6469. case AM_TWILIGHT2:
  6470. if (sd) {
  6471. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6472. //Prepare 200 Slim White Potions.
  6473. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6474. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6475. }
  6476. break;
  6477. case AM_TWILIGHT3:
  6478. if (sd) {
  6479. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6480. if( ebottle >= 0 )
  6481. ebottle = sd->status.inventory[ebottle].amount;
  6482. //check if you can produce all three, if not, then fail:
  6483. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6484. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6485. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6486. || ebottle < 200 //200 empty bottle are required at total.
  6487. ) {
  6488. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6489. break;
  6490. }
  6491. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6492. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6493. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6494. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6495. }
  6496. break;
  6497. case SA_DISPELL:
  6498. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6499. {
  6500. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6501. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6502. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6503. || rnd()%100 >= 50+10*skill_lv
  6504. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6505. {
  6506. if (sd)
  6507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6508. break;
  6509. }
  6510. if(status_isimmune(bl))
  6511. break;
  6512. //Remove bonus_script when dispelled
  6513. if (dstsd)
  6514. pc_bonus_script_clear(dstsd,BONUS_FLAG_REM_ON_DISPELL);
  6515. if(!tsc || !tsc->count)
  6516. break;
  6517. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6518. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6519. break;
  6520. }
  6521. for(i=0;i<SC_MAX;i++) {
  6522. if (!tsc->data[i])
  6523. continue;
  6524. switch (i) {
  6525. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6526. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6527. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6528. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6529. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6530. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6531. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6532. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6533. case SC_EDP: case SC_AUTOBERSERK:
  6534. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6535. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6536. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6537. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6538. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6539. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6540. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6541. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6542. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6543. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6544. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6545. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6546. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6547. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6548. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6549. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6550. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6551. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6552. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6553. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6554. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6555. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6556. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6557. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6558. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6559. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  6560. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  6561. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  6562. case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE: case SC_INSPIRATION:
  6563. case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD: case SC_BANDING:
  6564. case SC_DUPLELIGHT: case SC_EXPIATIO: case SC_LAUDAAGNUS:
  6565. case SC_LAUDARAMUS: case SC_GATLINGFEVER: case SC_INCREASING:
  6566. case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6567. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6568. case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  6569. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  6570. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  6571. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  6572. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  6573. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  6574. #ifdef RENEWAL
  6575. case SC_EXTREMITYFIST2:
  6576. #endif
  6577. continue;
  6578. /**
  6579. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6580. **/
  6581. case SC_WHISTLE:
  6582. case SC_ASSNCROS:
  6583. case SC_POEMBRAGI:
  6584. case SC_APPLEIDUN:
  6585. case SC_HUMMING:
  6586. case SC_DONTFORGETME:
  6587. case SC_FORTUNE:
  6588. case SC_SERVICE4U:
  6589. if(tsc->data[i]->val4==0)
  6590. continue; //if in song-area don't end it
  6591. break;
  6592. case SC_ASSUMPTIO:
  6593. if( bl->type == BL_MOB )
  6594. continue;
  6595. break;
  6596. }
  6597. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6598. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6599. }
  6600. break;
  6601. }
  6602. //Affect all targets on splash area.
  6603. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6604. src, skill_id, skill_lv, tick, flag|1,
  6605. skill_castend_damage_id);
  6606. break;
  6607. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6608. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6609. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6610. break;
  6611. case TK_HIGHJUMP:
  6612. {
  6613. int x,y, dir = unit_getdir(src);
  6614. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6615. if( map[src->m].flag.noteleport &&
  6616. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6617. ) {
  6618. x = src->x;
  6619. y = src->y;
  6620. } else {
  6621. x = src->x + dirx[dir]*skill_lv*2;
  6622. y = src->y + diry[dir]*skill_lv*2;
  6623. }
  6624. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6625. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  6626. clif_slide(src,x,y);
  6627. unit_movepos(src, x, y, 1, 0);
  6628. }
  6629. }
  6630. break;
  6631. case SA_CASTCANCEL:
  6632. case SO_SPELLFIST:
  6633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6634. unit_skillcastcancel(src,1);
  6635. if(sd) {
  6636. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6637. if( skill_id == SO_SPELLFIST ){
  6638. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  6639. sd->skill_id_old = sd->skill_lv_old = 0;
  6640. break;
  6641. }
  6642. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6643. if(sp < 0) sp = 0;
  6644. status_zap(src, 0, sp);
  6645. }
  6646. break;
  6647. case SA_SPELLBREAKER:
  6648. {
  6649. int sp;
  6650. if(tsc && tsc->data[SC_MAGICROD]) {
  6651. sp = skill_get_sp(skill_id,skill_lv);
  6652. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6653. if(sp < 1) sp = 1;
  6654. status_heal(bl,0,sp,2);
  6655. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6656. } else {
  6657. struct unit_data *ud = unit_bl2ud(bl);
  6658. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6659. if (!ud || ud->skilltimer == INVALID_TIMER)
  6660. break; //Nothing to cancel.
  6661. bl_skill_id = ud->skill_id;
  6662. bl_skill_lv = ud->skill_lv;
  6663. if (tstatus->mode & MD_BOSS)
  6664. { //Only 10% success chance against bosses. [Skotlex]
  6665. if (rnd()%100 < 90)
  6666. {
  6667. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6668. break;
  6669. }
  6670. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6671. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6672. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6673. unit_skillcastcancel(bl,0);
  6674. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6675. status_zap(bl, hp, sp);
  6676. if (hp && skill_lv >= 5)
  6677. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6678. else
  6679. hp = 0;
  6680. if (sp) //Recover some of the SP used
  6681. sp = sp*(25*(skill_lv-1))/100;
  6682. if(hp || sp)
  6683. status_heal(src, hp, sp, 2);
  6684. }
  6685. }
  6686. break;
  6687. case SA_MAGICROD:
  6688. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6689. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6690. break;
  6691. case SA_AUTOSPELL:
  6692. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6693. if(sd)
  6694. clif_autospell(sd,skill_lv);
  6695. else {
  6696. int maxlv=1,spellid=0;
  6697. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6698. if(skill_lv >= 10) {
  6699. spellid = MG_FROSTDIVER;
  6700. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6701. // maxlv = 10;
  6702. // else
  6703. maxlv = skill_lv - 9;
  6704. }
  6705. else if(skill_lv >=8) {
  6706. spellid = MG_FIREBALL;
  6707. maxlv = skill_lv - 7;
  6708. }
  6709. else if(skill_lv >=5) {
  6710. spellid = MG_SOULSTRIKE;
  6711. maxlv = skill_lv - 4;
  6712. }
  6713. else if(skill_lv >=2) {
  6714. int i = rnd()%3;
  6715. spellid = spellarray[i];
  6716. maxlv = skill_lv - 1;
  6717. }
  6718. else if(skill_lv > 0) {
  6719. spellid = MG_NAPALMBEAT;
  6720. maxlv = 3;
  6721. }
  6722. if(spellid > 0)
  6723. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6724. skill_get_time(SA_AUTOSPELL,skill_lv));
  6725. }
  6726. break;
  6727. case BS_GREED:
  6728. if(sd){
  6729. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6730. map_foreachinrange(skill_greed,bl,
  6731. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6732. }
  6733. break;
  6734. case SA_ELEMENTWATER:
  6735. case SA_ELEMENTFIRE:
  6736. case SA_ELEMENTGROUND:
  6737. case SA_ELEMENTWIND:
  6738. if(sd && !dstmd) //Only works on monsters.
  6739. break;
  6740. if(tstatus->mode&MD_BOSS)
  6741. break;
  6742. case NPC_ATTRICHANGE:
  6743. case NPC_CHANGEWATER:
  6744. case NPC_CHANGEGROUND:
  6745. case NPC_CHANGEFIRE:
  6746. case NPC_CHANGEWIND:
  6747. case NPC_CHANGEPOISON:
  6748. case NPC_CHANGEHOLY:
  6749. case NPC_CHANGEDARKNESS:
  6750. case NPC_CHANGETELEKINESIS:
  6751. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6752. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6753. skill_get_time(skill_id, skill_lv)));
  6754. break;
  6755. case NPC_CHANGEUNDEAD:
  6756. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6757. //TO-DO This is ugly, fix it
  6758. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6759. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6760. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6761. skill_get_time(skill_id, skill_lv)));
  6762. break;
  6763. case NPC_PROVOCATION:
  6764. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6765. if (md) mob_unlocktarget(md, tick);
  6766. break;
  6767. case NPC_KEEPING:
  6768. case NPC_BARRIER:
  6769. {
  6770. int skill_time = skill_get_time(skill_id,skill_lv);
  6771. struct unit_data *ud = unit_bl2ud(bl);
  6772. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6773. sc_start(src,bl,type,100,skill_lv,skill_time))
  6774. && ud) { //Disable attacking/acting/moving for skill's duration.
  6775. ud->attackabletime =
  6776. ud->canact_tick =
  6777. ud->canmove_tick = tick + skill_time;
  6778. }
  6779. }
  6780. break;
  6781. case NPC_REBIRTH:
  6782. if( md && md->state.rebirth )
  6783. break; // only works once
  6784. sc_start(src,bl,type,100,skill_lv,-1);
  6785. break;
  6786. case NPC_DARKBLESSING:
  6787. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6788. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6789. break;
  6790. case NPC_LICK:
  6791. status_zap(bl, 0, 100);
  6792. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6793. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  6794. break;
  6795. case NPC_SUICIDE:
  6796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6797. status_kill(src); //When suiciding, neither exp nor drops is given.
  6798. break;
  6799. case NPC_SUMMONSLAVE:
  6800. case NPC_SUMMONMONSTER:
  6801. if(md && md->skill_idx >= 0)
  6802. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  6803. break;
  6804. case NPC_CALLSLAVE:
  6805. mob_warpslave(src,MOB_SLAVEDISTANCE);
  6806. break;
  6807. case NPC_RANDOMMOVE:
  6808. if (md) {
  6809. md->next_walktime = tick - 1;
  6810. mob_randomwalk(md,tick);
  6811. }
  6812. break;
  6813. case NPC_SPEEDUP:
  6814. {
  6815. // or does it increase casting rate? just a guess xD
  6816. int i = SC_ASPDPOTION0 + skill_lv - 1;
  6817. if (i > SC_ASPDPOTION3)
  6818. i = SC_ASPDPOTION3;
  6819. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6820. sc_start(src,bl,(sc_type)i,100,skill_lv,skill_lv * 60000));
  6821. }
  6822. break;
  6823. case NPC_REVENGE:
  6824. // not really needed... but adding here anyway ^^
  6825. if (md && md->master_id > 0) {
  6826. struct block_list *mbl, *tbl;
  6827. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6828. (tbl = battle_gettargeted(mbl)) == NULL)
  6829. break;
  6830. md->state.provoke_flag = tbl->id;
  6831. mob_target(md, tbl, sstatus->rhw.range);
  6832. }
  6833. break;
  6834. case NPC_RUN:
  6835. {
  6836. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6837. uint8 dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6838. unit_stop_attack(src);
  6839. //Run skillv tiles overriding the can-move check.
  6840. if (unit_walktoxy(src, src->x + skill_lv * mask[dir][0], src->y + skill_lv * mask[dir][1], 2) && md)
  6841. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6842. }
  6843. break;
  6844. case NPC_TRANSFORMATION:
  6845. case NPC_METAMORPHOSIS:
  6846. if(md && md->skill_idx >= 0) {
  6847. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  6848. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  6849. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  6850. if (class_) mob_class_change(md, class_);
  6851. }
  6852. break;
  6853. case NPC_EMOTION_ON:
  6854. case NPC_EMOTION:
  6855. //val[0] is the emotion to use.
  6856. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6857. //val[1] 'sets' the mode
  6858. //val[2] adds to the current mode
  6859. //val[3] removes from the current mode
  6860. //val[4] if set, asks to delete the previous mode change.
  6861. if(md && md->skill_idx >= 0 && tsc)
  6862. {
  6863. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  6864. if(md->db->skill[md->skill_idx].val[4] && tsce)
  6865. status_change_end(bl, type, INVALID_TIMER);
  6866. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  6867. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  6868. mob_unlocktarget(md,tick);
  6869. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  6870. sc_start4(src,src, type, 100, skill_lv,
  6871. md->db->skill[md->skill_idx].val[1],
  6872. md->db->skill[md->skill_idx].val[2],
  6873. md->db->skill[md->skill_idx].val[3],
  6874. skill_get_time(skill_id, skill_lv));
  6875. }
  6876. break;
  6877. case NPC_POWERUP:
  6878. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  6879. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6880. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6881. break;
  6882. case NPC_AGIUP:
  6883. sc_start(src,bl,SC_SPEEDUP1,100,skill_lv,skill_get_time(skill_id, skill_lv));
  6884. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6885. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  6886. break;
  6887. case NPC_INVISIBLE:
  6888. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6889. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6890. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  6891. break;
  6892. case NPC_SIEGEMODE:
  6893. // not sure what it does
  6894. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6895. break;
  6896. case WE_MALE:
  6897. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  6898. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  6899. 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]
  6900. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  6901. }
  6902. break;
  6903. case WE_FEMALE:
  6904. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  6905. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  6906. 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]
  6907. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  6908. }
  6909. break;
  6910. // parent-baby skills
  6911. case WE_BABY:
  6912. if(sd){
  6913. struct map_session_data *f_sd = pc_get_father(sd);
  6914. struct map_session_data *m_sd = pc_get_mother(sd);
  6915. if( (!f_sd && !m_sd) // if neither was found
  6916. || (sd->status.party_id != 0 && //not in same party
  6917. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  6918. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  6919. ))
  6920. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  6921. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  6922. ) {
  6923. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6924. map_freeblock_unlock();
  6925. return 0;
  6926. }
  6927. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),8);
  6928. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6929. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6930. }
  6931. break;
  6932. case PF_HPCONVERSION:
  6933. {
  6934. int hp, sp;
  6935. hp = sstatus->max_hp/10;
  6936. sp = hp * 10 * skill_lv / 100;
  6937. if (!status_charge(src,hp,0)) {
  6938. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6939. break;
  6940. }
  6941. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6942. status_heal(bl,0,sp,2);
  6943. }
  6944. break;
  6945. case MA_REMOVETRAP:
  6946. case HT_REMOVETRAP:
  6947. {
  6948. struct skill_unit* su;
  6949. struct skill_unit_group* sg;
  6950. su = BL_CAST(BL_SKILL, bl);
  6951. // Mercenaries can remove any trap
  6952. // Players can only remove their own traps or traps on Vs maps.
  6953. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  6954. {
  6955. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6956. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6957. { // prevent picking up expired traps
  6958. if( battle_config.skill_removetrap_type )
  6959. { // get back all items used to deploy the trap
  6960. for( i = 0; i < 10; i++ )
  6961. {
  6962. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  6963. {
  6964. int flag;
  6965. struct item item_tmp;
  6966. memset(&item_tmp,0,sizeof(item_tmp));
  6967. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  6968. item_tmp.identify = 1;
  6969. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  6970. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) )
  6971. {
  6972. clif_additem(sd,0,0,flag);
  6973. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6974. }
  6975. }
  6976. }
  6977. }
  6978. else
  6979. { // get back 1 trap
  6980. struct item item_tmp;
  6981. memset(&item_tmp,0,sizeof(item_tmp));
  6982. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6983. item_tmp.identify = 1;
  6984. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6985. {
  6986. clif_additem(sd,0,0,flag);
  6987. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  6988. }
  6989. }
  6990. }
  6991. skill_delunit(su);
  6992. }else if(sd)
  6993. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6994. }
  6995. break;
  6996. case HT_SPRINGTRAP:
  6997. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6998. {
  6999. struct skill_unit *su=NULL;
  7000. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7001. switch(su->group->unit_id){
  7002. case UNT_ANKLESNARE: // ankle snare
  7003. if (su->group->val2 != 0)
  7004. // if it is already trapping something don't spring it,
  7005. // remove trap should be used instead
  7006. break;
  7007. // otherwise fallthrough to below
  7008. case UNT_BLASTMINE:
  7009. case UNT_SKIDTRAP:
  7010. case UNT_LANDMINE:
  7011. case UNT_SHOCKWAVE:
  7012. case UNT_SANDMAN:
  7013. case UNT_FLASHER:
  7014. case UNT_FREEZINGTRAP:
  7015. case UNT_CLAYMORETRAP:
  7016. case UNT_TALKIEBOX:
  7017. su->group->unit_id = UNT_USED_TRAPS;
  7018. clif_changetraplook(bl, UNT_USED_TRAPS);
  7019. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7020. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7021. }
  7022. }
  7023. }
  7024. break;
  7025. case BD_ENCORE:
  7026. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7027. if(sd)
  7028. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7029. break;
  7030. case AS_SPLASHER:
  7031. if(tstatus->mode&MD_BOSS
  7032. /**
  7033. * Renewal dropped the 3/4 hp requirement
  7034. **/
  7035. #ifndef RENEWAL
  7036. || tstatus-> hp > tstatus->max_hp*3/4
  7037. #endif
  7038. ) {
  7039. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7040. map_freeblock_unlock();
  7041. return 1;
  7042. }
  7043. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7044. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7045. #ifndef RENEWAL
  7046. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7047. #endif
  7048. break;
  7049. case PF_MINDBREAKER:
  7050. {
  7051. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7052. {
  7053. map_freeblock_unlock();
  7054. return 1;
  7055. }
  7056. if (tsce)
  7057. { //HelloKitty2 (?) explained that this silently fails when target is
  7058. //already inflicted. [Skotlex]
  7059. map_freeblock_unlock();
  7060. return 1;
  7061. }
  7062. //Has a 55% + skill_lv*5% success chance.
  7063. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7064. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7065. {
  7066. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7067. map_freeblock_unlock();
  7068. return 0;
  7069. }
  7070. unit_skillcastcancel(bl,0);
  7071. if(tsc && tsc->count){
  7072. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7073. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7074. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7075. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7076. }
  7077. if(dstmd)
  7078. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7079. }
  7080. break;
  7081. case PF_SOULCHANGE:
  7082. {
  7083. unsigned int sp1 = 0, sp2 = 0;
  7084. if (dstmd) {
  7085. if (dstmd->state.soul_change_flag) {
  7086. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7087. break;
  7088. }
  7089. dstmd->state.soul_change_flag = 1;
  7090. sp2 = sstatus->max_sp * 3 /100;
  7091. status_heal(src, 0, sp2, 2);
  7092. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7093. break;
  7094. }
  7095. sp1 = sstatus->sp;
  7096. sp2 = tstatus->sp;
  7097. #ifdef RENEWAL
  7098. sp1 = sp1 / 2;
  7099. sp2 = sp2 / 2;
  7100. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  7101. sp1 = tstatus->sp;
  7102. #endif
  7103. status_set_sp(src, sp2, 3);
  7104. status_set_sp(bl, sp1, 3);
  7105. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7106. }
  7107. break;
  7108. // Slim Pitcher
  7109. case CR_SLIMPITCHER:
  7110. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7111. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARIDAN_STONE2)) )
  7112. break;
  7113. if (potion_hp || potion_sp) {
  7114. int hp = potion_hp, sp = potion_sp;
  7115. hp = hp * (100 + (tstatus->vit<<1))/100;
  7116. sp = sp * (100 + (tstatus->int_<<1))/100;
  7117. if (dstsd) {
  7118. if (hp)
  7119. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7120. if (sp)
  7121. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7122. }
  7123. if( tsc && tsc->count ) {
  7124. if (tsc->data[SC_CRITICALWOUND]) {
  7125. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7126. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7127. }
  7128. if (tsc->data[SC_DEATHHURT]) {
  7129. hp -= hp * 20 / 100;
  7130. sp -= sp * 20 / 100;
  7131. }
  7132. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7133. hp += hp / 10;
  7134. sp += sp / 10;
  7135. }
  7136. }
  7137. if(hp > 0)
  7138. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7139. if(sp > 0)
  7140. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7141. status_heal(bl,hp,sp,0);
  7142. }
  7143. break;
  7144. // Full Chemical Protection
  7145. case CR_FULLPROTECTION:
  7146. {
  7147. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7148. int i, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7149. for (i = 0; i < 4; i++) {
  7150. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  7151. continue;
  7152. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i),100,skill_lv,skilltime);
  7153. s++;
  7154. }
  7155. if( sd && !s ){
  7156. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7157. map_freeblock_unlock(); // Don't consume item requirements
  7158. return 0;
  7159. }
  7160. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7161. }
  7162. break;
  7163. case RG_CLEANER: //AppleGirl
  7164. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7165. break;
  7166. case CG_LONGINGFREEDOM:
  7167. {
  7168. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7169. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7170. {
  7171. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7172. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7173. }
  7174. }
  7175. break;
  7176. case CG_TAROTCARD:
  7177. {
  7178. int count = -1;
  7179. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7180. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7181. if( sd )
  7182. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7183. map_freeblock_unlock();
  7184. return 0;
  7185. }
  7186. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7187. do {
  7188. int eff = rnd() % 14;
  7189. clif_specialeffect(bl, 523 + eff, AREA);
  7190. switch (eff)
  7191. {
  7192. case 0: // heals SP to 0
  7193. status_percent_damage(src, bl, 0, 100, false);
  7194. break;
  7195. case 1: // matk halved
  7196. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7197. break;
  7198. case 2: // all buffs removed
  7199. status_change_clear_buffs(bl,1);
  7200. break;
  7201. case 3: // 1000 damage, random armor destroyed
  7202. {
  7203. status_fix_damage(src, bl, 1000, 0);
  7204. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  7205. if( !status_isdead(bl) ) {
  7206. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7207. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7208. }
  7209. }
  7210. break;
  7211. case 4: // atk halved
  7212. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7213. break;
  7214. case 5: // 2000HP heal, random teleported
  7215. status_heal(src, 2000, 0, 0);
  7216. if( !map_flag_vs(bl->m) )
  7217. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7218. break;
  7219. case 6: // random 2 other effects
  7220. if (count == -1)
  7221. count = 3;
  7222. else
  7223. count++; //Should not retrigger this one.
  7224. break;
  7225. case 7: // stop freeze or stoned
  7226. {
  7227. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7228. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7229. }
  7230. break;
  7231. case 8: // curse coma and poison
  7232. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7233. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7234. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7235. break;
  7236. case 9: // confusion
  7237. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7238. break;
  7239. case 10: // 6666 damage, atk matk halved, cursed
  7240. status_fix_damage(src, bl, 6666, 0);
  7241. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  7242. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7243. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7244. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7245. break;
  7246. case 11: // 4444 damage
  7247. status_fix_damage(src, bl, 4444, 0);
  7248. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  7249. break;
  7250. case 12: // stun
  7251. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7252. break;
  7253. case 13: // atk,matk,hit,flee,def reduced
  7254. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7255. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7256. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7257. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7258. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7259. break;
  7260. default:
  7261. break;
  7262. }
  7263. } while ((--count) > 0);
  7264. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7265. }
  7266. break;
  7267. case SL_ALCHEMIST:
  7268. case SL_ASSASIN:
  7269. case SL_BARDDANCER:
  7270. case SL_BLACKSMITH:
  7271. case SL_CRUSADER:
  7272. case SL_HUNTER:
  7273. case SL_KNIGHT:
  7274. case SL_MONK:
  7275. case SL_PRIEST:
  7276. case SL_ROGUE:
  7277. case SL_SAGE:
  7278. case SL_SOULLINKER:
  7279. case SL_STAR:
  7280. case SL_SUPERNOVICE:
  7281. case SL_WIZARD:
  7282. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7283. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  7284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7285. break;
  7286. }
  7287. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7288. { //Erase death count 1% of the casts
  7289. dstsd->die_counter = 0;
  7290. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7291. clif_specialeffect(bl, 0x152, AREA);
  7292. //SC_SPIRIT invokes status_calc_pc for us.
  7293. }
  7294. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7295. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7296. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7297. break;
  7298. case SL_HIGH:
  7299. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7300. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7301. break;
  7302. }
  7303. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7304. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7305. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7306. break;
  7307. case SL_SWOO:
  7308. if (tsce) {
  7309. if(sd)
  7310. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7311. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7312. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7313. break;
  7314. }
  7315. case SL_SKA: // [marquis007]
  7316. case SL_SKE:
  7317. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7318. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7319. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,10);
  7320. break;
  7321. }
  7322. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7323. if (skill_id == SL_SKE)
  7324. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7325. break;
  7326. // New guild skills [Celest]
  7327. case GD_BATTLEORDER:
  7328. if(flag&1) {
  7329. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7330. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7331. } else if (status_get_guild_id(src)) {
  7332. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7333. map_foreachinrange(skill_area_sub, src,
  7334. skill_get_splash(skill_id, skill_lv), BL_PC,
  7335. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7336. skill_castend_nodamage_id);
  7337. if (sd)
  7338. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7339. }
  7340. break;
  7341. case GD_REGENERATION:
  7342. if(flag&1) {
  7343. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7344. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7345. } else if (status_get_guild_id(src)) {
  7346. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7347. map_foreachinrange(skill_area_sub, src,
  7348. skill_get_splash(skill_id, skill_lv), BL_PC,
  7349. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7350. skill_castend_nodamage_id);
  7351. if (sd)
  7352. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7353. }
  7354. break;
  7355. case GD_RESTORE:
  7356. if(flag&1) {
  7357. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7358. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7359. } else if (status_get_guild_id(src)) {
  7360. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7361. map_foreachinrange(skill_area_sub, src,
  7362. skill_get_splash(skill_id, skill_lv), BL_PC,
  7363. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7364. skill_castend_nodamage_id);
  7365. if (sd)
  7366. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7367. }
  7368. break;
  7369. case GD_EMERGENCYCALL:
  7370. case GD_ITEMEMERGENCYCALL:
  7371. {
  7372. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7373. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7374. uint8 j = 0, calls = 0, called = 0;
  7375. struct guild *g;
  7376. // i don't know if it actually summons in a circle, but oh well. ;P
  7377. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  7378. if (!g)
  7379. break;
  7380. if (skill_id == GD_ITEMEMERGENCYCALL)
  7381. switch (skill_lv) {
  7382. case 1: calls = 7; break;
  7383. case 2: calls = 12; break;
  7384. case 3: calls = 20; break;
  7385. default: calls = 0; break;
  7386. }
  7387. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7388. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7389. if (j > 8)
  7390. j = 0;
  7391. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7392. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7393. continue;
  7394. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7395. dx[j] = dy[j] = 0;
  7396. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  7397. called++;
  7398. }
  7399. }
  7400. if (sd)
  7401. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7402. }
  7403. break;
  7404. case SG_FEEL:
  7405. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7406. if (sd) {
  7407. if(!sd->feel_map[skill_lv-1].index)
  7408. clif_feel_req(sd->fd,sd, skill_lv);
  7409. else
  7410. clif_feel_info(sd, skill_lv-1, 1);
  7411. }
  7412. break;
  7413. case SG_HATE:
  7414. if (sd) {
  7415. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7416. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7417. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7418. }
  7419. break;
  7420. case GS_GLITTERING:
  7421. if(sd) {
  7422. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7423. if(rnd()%100 < (20+10*skill_lv))
  7424. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7425. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7426. pc_delspiritball(sd,1,0);
  7427. }
  7428. break;
  7429. case GS_CRACKER:
  7430. /* per official standards, this skill works on players and mobs. */
  7431. if (sd && (dstsd || dstmd))
  7432. {
  7433. i =65 -5*distance_bl(src,bl); //Base rate
  7434. if (i < 30) i = 30;
  7435. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7436. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7437. }
  7438. break;
  7439. case AM_CALLHOMUN: //[orn]
  7440. if (sd && !hom_call(sd))
  7441. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7442. break;
  7443. case AM_REST:
  7444. if (sd) {
  7445. if (hom_vaporize(sd,HOM_ST_REST))
  7446. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7447. else
  7448. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7449. }
  7450. break;
  7451. case HAMI_CASTLE: //[orn]
  7452. if(rnd()%100 < 20*skill_lv && src != bl)
  7453. {
  7454. int x,y;
  7455. x = src->x;
  7456. y = src->y;
  7457. if (hd)
  7458. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7459. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7460. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7461. clif_slide(src,bl->x,bl->y) ;
  7462. if (unit_movepos(bl,x,y,0,0))
  7463. {
  7464. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7465. clif_slide(bl,x,y) ;
  7466. }
  7467. //TODO: Shouldn't also players and the like switch targets?
  7468. map_foreachinrange(skill_chastle_mob_changetarget,src,
  7469. AREA_SIZE, BL_MOB, bl, src);
  7470. }
  7471. }
  7472. // Failed
  7473. else if (hd && hd->master)
  7474. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7475. else if (sd)
  7476. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7477. break;
  7478. case HVAN_CHAOTIC: //[orn]
  7479. {
  7480. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7481. int r = rnd()%100;
  7482. i = (skill_lv-1)%5;
  7483. if(r<per[i][0]) //Self
  7484. bl = src;
  7485. else if(r<per[i][1]) //Master
  7486. bl = battle_get_master(src);
  7487. else //Enemy
  7488. bl = map_id2bl(battle_gettarget(src));
  7489. if (!bl) bl = src;
  7490. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7491. //Eh? why double skill packet?
  7492. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7493. clif_skill_nodamage(src,bl,skill_id,i,1);
  7494. status_heal(bl, i, 0, 0);
  7495. }
  7496. break;
  7497. //Homun single-target support skills [orn]
  7498. case HAMI_BLOODLUST:
  7499. case HFLI_FLEET:
  7500. case HFLI_SPEED:
  7501. case HLIF_CHANGE:
  7502. case MH_ANGRIFFS_MODUS:
  7503. case MH_GOLDENE_FERSE:
  7504. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7505. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7506. if (hd)
  7507. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7508. break;
  7509. case NPC_DRAGONFEAR:
  7510. if (flag&1) {
  7511. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7512. int j;
  7513. j = i = rnd()%ARRAYLENGTH(sc);
  7514. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7515. i++;
  7516. if ( i == ARRAYLENGTH(sc) )
  7517. i = 0;
  7518. if (i == j)
  7519. break;
  7520. }
  7521. break;
  7522. }
  7523. case NPC_WIDEBLEEDING:
  7524. case NPC_WIDECONFUSE:
  7525. case NPC_WIDECURSE:
  7526. case NPC_WIDEFREEZE:
  7527. case NPC_WIDESLEEP:
  7528. case NPC_WIDESILENCE:
  7529. case NPC_WIDESTONE:
  7530. case NPC_WIDESTUN:
  7531. case NPC_SLOWCAST:
  7532. case NPC_WIDEHELLDIGNITY:
  7533. case NPC_WIDEHEALTHFEAR:
  7534. case NPC_WIDEBODYBURNNING:
  7535. case NPC_WIDEFROSTMISTY:
  7536. case NPC_WIDECOLD:
  7537. case NPC_WIDE_DEEP_SLEEP:
  7538. case NPC_WIDESIREN:
  7539. if (flag&1){
  7540. switch ( type ) {
  7541. case SC_BURNING:
  7542. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7543. break;
  7544. case SC_VOICEOFSIREN:
  7545. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7546. break;
  7547. default:
  7548. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7549. }
  7550. }
  7551. else {
  7552. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7554. map_foreachinrange(skill_area_sub, bl,
  7555. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7556. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7557. skill_castend_nodamage_id);
  7558. }
  7559. break;
  7560. case NPC_WIDESOULDRAIN:
  7561. if (flag&1)
  7562. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7563. else {
  7564. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7565. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7566. map_foreachinrange(skill_area_sub, bl,
  7567. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7568. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7569. skill_castend_nodamage_id);
  7570. }
  7571. break;
  7572. case ALL_PARTYFLEE:
  7573. if( sd && !(flag&1) )
  7574. {
  7575. if( !sd->status.party_id )
  7576. {
  7577. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7578. break;
  7579. }
  7580. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7581. }
  7582. else
  7583. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7584. break;
  7585. case NPC_TALK:
  7586. case ALL_WEWISH:
  7587. case ALL_CATCRY:
  7588. case ALL_DREAM_SUMMERNIGHT:
  7589. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7590. break;
  7591. case ALL_BUYING_STORE:
  7592. if( sd )
  7593. {// players only, skill allows 5 buying slots
  7594. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  7595. }
  7596. break;
  7597. case RK_ENCHANTBLADE:
  7598. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7599. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7600. break;
  7601. case RK_DRAGONHOWLING:
  7602. if( flag&1)
  7603. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7604. else
  7605. {
  7606. skill_area_temp[2] = 0;
  7607. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7608. map_foreachinrange(skill_area_sub, src,
  7609. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7610. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7611. skill_castend_nodamage_id);
  7612. }
  7613. break;
  7614. case RK_IGNITIONBREAK:
  7615. case LG_EARTHDRIVE:
  7616. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7617. i = skill_get_splash(skill_id,skill_lv);
  7618. if( skill_id == LG_EARTHDRIVE ) {
  7619. int dummy = 1;
  7620. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  7621. }
  7622. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7623. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7624. break;
  7625. case RK_STONEHARDSKIN:
  7626. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7627. {
  7628. int heal = sstatus->hp / 5; // 20% HP
  7629. if( status_charge(bl,heal,0) )
  7630. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7631. else
  7632. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7633. }
  7634. break;
  7635. case RK_REFRESH:
  7636. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7637. {
  7638. int heal = status_get_max_hp(bl) * 25 / 100;
  7639. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7640. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7641. status_heal(bl,heal,0,1);
  7642. status_change_clear_buffs(bl,4);
  7643. }
  7644. break;
  7645. case RK_MILLENNIUMSHIELD:
  7646. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7647. {
  7648. int8 rate = rnd()%100;
  7649. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7650. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7651. clif_millenniumshield(sd,shields);
  7652. clif_skill_nodamage(src,bl,skill_id,1,1);
  7653. }
  7654. break;
  7655. case RK_GIANTGROWTH:
  7656. case RK_VITALITYACTIVATION:
  7657. case RK_ABUNDANCE:
  7658. case RK_CRUSHSTRIKE:
  7659. if( sd )
  7660. {
  7661. int lv = 1; // RK_GIANTGROWTH
  7662. if( skill_id == RK_VITALITYACTIVATION )
  7663. lv = 2;
  7664. else if( skill_id == RK_ABUNDANCE )
  7665. lv = 6;
  7666. else if( skill_id == RK_CRUSHSTRIKE )
  7667. lv = 7;
  7668. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7669. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7670. }
  7671. break;
  7672. case RK_FIGHTINGSPIRIT: {
  7673. int atkbonus = 7 * party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7674. if( flag&1 ) {
  7675. if( src == bl )
  7676. sc_start2(src,bl,type,100,atkbonus,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7677. else
  7678. sc_start(src,bl,type,100,atkbonus / 4,skill_get_time(skill_id,skill_lv));
  7679. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  7680. if( sd->status.party_id )
  7681. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7682. else
  7683. sc_start2(src,bl,type,100,7,10*((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7684. clif_skill_nodamage(src,bl,skill_id,1,1);
  7685. }
  7686. }
  7687. break;
  7688. case RK_LUXANIMA:
  7689. if( !sd->status.party_id || flag&1 ) {
  7690. if( src == bl ) break;
  7691. while( skill_area_temp[5] >= 0x10 ) {
  7692. type = SC_NONE;
  7693. i = 0;
  7694. if( skill_area_temp[5]&0x10 ) {
  7695. if( dstsd ) {
  7696. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7697. clif_millenniumshield(dstsd,i);
  7698. skill_area_temp[5] &= ~0x10;
  7699. type = SC_MILLENNIUMSHIELD;
  7700. }
  7701. } else if( skill_area_temp[5]&0x20 ) {
  7702. i = status_get_max_hp(bl) * 25 / 100;
  7703. status_change_clear_buffs(bl,4);
  7704. skill_area_temp[5] &= ~0x20;
  7705. status_heal(bl,i,0,1);
  7706. type = SC_REFRESH;
  7707. } else if( skill_area_temp[5]&0x40 ) {
  7708. skill_area_temp[5] &= ~0x40;
  7709. type = SC_GIANTGROWTH;
  7710. } else if( skill_area_temp[5]&0x80 ) {
  7711. if( dstsd ) {
  7712. i = sstatus->hp / 5;
  7713. if( status_charge(bl,i,0) )
  7714. type = SC_STONEHARDSKIN;
  7715. skill_area_temp[5] &= ~0x80;
  7716. }
  7717. } else if( skill_area_temp[5]&0x100 ) {
  7718. skill_area_temp[5] &= ~0x100;
  7719. type = SC_VITALITYACTIVATION;
  7720. } else if( skill_area_temp[5]&0x200 ) {
  7721. skill_area_temp[5] &= ~0x200;
  7722. type = SC_ABUNDANCE;
  7723. }
  7724. if( type > SC_NONE )
  7725. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7726. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7727. } //end while
  7728. } else if( sd ) {
  7729. if( tsc && tsc->count ) {
  7730. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7731. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7732. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7733. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7734. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7735. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7736. }
  7737. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7738. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7739. }
  7740. break;
  7741. /**
  7742. * Guilotine Cross
  7743. **/
  7744. case GC_ROLLINGCUTTER:
  7745. {
  7746. short count = 1;
  7747. skill_area_temp[2] = 0;
  7748. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  7749. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7750. { // Every time the skill is casted the status change is reseted adding a counter.
  7751. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7752. if( count > 10 )
  7753. count = 10; // Max coounter
  7754. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7755. }
  7756. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7757. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7758. }
  7759. break;
  7760. case GC_WEAPONBLOCKING:
  7761. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7762. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7763. else
  7764. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7765. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7766. break;
  7767. case GC_CREATENEWPOISON:
  7768. if( sd )
  7769. {
  7770. clif_skill_produce_mix_list(sd,skill_id,25);
  7771. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7772. }
  7773. break;
  7774. case GC_POISONINGWEAPON:
  7775. if( sd ) {
  7776. clif_poison_list(sd,skill_lv);
  7777. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7778. }
  7779. break;
  7780. case GC_ANTIDOTE:
  7781. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7782. if( tsc )
  7783. {
  7784. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7785. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7786. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7787. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7788. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7789. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  7790. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  7791. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  7792. }
  7793. break;
  7794. case GC_PHANTOMMENACE:
  7795. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7797. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7798. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7799. break;
  7800. case GC_HALLUCINATIONWALK:
  7801. {
  7802. int heal = status_get_max_hp(bl) / 10;
  7803. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  7804. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7805. break;
  7806. }
  7807. if( !status_charge(bl,heal,0) )
  7808. {
  7809. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  7810. break;
  7811. }
  7812. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7813. }
  7814. break;
  7815. /**
  7816. * Arch Bishop
  7817. **/
  7818. case AB_ANCILLA:
  7819. if( sd ) {
  7820. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7821. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  7822. }
  7823. break;
  7824. case AB_CLEMENTIA:
  7825. case AB_CANTO:
  7826. {
  7827. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  7828. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  7829. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7830. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  7831. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  7832. else if( sd )
  7833. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7834. }
  7835. break;
  7836. case AB_PRAEFATIO:
  7837. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  7838. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src,bl, type, 100, skill_lv, 0, 0, 1, skill_get_time(skill_id, skill_lv)));
  7839. else if( sd )
  7840. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7841. break;
  7842. case AB_CHEAL:
  7843. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  7844. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  7845. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  7846. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  7847. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  7848. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  7849. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  7850. i = ~i + 1;
  7851. status_heal(bl, i, 0, 0);
  7852. }
  7853. }
  7854. else if( sd )
  7855. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7856. break;
  7857. case AB_ORATIO:
  7858. if( flag&1 )
  7859. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7860. else
  7861. {
  7862. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7863. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7864. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7865. }
  7866. break;
  7867. case AB_LAUDAAGNUS:
  7868. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  7869. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  7870. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  7871. // Success Chance: (40 + 10 * Skill Level) %
  7872. if( rnd()%100 > 40+10*skill_lv ) break;
  7873. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7874. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7875. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7876. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7877. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7878. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7879. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7880. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7881. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7882. } else if( sd )
  7883. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7884. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7885. break;
  7886. case AB_LAUDARAMUS:
  7887. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  7888. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  7889. // Success Chance: (40 + 10 * Skill Level) %
  7890. if( rnd()%100 > 40+10*skill_lv ) break;
  7891. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7892. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7893. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  7894. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7895. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7896. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  7897. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7898. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7899. } else if( sd )
  7900. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  7901. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7902. break;
  7903. case AB_CLEARANCE:
  7904. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  7905. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  7906. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  7907. break;
  7908. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7909. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  7910. if (sd)
  7911. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7912. break;
  7913. }
  7914. if(status_isimmune(bl))
  7915. break;
  7916. //Remove bonus_script when cleared
  7917. if (dstsd)
  7918. pc_bonus_script_clear(dstsd,BONUS_FLAG_REM_ON_CLEARANCE);
  7919. if(!tsc || !tsc->count)
  7920. break;
  7921. for( i = 0; i < SC_MAX; i++ ) {
  7922. if (!tsc->data[i])
  7923. continue;
  7924. switch (i) {
  7925. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7926. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7927. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7928. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7929. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7930. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7931. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7932. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7933. case SC_SPIRIT: case SC_AUTOBERSERK:
  7934. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7935. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7936. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7937. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7938. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7939. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7940. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7941. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7942. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7943. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7944. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7945. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7946. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7947. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7948. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7949. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7950. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7951. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7952. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7953. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7954. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7955. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7956. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7957. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7958. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7959. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7960. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7961. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7962. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7963. case SC_PARTYFLEE: case SC_GT_REVITALIZE:
  7964. case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN: case SC_GT_CHANGE:
  7965. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  7966. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  7967. case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER: case SC_P_ALTER:
  7968. case SC_E_CHAIN: case SC_C_MARKER: case SC_B_TRAP:
  7969. case SC_H_MINE: case SC_RECOGNIZEDSPELL:
  7970. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  7971. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_GN_CARTBOOST:
  7972. #ifdef RENEWAL
  7973. case SC_EXTREMITYFIST2:
  7974. #endif
  7975. continue;
  7976. case SC_ASSUMPTIO:
  7977. if( bl->type == BL_MOB )
  7978. continue;
  7979. break;
  7980. }
  7981. if(i==SC_BERSERK || i==SC_SATURDAYNIGHTFEVER) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7982. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7983. }
  7984. break;
  7985. }
  7986. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  7987. break;
  7988. case AB_SILENTIUM:
  7989. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7990. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7991. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7992. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7993. break;
  7994. /**
  7995. * Warlock
  7996. **/
  7997. case WL_STASIS:
  7998. if( flag&1 )
  7999. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8000. else
  8001. {
  8002. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8003. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8004. }
  8005. break;
  8006. case AB_OFFERTORIUM:{
  8007. struct status_change *sc = status_get_sc(src);
  8008. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8009. if( sc ) {
  8010. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8011. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8012. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8013. }
  8014. }
  8015. }
  8016. break;
  8017. case LG_KINGS_GRACE:
  8018. if( flag&1 ) {
  8019. int sc_toend[] = { SC_POISON, SC_BLIND, SC_FREEZE, SC_STONE, SC_STUN, SC_SLEEP, SC_BLEEDING, SC_CURSE,
  8020. SC_CONFUSION, SC_HALLUCINATION, SC_SILENCE, SC_BURNING, SC_CRYSTALIZE, SC_FREEZING,
  8021. SC_DEEPSLEEP, SC_FEAR, SC_MANDRAGORA};
  8022. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8023. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8024. }
  8025. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8026. } else {
  8027. skill_area_temp[2] = 0;
  8028. if( !map_flag_vs(src->m) && !map_flag_gvg(src->m) )
  8029. flag |= BCT_GUILD;
  8030. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1, skill_castend_nodamage_id);
  8031. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8032. }
  8033. break;
  8034. case SO_ELEMENTAL_SHIELD:
  8035. if( !sd->ed ) break;
  8036. elemental_delete(sd->ed,0);
  8037. if( !sd->status.party_id || flag&1 )
  8038. skill_unitsetting(src,MG_SAFETYWALL,skill_lv,bl->x,bl->y,0);
  8039. else if( sd )
  8040. party_foreachsamemap(skill_area_sub,sd,AREA_SIZE,src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8041. break;
  8042. case WL_WHITEIMPRISON:
  8043. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8044. {
  8045. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8046. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8047. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8048. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8049. if( sd )
  8050. skill_blockpc_start(sd,skill_id,4000);
  8051. if( !(tsc && tsc->data[type]) ){
  8052. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  8053. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8054. if( !i )
  8055. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8056. }
  8057. }else
  8058. if( sd )
  8059. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8060. break;
  8061. case WL_FROSTMISTY:
  8062. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8063. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8064. break;
  8065. case WL_JACKFROST:
  8066. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8067. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8068. break;
  8069. case WL_MARSHOFABYSS:
  8070. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8071. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8072. skill_get_time(skill_id, skill_lv)));
  8073. break;
  8074. case WL_SIENNAEXECRATE:
  8075. if( status_isimmune(bl) || !tsc )
  8076. break;
  8077. if( flag&1 ) {
  8078. if( bl->id == skill_area_temp[1] )
  8079. break; // Already work on this target
  8080. if( tsc && tsc->data[SC_STONE] )
  8081. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8082. else
  8083. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  8084. } else {
  8085. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8086. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8087. if( rnd()%100 < rate ) { // Success on First Target
  8088. if( !tsc->data[SC_STONE] )
  8089. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),2);
  8090. else {
  8091. rate = 1;
  8092. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8093. }
  8094. if( rate ) {
  8095. skill_area_temp[1] = bl->id;
  8096. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8097. }
  8098. // Doesn't send failure packet if it fails on defense.
  8099. }
  8100. else if( sd ) // Failure on Rate
  8101. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8102. }
  8103. break;
  8104. case WL_SUMMONFB:
  8105. case WL_SUMMONBL:
  8106. case WL_SUMMONWB:
  8107. case WL_SUMMONSTONE:
  8108. {
  8109. short element = 0, sctype = 0, pos = -1;
  8110. struct status_change *sc = status_get_sc(src);
  8111. if( !sc ) break;
  8112. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  8113. {
  8114. if( !sctype && !sc->data[i] )
  8115. sctype = i; // Take the free SC
  8116. if( sc->data[i] )
  8117. pos = max(sc->data[i]->val2,pos);
  8118. }
  8119. if( !sctype )
  8120. {
  8121. if( sd ) // No free slots to put SC
  8122. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8123. break;
  8124. }
  8125. pos++; // Used in val2 for SC. Indicates the order of this ball
  8126. switch( skill_id )
  8127. { // Set val1. The SC element for this ball
  8128. case WL_SUMMONFB: element = WLS_FIRE; break;
  8129. case WL_SUMMONBL: element = WLS_WIND; break;
  8130. case WL_SUMMONWB: element = WLS_WATER; break;
  8131. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8132. }
  8133. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8134. clif_skill_nodamage(src,bl,skill_id,0,0);
  8135. }
  8136. break;
  8137. case WL_READING_SB:
  8138. if( sd ) {
  8139. struct status_change *sc = status_get_sc(bl);
  8140. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8141. if( sc && !sc->data[i] )
  8142. break;
  8143. if( i == SC_MAXSPELLBOOK ) {
  8144. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8145. break;
  8146. }
  8147. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8148. clif_spellbook_list(sd);
  8149. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8150. }
  8151. break;
  8152. /**
  8153. * Ranger
  8154. **/
  8155. case RA_FEARBREEZE:
  8156. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8157. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8158. break;
  8159. case RA_WUGMASTERY:
  8160. if( sd ) {
  8161. if( !pc_iswug(sd) )
  8162. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8163. else
  8164. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8165. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8166. }
  8167. break;
  8168. case RA_WUGRIDER:
  8169. if( sd ) {
  8170. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8171. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8172. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8173. } else if( pc_isridingwug(sd) ) {
  8174. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8175. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8176. }
  8177. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8178. }
  8179. break;
  8180. case RA_WUGDASH:
  8181. if( tsce ) {
  8182. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8183. map_freeblock_unlock();
  8184. return 0;
  8185. }
  8186. if( sd && pc_isridingwug(sd) ) {
  8187. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,1));
  8188. clif_walkok(sd);
  8189. }
  8190. break;
  8191. case RA_SENSITIVEKEEN:
  8192. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8193. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8194. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8195. break;
  8196. /**
  8197. * Mechanic
  8198. **/
  8199. case NC_F_SIDESLIDE:
  8200. case NC_B_SIDESLIDE:
  8201. {
  8202. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8203. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0x1);
  8204. clif_slide(src,src->x,src->y);
  8205. clif_fixpos(src); //Aegis sent this packet
  8206. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8207. }
  8208. break;
  8209. case NC_SELFDESTRUCTION:
  8210. if( sd ) {
  8211. if( pc_ismadogear(sd) )
  8212. pc_setmadogear(sd, 0);
  8213. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8214. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  8215. status_set_sp(src, 0, 0);
  8216. }
  8217. break;
  8218. case NC_ANALYZE:
  8219. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8220. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8221. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8222. if( sd ) pc_overheat(sd,1);
  8223. break;
  8224. case NC_MAGNETICFIELD:
  8225. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  8226. {
  8227. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  8228. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8229. if (sd) pc_overheat(sd,1);
  8230. }
  8231. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  8232. break;
  8233. case NC_REPAIR:
  8234. if( sd ) {
  8235. int heal, hp = 0;
  8236. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8237. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8238. break;
  8239. }
  8240. switch(skill_lv) {
  8241. case 1: hp = 4; break;
  8242. case 2: hp = 7; break;
  8243. case 3: hp = 13; break;
  8244. case 4: hp = 17; break;
  8245. case 5: default: hp = 23; break;
  8246. }
  8247. heal = dstsd->status.max_hp * hp / 100;
  8248. status_heal(bl,heal,0,2);
  8249. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8250. }
  8251. break;
  8252. case NC_DISJOINT:
  8253. {
  8254. if( bl->type != BL_MOB ) break;
  8255. md = map_id2md(bl->id);
  8256. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8257. status_kill(bl);
  8258. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8259. }
  8260. break;
  8261. case SC_AUTOSHADOWSPELL:
  8262. if( sd ) {
  8263. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8264. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8265. {
  8266. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8267. clif_autoshadowspell_list(sd);
  8268. clif_skill_nodamage(src,bl,skill_id,1,1);
  8269. }
  8270. else
  8271. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8272. }
  8273. break;
  8274. case SC_SHADOWFORM:
  8275. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8276. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8277. dstsd->shadowform_id = src->id;
  8278. }
  8279. else if( sd )
  8280. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8281. break;
  8282. case SC_BODYPAINT:
  8283. if( flag&1 ) {
  8284. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  8285. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8286. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8287. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8288. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8289. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8290. }
  8291. } else {
  8292. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8293. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8294. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8295. }
  8296. break;
  8297. case SC_ENERVATION:
  8298. case SC_GROOMY:
  8299. case SC_LAZINESS:
  8300. case SC_UNLUCKY:
  8301. case SC_WEAKNESS:
  8302. if( !(tsc && tsc->data[type]) ) {
  8303. int rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8304. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8305. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8306. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8307. } else if( sd )
  8308. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8309. break;
  8310. case SC_IGNORANCE:
  8311. if( !(tsc && tsc->data[type]) ) {
  8312. int rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8313. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8314. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8315. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8316. int sp = 100 * skill_lv;
  8317. if( dstmd ) sp = dstmd->level * 2;
  8318. if( !dstmd && status_zap(bl,0,sp) )
  8319. status_heal(src,0,sp/2,3);
  8320. }
  8321. else if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8322. } else if( sd )
  8323. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8324. break;
  8325. case LG_TRAMPLE:
  8326. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8327. if (rnd()%100 < (25 + 25 * skill_lv))
  8328. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8329. break;
  8330. case LG_REFLECTDAMAGE:
  8331. if( tsc && tsc->data[type] )
  8332. status_change_end(bl,type,INVALID_TIMER);
  8333. else
  8334. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8335. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8336. break;
  8337. case LG_SHIELDSPELL:
  8338. if( flag&1 )
  8339. sc_start(src,bl,SC_SILENCE,100,skill_lv,(sd)?sd->bonus.shieldmdef * 2000 : 10000);
  8340. else if( sd ) {
  8341. int opt = rnd()%3 + 1;
  8342. int val = 0, splash = 0;
  8343. int index = sd->equip_index[EQI_HAND_L];
  8344. struct item_data *shield_data = NULL;
  8345. if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR )
  8346. shield_data = sd->inventory_data[index];
  8347. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  8348. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8349. break;
  8350. }
  8351. switch( skill_lv ) {
  8352. case 1: // DEF based
  8353. val = shield_data->def;
  8354. if( !val ) {
  8355. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8356. break;
  8357. }
  8358. switch( opt ) {
  8359. case 1: // Deals Neutral property damage around Self. Knocks them back 2 cells.
  8360. if( val < 41 )
  8361. splash = 1;
  8362. else if( val < 81 )
  8363. splash = 2;
  8364. else
  8365. splash = 3;
  8366. if( sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER) )
  8367. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8368. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8369. map_foreachinrange(skill_area_sub,src,splash,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8370. break;
  8371. case 2: // Reflects melee attacks. (Does not work against Bosses).
  8372. val = shield_data->def / 10;
  8373. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 1000);
  8374. break;
  8375. case 3: // Increases ATK for the spell duration.
  8376. val = shield_data->def;
  8377. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,val,shield_data->def * 3000);
  8378. break;
  8379. }
  8380. break;
  8381. case 2: // MDEF based
  8382. val = sd->bonus.shieldmdef;
  8383. if( !val ) {
  8384. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8385. break;
  8386. }
  8387. if( val < 4 )
  8388. splash = 1;
  8389. else if( val < 6 )
  8390. splash = 2;
  8391. else
  8392. splash = 3;
  8393. switch( opt ) {
  8394. case 1: // Deals Holy property magic damage around Self.
  8395. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8396. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8397. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8398. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_damage_id);
  8399. break;
  8400. case 2: // Casts Lex Divina around Self.
  8401. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8402. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8403. map_foreachinrange(skill_area_sub,src,splash,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8404. break;
  8405. case 3: // Casts Magnificat.
  8406. if( sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER) )
  8407. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8408. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,sc_start(src,bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  8409. break;
  8410. }
  8411. break;
  8412. case 3: // refine based
  8413. {
  8414. struct item *shield = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  8415. if( !shield || !shield->refine ) {
  8416. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8417. break;
  8418. }
  8419. switch( opt ) {
  8420. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8421. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,min(shield->refine * 1500,30000)); // 30 sec duration on +20 shield.
  8422. break;
  8423. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8424. val = (10 * shield->refine) + (status_get_lv(src) / 100);
  8425. splash = (2 * shield->refine) + (status_get_luk(src) / 10);
  8426. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,val,splash,0,shield->refine * 20000);
  8427. break;
  8428. case 3: // Recovers HP depending on Shield refine rate.
  8429. if( sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER) )
  8430. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8431. val = sstatus->max_hp * (status_get_lv(src) / 10 + shield->refine) / 100;
  8432. status_heal(bl,val,0,2);
  8433. break;
  8434. }
  8435. }
  8436. break;
  8437. }
  8438. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8439. }
  8440. break;
  8441. case LG_PIETY:
  8442. if( flag&1 )
  8443. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8444. else {
  8445. skill_area_temp[2] = 0;
  8446. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  8447. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8448. }
  8449. break;
  8450. case LG_INSPIRATION:
  8451. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8452. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8453. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8454. clif_updatestatus(sd,SP_BASEEXP);
  8455. clif_updatestatus(sd,SP_JOBEXP);
  8456. }
  8457. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8458. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8459. break;
  8460. case SR_CURSEDCIRCLE:
  8461. if( flag&1 ) {
  8462. if( is_boss(bl) ) break;
  8463. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8464. if( bl->type == BL_MOB )
  8465. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8466. unit_stop_attack(bl);
  8467. clif_bladestop(src, bl->id, 1);
  8468. map_freeblock_unlock();
  8469. return 1;
  8470. }
  8471. } else {
  8472. int count = 0;
  8473. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8474. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  8475. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8476. if( sd ) pc_delspiritball(sd, count, 0);
  8477. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8478. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8479. }
  8480. break;
  8481. case SR_RAISINGDRAGON:
  8482. if( sd ) {
  8483. short max = 5 + skill_lv;
  8484. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8485. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8486. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8487. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8488. }
  8489. break;
  8490. case SR_ASSIMILATEPOWER:
  8491. if( flag&1 ) {
  8492. i = 0;
  8493. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8494. {
  8495. i = dstsd->spiritball; //1%sp per spiritball.
  8496. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8497. }
  8498. if( i ) status_percent_heal(src, 0, i);
  8499. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8500. } else {
  8501. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8502. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8503. }
  8504. break;
  8505. case SR_POWERVELOCITY:
  8506. if( !dstsd )
  8507. break;
  8508. if( sd && dstsd->spiritball <= 5 ) {
  8509. for(i = 0; i <= 5; i++) {
  8510. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8511. pc_delspiritball(sd, sd->spiritball, 0);
  8512. }
  8513. }
  8514. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8515. break;
  8516. case SR_GENTLETOUCH_CURE:
  8517. {
  8518. int heal;
  8519. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8520. status_heal(bl, heal, 0, 0);
  8521. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8522. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8523. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8524. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8525. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8526. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8527. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8528. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8529. }
  8530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8531. }
  8532. break;
  8533. case SR_GENTLETOUCH_ENERGYGAIN:
  8534. case SR_GENTLETOUCH_CHANGE:
  8535. case SR_GENTLETOUCH_REVITALIZE:
  8536. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8537. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8538. break;
  8539. case SR_FLASHCOMBO:
  8540. if( sd )
  8541. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8542. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8543. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8544. for( i = SR_FLASHCOMBO_ATK_STEP1; i <= SR_FLASHCOMBO_ATK_STEP4; i++ )
  8545. skill_addtimerskill(src,tick + 500 * (i - SR_FLASHCOMBO_ATK_STEP1),bl->id,0,0,i,skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8546. break;
  8547. case WA_SWING_DANCE:
  8548. case WA_MOONLIT_SERENADE:
  8549. case WA_SYMPHONY_OF_LOVER:
  8550. case MI_RUSH_WINDMILL:
  8551. case MI_ECHOSONG:
  8552. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8553. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8554. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8555. } else if( sd ) {
  8556. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8557. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  8558. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8559. }
  8560. break;
  8561. case MI_HARMONIZE:
  8562. if( src != bl )
  8563. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8564. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8565. break;
  8566. case WM_DEADHILLHERE:
  8567. if( bl->type == BL_PC ) {
  8568. if( !status_isdead(bl) )
  8569. break;
  8570. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8571. int heal = tstatus->sp;
  8572. if( heal <= 0 )
  8573. heal = 1;
  8574. tstatus->hp = heal;
  8575. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8576. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8577. pc_revive((TBL_PC*)bl,heal,0);
  8578. clif_resurrection(bl,1);
  8579. }
  8580. }
  8581. break;
  8582. case WM_SIRCLEOFNATURE:
  8583. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  8584. case WM_VOICEOFSIREN:
  8585. {
  8586. int rate = 100;
  8587. if( skill_id != WM_SIRCLEOFNATURE ) {
  8588. rate = 6 * skill_lv + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/2 : skill_get_max(WM_LESSON));
  8589. flag &= ~BCT_SELF;
  8590. }
  8591. if( flag&1 ) {
  8592. sc_start2(src,bl,type,rate,skill_lv,(skill_id==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skill_id,skill_lv));
  8593. } else {
  8594. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),(skill_id==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8595. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8596. }
  8597. break;
  8598. }
  8599. case WM_GLOOMYDAY:
  8600. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8601. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8602. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8603. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8604. {
  8605. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8606. break;
  8607. }
  8608. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8609. break;
  8610. case WM_SATURDAY_NIGHT_FEVER:
  8611. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8612. if( !(tsc && tsc->data[type]) )
  8613. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8614. } else if( flag&2 ) {
  8615. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8616. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8617. } else if( sd ) {
  8618. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8619. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8620. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8621. break;
  8622. }
  8623. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8624. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8625. flag |= 2;
  8626. else
  8627. flag |= 1;
  8628. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  8629. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8630. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8631. if( flag&2 ) // Dealed here to prevent conflicts
  8632. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  8633. }
  8634. break;
  8635. case WM_SONG_OF_MANA:
  8636. case WM_DANCE_WITH_WUG:
  8637. case WM_LERADS_DEW:
  8638. case WM_UNLIMITED_HUMMING_VOICE:
  8639. if( flag&1 ) { // These affect to to all party members near the caster.
  8640. struct status_change *sc = status_get_sc(src);
  8641. if( sc && sc->data[type] ) {
  8642. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8643. }
  8644. } else if( sd ) {
  8645. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8646. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8647. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8648. }
  8649. break;
  8650. case WM_MELODYOFSINK:
  8651. case WM_BEYOND_OF_WARCRY:
  8652. if( flag&1 ) {
  8653. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8654. } else { // These affect to all targets arround the caster.
  8655. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8656. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8657. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8658. }
  8659. }
  8660. break;
  8661. case WM_RANDOMIZESPELL: {
  8662. int improv_skill_id = 0, improv_skill_lv;
  8663. do {
  8664. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8665. improv_skill_id = skill_improvise_db[i].skill_id;
  8666. } while( improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  8667. improv_skill_lv = 4 + skill_lv;
  8668. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8669. if( sd ) {
  8670. sd->state.abra_flag = 2;
  8671. sd->skillitem = improv_skill_id;
  8672. sd->skillitemlv = improv_skill_lv;
  8673. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8674. } else {
  8675. struct unit_data *ud = unit_bl2ud(src);
  8676. int inf = skill_get_inf(improv_skill_id);
  8677. if (!ud) break;
  8678. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8679. if (src->type == BL_PET)
  8680. bl = (struct block_list*)((TBL_PET*)src)->master;
  8681. if (!bl) bl = src;
  8682. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8683. } else {
  8684. int target_id = 0;
  8685. if (ud->target)
  8686. target_id = ud->target;
  8687. else switch (src->type) {
  8688. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8689. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8690. }
  8691. if (!target_id)
  8692. break;
  8693. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8694. bl = map_id2bl(target_id);
  8695. if (!bl) bl = src;
  8696. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8697. } else
  8698. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8699. }
  8700. }
  8701. }
  8702. break;
  8703. case RETURN_TO_ELDICASTES:
  8704. case ALL_GUARDIAN_RECALL:
  8705. case ECLAGE_RECALL:
  8706. if( sd )
  8707. {
  8708. short x=0, y=0; // Destiny position.
  8709. unsigned short mapindex=0;
  8710. switch(skill_id){
  8711. default:
  8712. case RETURN_TO_ELDICASTES:
  8713. x = 198;
  8714. y = 187;
  8715. mapindex = mapindex_name2id(MAP_DICASTES);
  8716. break;
  8717. case ALL_GUARDIAN_RECALL:
  8718. x = 44;
  8719. y = 151;
  8720. mapindex = mapindex_name2id(MAP_MORA);
  8721. break;
  8722. case ECLAGE_RECALL:
  8723. x = 47;
  8724. y = 31;
  8725. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8726. break;
  8727. }
  8728. if(!mapindex)
  8729. { //Given map not found?
  8730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8731. map_freeblock_unlock();
  8732. return 0;
  8733. }
  8734. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8735. }
  8736. break;
  8737. case ECL_SNOWFLIP:
  8738. case ECL_PEONYMAMY:
  8739. case ECL_SADAGUI:
  8740. case ECL_SEQUOIADUST:
  8741. switch(skill_id){
  8742. case ECL_SNOWFLIP:
  8743. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8744. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8745. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8746. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8747. break;
  8748. case ECL_PEONYMAMY:
  8749. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8750. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8751. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8752. break;
  8753. case ECL_SADAGUI:
  8754. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8755. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8756. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8757. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8758. break;
  8759. case ECL_SEQUOIADUST:
  8760. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8761. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8762. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8763. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8764. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8765. break;
  8766. }
  8767. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8768. break;
  8769. case GM_SANDMAN:
  8770. if( tsc ) {
  8771. if( tsc->opt1 == OPT1_SLEEP )
  8772. tsc->opt1 = 0;
  8773. else
  8774. tsc->opt1 = OPT1_SLEEP;
  8775. clif_changeoption(bl);
  8776. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8777. }
  8778. break;
  8779. case SO_ARRULLO:
  8780. {
  8781. // [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8782. int rate = (15 + 5 * skill_lv) + status_get_int(src)/5 + (sd ? sd->status.job_level : 0);
  8783. rate -= status_get_int(bl)/6 - status_get_luk(bl)/10;
  8784. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8785. sc_start2(src,bl, type, rate, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  8786. }
  8787. break;
  8788. case WM_LULLABY_DEEPSLEEP:
  8789. if( flag&1 ){
  8790. //[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  8791. int rate = (4 * skill_lv) + ((sd) ? pc_checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : skill_get_max(WM_LESSON)) + status_get_lv(src) / 15;
  8792. if( bl != src )
  8793. sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv));
  8794. }else {
  8795. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8796. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8797. src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  8798. }
  8799. break;
  8800. case SO_SUMMON_AGNI:
  8801. case SO_SUMMON_AQUA:
  8802. case SO_SUMMON_VENTUS:
  8803. case SO_SUMMON_TERA:
  8804. if( sd ) {
  8805. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  8806. // Remove previous elemental fisrt.
  8807. if( sd->ed )
  8808. elemental_delete(sd->ed,0);
  8809. // Summoning the new one.
  8810. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  8811. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8812. break;
  8813. }
  8814. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8815. }
  8816. break;
  8817. case SO_EL_CONTROL:
  8818. if( sd ) {
  8819. int mode = EL_MODE_PASSIVE; // Standard mode.
  8820. if( !sd->ed ) break;
  8821. if( skill_lv == 4 ) {// At level 4 delete elementals.
  8822. elemental_delete(sd->ed, 0);
  8823. break;
  8824. }
  8825. switch( skill_lv ) {// Select mode bassed on skill level used.
  8826. case 2: mode = EL_MODE_ASSIST; break;
  8827. case 3: mode = EL_MODE_AGGRESSIVE; break;
  8828. }
  8829. if( !elemental_change_mode(sd->ed,mode) ) {
  8830. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8831. break;
  8832. }
  8833. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8834. }
  8835. break;
  8836. case SO_EL_ACTION:
  8837. if( sd ) {
  8838. int duration = 3000;
  8839. if( !sd->ed )
  8840. break;
  8841. switch(sd->ed->db->class_) {
  8842. case 2115:case 2124:
  8843. case 2118:case 2121:
  8844. duration = 6000;
  8845. break;
  8846. case 2116:case 2119:
  8847. case 2122:case 2125:
  8848. duration = 9000;
  8849. break;
  8850. }
  8851. sd->skill_id_old = skill_id;
  8852. elemental_action(sd->ed, bl, tick);
  8853. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8854. skill_blockpc_start(sd, skill_id, duration);
  8855. }
  8856. break;
  8857. case SO_EL_CURE:
  8858. if( sd ) {
  8859. struct elemental_data *ed = sd->ed;
  8860. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  8861. int e_hp, e_sp;
  8862. if( !ed ) break;
  8863. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  8864. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8865. break;
  8866. }
  8867. e_hp = ed->battle_status.max_hp * 10 / 100;
  8868. e_sp = ed->battle_status.max_sp * 10 / 100;
  8869. status_heal(&ed->bl,e_hp,e_sp,3);
  8870. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  8871. }
  8872. break;
  8873. case GN_CHANGEMATERIAL:
  8874. case SO_EL_ANALYSIS:
  8875. if( sd ) {
  8876. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8877. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  8878. }
  8879. break;
  8880. /**
  8881. * Genetic
  8882. **/
  8883. case GN_BLOOD_SUCKER:
  8884. {
  8885. struct status_change *sc = status_get_sc(src);
  8886. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  8887. if( tsc && tsc->data[type] ){
  8888. (sc->bs_counter)--;
  8889. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  8890. }
  8891. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8892. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  8893. (sc->bs_counter)++;
  8894. } else if( sd ) {
  8895. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8896. break;
  8897. }
  8898. }
  8899. break;
  8900. case GN_MANDRAGORA:
  8901. if( flag&1 ) {
  8902. int rate = (25 + 10 * skill_lv) - ((tstatus->vit + tstatus->luk) / 5);
  8903. if (rate < 10)
  8904. rate = 10;
  8905. if ( clif_skill_nodamage(bl, src, skill_id, skill_lv,
  8906. sc_start(src,bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv))) )
  8907. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  8908. } else
  8909. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8910. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8911. break;
  8912. case GN_SLINGITEM:
  8913. if( sd ) {
  8914. short ammo_id;
  8915. i = sd->equip_index[EQI_AMMO];
  8916. if( i <= 0 )
  8917. break; // No ammo.
  8918. ammo_id = sd->inventory_data[i]->nameid;
  8919. if( ammo_id <= 0 )
  8920. break;
  8921. sd->itemid = ammo_id;
  8922. if( itemdb_is_GNbomb(ammo_id) ) {
  8923. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  8924. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  8925. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8926. else
  8927. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  8928. } else //Otherwise, it fails, shows animation and removes items.
  8929. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  8930. } else if( itemdb_is_GNthrowable(ammo_id) ){
  8931. struct script_code *script = sd->inventory_data[i]->script;
  8932. if( !script )
  8933. break;
  8934. if( dstsd )
  8935. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  8936. else
  8937. run_script(script,0,src->id,0);
  8938. }
  8939. }
  8940. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8941. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  8942. break;
  8943. case GN_MIX_COOKING:
  8944. case GN_MAKEBOMB:
  8945. case GN_S_PHARMACY:
  8946. if( sd ) {
  8947. int qty = 1;
  8948. sd->skill_id_old = skill_id;
  8949. sd->skill_lv_old = skill_lv;
  8950. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  8951. qty = 10;
  8952. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  8953. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8954. }
  8955. break;
  8956. /**
  8957. * Elemental
  8958. **/
  8959. case EL_CIRCLE_OF_FIRE:
  8960. case EL_PYROTECHNIC:
  8961. case EL_HEATER:
  8962. case EL_TROPIC:
  8963. case EL_AQUAPLAY:
  8964. case EL_COOLER:
  8965. case EL_CHILLY_AIR:
  8966. case EL_GUST:
  8967. case EL_BLAST:
  8968. case EL_WILD_STORM:
  8969. case EL_PETROLOGY:
  8970. case EL_CURSED_SOIL:
  8971. case EL_UPHEAVAL:
  8972. case EL_FIRE_CLOAK:
  8973. case EL_WATER_DROP:
  8974. case EL_WIND_CURTAIN:
  8975. case EL_SOLID_SKIN:
  8976. case EL_STONE_SHIELD:
  8977. case EL_WIND_STEP: {
  8978. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  8979. if( ele ) {
  8980. sc_type type2 = type-1;
  8981. struct status_change *sc = status_get_sc(&ele->bl);
  8982. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  8983. elemental_clean_single_effect(ele, skill_id);
  8984. } else {
  8985. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8986. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8987. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  8988. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rand()%8,0);
  8989. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8990. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8991. }
  8992. }
  8993. }
  8994. break;
  8995. case EL_FIRE_MANTLE:
  8996. case EL_WATER_BARRIER:
  8997. case EL_ZEPHYR:
  8998. case EL_POWER_OF_GAIA:
  8999. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9000. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9001. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9002. break;
  9003. case EL_WATER_SCREEN: {
  9004. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9005. if( ele ) {
  9006. struct status_change *sc = status_get_sc(&ele->bl);
  9007. sc_type type2 = type-1;
  9008. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9009. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9010. elemental_clean_single_effect(ele, skill_id);
  9011. } else {
  9012. // This not heals at the end.
  9013. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9014. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9015. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9016. }
  9017. }
  9018. }
  9019. break;
  9020. /**
  9021. * Kagerou & Oboro
  9022. **/
  9023. case KO_KAHU_ENTEN:
  9024. case KO_HYOUHU_HUBUKI:
  9025. case KO_KAZEHU_SEIRAN:
  9026. case KO_DOHU_KOUKAI:
  9027. if(sd) {
  9028. int ttype = skill_get_ele(skill_id, skill_lv);
  9029. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9030. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  9031. }
  9032. break;
  9033. case KO_ZANZOU:
  9034. if(sd){
  9035. struct mob_data *md;
  9036. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
  9037. if( md )
  9038. {
  9039. md->master_id = src->id;
  9040. md->special_state.ai = AI_ZANZOU;
  9041. if( md->deletetimer != INVALID_TIMER )
  9042. delete_timer(md->deletetimer, mob_timer_delete);
  9043. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  9044. mob_spawn( md );
  9045. pc_setinvincibletimer(sd,500);// unlock target lock
  9046. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9047. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9048. }
  9049. }
  9050. break;
  9051. case KO_KYOUGAKU:
  9052. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  9053. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9054. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9055. }else if( sd )
  9056. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9057. break;
  9058. case KO_JYUSATSU:
  9059. if( dstsd && tsc && !tsc->data[type] &&
  9060. rand()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9061. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9062. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),1));
  9063. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9064. if( status_get_lv(bl) <= status_get_lv(src) )
  9065. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
  9066. }else if( sd )
  9067. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9068. break;
  9069. case KO_GENWAKU:
  9070. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9071. int x = src->x, y = src->y;
  9072. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9073. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9074. break;
  9075. }
  9076. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9077. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9078. clif_slide(src,bl->x,bl->y) ;
  9079. sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
  9080. if (unit_movepos(bl,x,y,0,0))
  9081. {
  9082. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  9083. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9084. clif_sitting(bl); //Avoid sitting sync problem
  9085. clif_slide(bl,x,y) ;
  9086. sc_start(src,bl,SC_CONFUSION,75,skill_lv,skill_get_time(skill_id,skill_lv));
  9087. }
  9088. }
  9089. }
  9090. break;
  9091. case OB_AKAITSUKI:
  9092. case OB_OBOROGENSOU:
  9093. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9094. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9095. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9096. break;
  9097. }
  9098. case KO_IZAYOI:
  9099. case OB_ZANGETSU:
  9100. case KG_KYOMU:
  9101. case KG_KAGEMUSYA:
  9102. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9103. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9104. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9105. break;
  9106. case KG_KAGEHUMI:
  9107. if( flag&1 ){
  9108. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9109. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9110. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9111. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9112. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9113. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9114. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9115. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9116. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9117. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9118. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9119. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9120. }
  9121. if( skill_area_temp[2] == 1 ){
  9122. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9123. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9124. }
  9125. }else{
  9126. skill_area_temp[2] = 0;
  9127. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9128. }
  9129. break;
  9130. case MH_SILENT_BREEZE:
  9131. {
  9132. //Silences the homunculus and target
  9133. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),0);
  9134. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),0);
  9135. //Recover the target's HP
  9136. status_heal(bl,status_get_lv(src)+status_get_sp(src),0,3); //(custom)
  9137. //Removes these SC from target
  9138. if (tsc) {
  9139. const enum sc_type scs[] = {
  9140. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9141. };
  9142. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9143. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9144. }
  9145. if (hd)
  9146. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9147. }
  9148. break;
  9149. case MH_OVERED_BOOST:
  9150. if (hd) {
  9151. struct block_list *s_bl = battle_get_master(src);
  9152. if(hd->homunculus.hunger>50) //reduce hunger
  9153. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9154. else
  9155. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9156. if(s_bl && s_bl->type==BL_PC) {
  9157. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9158. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9159. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9160. }
  9161. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9162. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9163. }
  9164. break;
  9165. case MH_GRANITIC_ARMOR:
  9166. case MH_PYROCLASTIC:
  9167. if(hd) {
  9168. struct block_list *s_bl = battle_get_master(src);
  9169. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  9170. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9171. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9172. }
  9173. break;
  9174. case MH_LIGHT_OF_REGENE: //self
  9175. if(hd) {
  9176. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9177. hd->homunculus.intimacy = 251; //change to neutral (can't be cast if < 750)
  9178. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy); //refresh intimacy info
  9179. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9180. }
  9181. break;
  9182. case MH_STYLE_CHANGE:
  9183. if(hd){
  9184. struct status_change_entry *sce;
  9185. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9186. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9187. else sce->val1 = MH_MD_FIGHTING;
  9188. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9189. char output[128];
  9190. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9191. clif_colormes(hd->master,color_table[COLOR_RED],output);
  9192. }
  9193. }
  9194. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9195. }
  9196. break;
  9197. case MH_MAGMA_FLOW:
  9198. case MH_PAIN_KILLER:
  9199. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9200. if (hd)
  9201. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9202. break;
  9203. case MH_SUMMON_LEGION: {
  9204. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9205. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9206. struct mob_data *sum_md;
  9207. int i,c=0;
  9208. int maxcount = qty[skill_lv-1];
  9209. i = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9210. if(c >= maxcount) return 0; //max qty already spawned
  9211. for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
  9212. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  9213. if (sum_md) {
  9214. sum_md->master_id = src->id;
  9215. sum_md->special_state.ai = AI_LEGION;
  9216. if (sum_md->deletetimer != INVALID_TIMER)
  9217. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9218. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9219. mob_spawn(sum_md); //Now it is ready for spawning.
  9220. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9221. }
  9222. }
  9223. if (hd)
  9224. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9225. }
  9226. break;
  9227. /**
  9228. * Rebellion
  9229. **/
  9230. case RL_RICHS_COIN:
  9231. if (sd) {
  9232. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9233. for (i = 0; i < 10; i++)
  9234. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9235. }
  9236. break;
  9237. case RL_C_MARKER:
  9238. if (sd && (dstsd || (bl->type == BL_MOB && dstmd))) {
  9239. uint8 i;
  9240. sd->c_marker.count = 0;
  9241. //Find empty slot. If already exist, renew it!
  9242. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,sd->c_marker.target[i] == bl->id || !sd->c_marker.target[i]);
  9243. if (i >= MAX_SKILL_CRIMSON_MARKER) { //No slot
  9244. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9245. break;
  9246. }
  9247. //Attempt to run SC to the target
  9248. if (!sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv))) {
  9249. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9250. break;
  9251. }
  9252. sd->c_marker.target[i] = bl->id;
  9253. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9254. }
  9255. break;
  9256. case RL_D_TAIL:
  9257. if (sd && &sd->c_marker) {
  9258. sd->c_marker.count = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9259. if (!sd->c_marker.count) {
  9260. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9261. break;
  9262. }
  9263. status_zap(src,0,skill_get_sp(skill_id,skill_lv));
  9264. skill_area_temp[1] = 0;
  9265. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9266. if (sd->c_marker.count)
  9267. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  9268. sd->c_marker.count = 0;
  9269. }
  9270. break;
  9271. case RL_QD_SHOT:
  9272. if (!sd)
  9273. break;
  9274. if (&sd->c_marker && sd->c_marker.target) {
  9275. i = min(map_foreachinrange(skill_check_target_c_marker,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id),MAX_SKILL_CRIMSON_MARKER);
  9276. skill_area_temp[1] = 0;
  9277. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9278. if (i)
  9279. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  9280. }
  9281. //Doesn't matter if the main target has SC_C_MARKER or not
  9282. skill_attack(skill_get_type(RL_QD_SHOT),src,src,bl,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_LEVEL|SD_ANIMATION);
  9283. break;
  9284. default:
  9285. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9286. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9287. map_freeblock_unlock();
  9288. return 1;
  9289. }
  9290. if(skill_id != SR_CURSEDCIRCLE){
  9291. struct status_change *sc = status_get_sc(src);
  9292. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9293. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9294. }
  9295. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9296. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9297. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9298. }
  9299. if( sd && !(flag&1) )
  9300. {// ensure that the skill last-cast tick is recorded
  9301. sd->canskill_tick = gettick();
  9302. if( sd->state.arrow_atk )
  9303. {// consume arrow on last invocation to this skill.
  9304. battle_consume_ammo(sd, skill_id, skill_lv);
  9305. }
  9306. skill_onskillusage(sd, bl, skill_id, tick);
  9307. // perform skill requirement consumption
  9308. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9309. }
  9310. map_freeblock_unlock();
  9311. return 0;
  9312. }
  9313. /*==========================================
  9314. *
  9315. *------------------------------------------*/
  9316. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9317. {
  9318. struct block_list *target, *src;
  9319. struct map_session_data *sd;
  9320. struct mob_data *md;
  9321. struct unit_data *ud;
  9322. struct status_change *sc = NULL;
  9323. int inf,inf2,flag = 0;
  9324. src = map_id2bl(id);
  9325. if( src == NULL )
  9326. {
  9327. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9328. return 0;// not found
  9329. }
  9330. ud = unit_bl2ud(src);
  9331. if( ud == NULL )
  9332. {
  9333. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9334. return 0;// ???
  9335. }
  9336. sd = BL_CAST(BL_PC, src);
  9337. md = BL_CAST(BL_MOB, src);
  9338. if( src->prev == NULL ) {
  9339. ud->skilltimer = INVALID_TIMER;
  9340. return 0;
  9341. }
  9342. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9343. if( ud->skilltimer != tid ) {
  9344. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9345. ud->skilltimer = INVALID_TIMER;
  9346. return 0;
  9347. }
  9348. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9349. {// restore original walk speed
  9350. ud->skilltimer = INVALID_TIMER;
  9351. status_calc_bl(&sd->bl, SCB_SPEED);
  9352. }
  9353. ud->skilltimer = INVALID_TIMER;
  9354. }
  9355. if (ud->skilltarget == id)
  9356. target = src;
  9357. else
  9358. target = map_id2bl(ud->skilltarget);
  9359. // Use a do so that you can break out of it when the skill fails.
  9360. do {
  9361. if(!target || target->prev==NULL) break;
  9362. if(src->m != target->m || status_isdead(src)) break;
  9363. switch (ud->skill_id) {
  9364. //These should become skill_castend_pos
  9365. case WE_CALLPARTNER:
  9366. if(sd) clif_callpartner(sd);
  9367. case WE_CALLPARENT:
  9368. if(sd) {
  9369. struct map_session_data *f_sd = pc_get_father(sd);
  9370. struct map_session_data *m_sd = pc_get_mother(sd);
  9371. if( (f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade ))
  9372. break;
  9373. }
  9374. case WE_CALLBABY:
  9375. if(sd) {
  9376. struct map_session_data *c_sd = pc_get_child(sd);
  9377. if( c_sd && c_sd->state.autotrade )
  9378. break;
  9379. }
  9380. case AM_RESURRECTHOMUN:
  9381. case PF_SPIDERWEB:
  9382. //Find a random spot to place the skill. [Skotlex]
  9383. inf2 = skill_get_splash(ud->skill_id, ud->skill_lv);
  9384. ud->skillx = target->x + inf2;
  9385. ud->skilly = target->y + inf2;
  9386. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9387. ud->skillx = target->x;
  9388. ud->skilly = target->y;
  9389. }
  9390. ud->skilltimer=tid;
  9391. return skill_castend_pos(tid,tick,id,data);
  9392. case GN_WALLOFTHORN:
  9393. ud->skillx = target->x;
  9394. ud->skilly = target->y;
  9395. ud->skilltimer = tid;
  9396. return skill_castend_pos(tid,tick,id,data);
  9397. }
  9398. if(ud->skill_id == RG_BACKSTAP) {
  9399. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9400. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  9401. break;
  9402. }
  9403. }
  9404. if( ud->skill_id == PR_TURNUNDEAD )
  9405. {
  9406. struct status_data *tstatus = status_get_status_data(target);
  9407. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  9408. break;
  9409. }
  9410. if( ud->skill_id == RA_WUGSTRIKE ){
  9411. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9412. break;
  9413. }
  9414. if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
  9415. {
  9416. sc = status_get_sc(target);
  9417. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  9418. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9419. clif_skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
  9420. break;
  9421. }
  9422. }
  9423. else
  9424. { // Check target validity.
  9425. inf = skill_get_inf(ud->skill_id);
  9426. inf2 = skill_get_inf2(ud->skill_id);
  9427. if(inf&INF_ATTACK_SKILL ||
  9428. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9429. ) // Casted through combo.
  9430. inf = BCT_ENEMY; //Offensive skill.
  9431. else if(inf2&INF2_NO_ENEMY)
  9432. inf = BCT_NOENEMY;
  9433. else
  9434. inf = 0;
  9435. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  9436. {
  9437. inf |=
  9438. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9439. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9440. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9441. inf &= ~BCT_NEUTRAL;
  9442. }
  9443. if( ud->skill_id >= SL_SKE && ud->skill_id <= SL_SKA && target->type == BL_MOB )
  9444. {
  9445. if( ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM )
  9446. break;
  9447. }
  9448. else if (inf && battle_check_target(src, target, inf) <= 0){
  9449. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9450. break;
  9451. }
  9452. else if( ud->skill_id == RK_PHANTOMTHRUST && target->type != BL_MOB ) {
  9453. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9454. break; // You can use Phantom Thurst on party members in normal maps too. [pakpil]
  9455. }
  9456. else if( ud->skill_id == AB_CLEARANCE && target->type != BL_MOB ) {
  9457. if( !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0 )
  9458. break; // You can use Clearance on party members in normal maps too. [pakpil]
  9459. }
  9460. else if( sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, ud->skill_id, &ud->skill_lv, 1, 0) < 1 ) {
  9461. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9462. break;
  9463. }
  9464. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  9465. sc->data[SC_FOGWALL] &&
  9466. rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
  9467. if (sd) clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  9468. break;
  9469. }
  9470. }
  9471. //Avoid doing double checks for instant-cast skills.
  9472. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9473. break;
  9474. if(md) {
  9475. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9476. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9477. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9478. }
  9479. if(src != target && battle_config.skill_add_range &&
  9480. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9481. {
  9482. if (sd) {
  9483. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9484. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9485. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9486. }
  9487. break;
  9488. }
  9489. #ifdef OFFICIAL_WALKPATH
  9490. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9491. {
  9492. if (sd) {
  9493. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9494. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9495. }
  9496. break;
  9497. }
  9498. #endif
  9499. if( sd )
  9500. {
  9501. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9502. break;
  9503. else
  9504. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9505. }
  9506. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9507. break;
  9508. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9509. ud->state.running = 0;
  9510. status_change_end(src, SC_RUN, INVALID_TIMER);
  9511. flag = 1;
  9512. }
  9513. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9514. unit_stop_walking(src,1);
  9515. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9516. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  9517. if (sd) { //Cooldown application
  9518. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9519. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9520. }
  9521. if( battle_config.display_status_timers && sd )
  9522. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9523. if( sd )
  9524. {
  9525. switch( ud->skill_id )
  9526. {
  9527. case GS_DESPERADO:
  9528. case RL_FIREDANCE:
  9529. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9530. break;
  9531. case CR_GRANDCROSS:
  9532. case NPC_GRANDDARKNESS:
  9533. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9534. {
  9535. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9536. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9537. break;
  9538. }
  9539. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9540. break;
  9541. }
  9542. }
  9543. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9544. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9545. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9546. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9547. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9548. map_freeblock_lock();
  9549. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9550. skill_toggle_magicpower(src, ud->skill_id);
  9551. // only normal attack and auto cast skills benefit from its bonuses
  9552. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9553. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9554. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9555. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9556. else
  9557. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9558. sc = status_get_sc(src);
  9559. if(sc && sc->count) {
  9560. if(sc->data[SC_SPIRIT] &&
  9561. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9562. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9563. ud->skill_id != WZ_WATERBALL)
  9564. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9565. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9566. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9567. }
  9568. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9569. sd->skillitem = sd->skillitemlv = 0;
  9570. if (ud->skilltimer == INVALID_TIMER) {
  9571. if(md) md->skill_idx = -1;
  9572. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9573. ud->skill_lv = ud->skilltarget = 0;
  9574. }
  9575. map_freeblock_unlock();
  9576. return 1;
  9577. } while(0);
  9578. //Skill failed.
  9579. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9580. { //When Asura fails... (except when it fails from Wall of Fog)
  9581. //Consume SP/spheres
  9582. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9583. status_set_sp(src, 0, 0);
  9584. sc = &sd->sc;
  9585. if (sc->count)
  9586. { //End states
  9587. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9588. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9589. #ifdef RENEWAL
  9590. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9591. #endif
  9592. }
  9593. if (target && target->m == src->m)
  9594. { //Move character to target anyway.
  9595. int dir, x, y;
  9596. dir = map_calc_dir(src,target->x,target->y);
  9597. if( dir > 0 && dir < 4) x = -2;
  9598. else if( dir > 4 ) x = 2;
  9599. else x = 0;
  9600. if( dir > 2 && dir < 6 ) y = -2;
  9601. else if( dir == 7 || dir < 2 ) y = 2;
  9602. else y = 0;
  9603. if (unit_movepos(src, src->x+x, src->y+y, 1, 1))
  9604. { //Display movement + animation.
  9605. clif_slide(src,src->x,src->y);
  9606. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id, ud->skill_lv, 5);
  9607. }
  9608. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9609. }
  9610. }
  9611. ud->skill_id = ud->skilltarget = 0;
  9612. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9613. ud->canact_tick = tick;
  9614. //You can't place a skill failed packet here because it would be
  9615. //sent in ALL cases, even cases where skill_check_condition fails
  9616. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9617. if(sd)
  9618. sd->skillitem = sd->skillitemlv = 0;
  9619. else if(md)
  9620. md->skill_idx = -1;
  9621. return 0;
  9622. }
  9623. /*==========================================
  9624. *
  9625. *------------------------------------------*/
  9626. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9627. {
  9628. struct block_list* src = map_id2bl(id);
  9629. struct map_session_data *sd;
  9630. struct unit_data *ud = unit_bl2ud(src);
  9631. struct mob_data *md;
  9632. nullpo_ret(ud);
  9633. sd = BL_CAST(BL_PC , src);
  9634. md = BL_CAST(BL_MOB, src);
  9635. if( src->prev == NULL ) {
  9636. ud->skilltimer = INVALID_TIMER;
  9637. return 0;
  9638. }
  9639. if( ud->skilltimer != tid )
  9640. {
  9641. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9642. ud->skilltimer = INVALID_TIMER;
  9643. return 0;
  9644. }
  9645. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9646. {// restore original walk speed
  9647. ud->skilltimer = INVALID_TIMER;
  9648. status_calc_bl(&sd->bl, SCB_SPEED);
  9649. }
  9650. ud->skilltimer = INVALID_TIMER;
  9651. do {
  9652. int maxcount=0;
  9653. if( status_isdead(src) )
  9654. break;
  9655. if( !(src->type&battle_config.skill_reiteration) &&
  9656. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9657. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9658. )
  9659. {
  9660. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9661. break;
  9662. }
  9663. if( src->type&battle_config.skill_nofootset &&
  9664. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9665. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9666. )
  9667. {
  9668. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9669. break;
  9670. }
  9671. if( src->type&battle_config.land_skill_limit &&
  9672. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9673. ) {
  9674. int i;
  9675. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9676. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9677. maxcount--;
  9678. }
  9679. if( maxcount == 0 )
  9680. {
  9681. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9682. break;
  9683. }
  9684. }
  9685. if(tid != INVALID_TIMER)
  9686. { //Avoid double checks on instant cast skills. [Skotlex]
  9687. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9688. break;
  9689. if(battle_config.skill_add_range &&
  9690. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9691. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9692. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9693. break;
  9694. }
  9695. }
  9696. if( sd )
  9697. {
  9698. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9699. break;
  9700. else
  9701. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9702. }
  9703. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9704. break;
  9705. if(md) {
  9706. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9707. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9708. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9709. }
  9710. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9711. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  9712. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  9713. if (ud->walktimer != INVALID_TIMER)
  9714. unit_stop_walking(src,1);
  9715. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9716. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  9717. if (sd) { //Cooldown application
  9718. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  9719. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9720. }
  9721. if( battle_config.display_status_timers && sd )
  9722. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9723. // if( sd )
  9724. // {
  9725. // switch( ud->skill_id )
  9726. // {
  9727. // case ????:
  9728. // sd->canequip_tick = tick + ????;
  9729. // break;
  9730. // }
  9731. // }
  9732. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9733. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9734. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9735. map_freeblock_lock();
  9736. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  9737. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  9738. sd->skillitem = sd->skillitemlv = 0;
  9739. if (ud->skilltimer == INVALID_TIMER) {
  9740. if (md) md->skill_idx = -1;
  9741. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  9742. ud->skill_lv = ud->skillx = ud->skilly = 0;
  9743. }
  9744. map_freeblock_unlock();
  9745. return 1;
  9746. } while(0);
  9747. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9748. ud->canact_tick = tick;
  9749. ud->skill_id = ud->skill_lv = 0;
  9750. if(sd)
  9751. sd->skillitem = sd->skillitemlv = 0;
  9752. else if(md)
  9753. md->skill_idx = -1;
  9754. return 0;
  9755. }
  9756. /* skill count without self */
  9757. static int skill_count_wos(struct block_list *bl,va_list ap) {
  9758. struct block_list* src = va_arg(ap, struct block_list*);
  9759. if( src->id != bl->id ) {
  9760. return 1;
  9761. }
  9762. return 0;
  9763. }
  9764. /*==========================================
  9765. *
  9766. *------------------------------------------*/
  9767. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  9768. {
  9769. struct map_session_data* sd;
  9770. struct status_change* sc;
  9771. struct status_change_entry *sce;
  9772. struct skill_unit_group* sg;
  9773. enum sc_type type;
  9774. int i;
  9775. //if(skill_lv <= 0) return 0;
  9776. if(skill_id > 0 && !skill_lv) return 0; // celest
  9777. nullpo_ret(src);
  9778. if(status_isdead(src))
  9779. return 0;
  9780. sd = BL_CAST(BL_PC, src);
  9781. sc = status_get_sc(src);
  9782. type = status_skill2sc(skill_id);
  9783. sce = (sc && type != -1)?sc->data[type]:NULL;
  9784. switch (skill_id) { //Skill effect.
  9785. case WZ_METEOR:
  9786. case MO_BODYRELOCATION:
  9787. case CR_CULTIVATION:
  9788. case HW_GANBANTEIN:
  9789. case LG_EARTHDRIVE:
  9790. case SC_ESCAPE:
  9791. case RL_HAMMER_OF_GOD:
  9792. break; //Effect is displayed on respective switch case.
  9793. default:
  9794. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  9795. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9796. else
  9797. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  9798. }
  9799. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9800. skill_toggle_magicpower(src, skill_id);
  9801. switch(skill_id)
  9802. {
  9803. case PR_BENEDICTIO:
  9804. skill_area_temp[1] = src->id;
  9805. i = skill_get_splash(skill_id, skill_lv);
  9806. map_foreachinarea(skill_area_sub,
  9807. src->m, x-i, y-i, x+i, y+i, BL_PC,
  9808. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  9809. skill_castend_nodamage_id);
  9810. map_foreachinarea(skill_area_sub,
  9811. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9812. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  9813. skill_castend_damage_id);
  9814. break;
  9815. case BS_HAMMERFALL:
  9816. i = skill_get_splash(skill_id, skill_lv);
  9817. map_foreachinarea (skill_area_sub,
  9818. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9819. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  9820. skill_castend_nodamage_id);
  9821. break;
  9822. case HT_DETECTING:
  9823. i = skill_get_splash(skill_id, skill_lv);
  9824. map_foreachinarea( status_change_timer_sub,
  9825. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  9826. src,NULL,SC_SIGHT,tick);
  9827. if(battle_config.traps_setting&1)
  9828. map_foreachinarea( skill_reveal_trap,
  9829. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9830. break;
  9831. case SR_RIDEINLIGHTNING:
  9832. i = skill_get_splash(skill_id, skill_lv);
  9833. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  9834. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  9835. break;
  9836. case SA_VOLCANO:
  9837. case SA_DELUGE:
  9838. case SA_VIOLENTGALE:
  9839. { //Does not consumes if the skill is already active. [Skotlex]
  9840. struct skill_unit_group *sg;
  9841. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  9842. {
  9843. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  9844. {
  9845. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9846. return 0; // not to consume items
  9847. }
  9848. else
  9849. sg->limit = 0; //Disable it.
  9850. }
  9851. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9852. break;
  9853. }
  9854. case MG_SAFETYWALL:
  9855. case MG_FIREWALL:
  9856. case MG_THUNDERSTORM:
  9857. case AL_PNEUMA:
  9858. case WZ_ICEWALL:
  9859. case WZ_FIREPILLAR:
  9860. case WZ_QUAGMIRE:
  9861. case WZ_VERMILION:
  9862. case WZ_STORMGUST:
  9863. case WZ_HEAVENDRIVE:
  9864. case PR_SANCTUARY:
  9865. case PR_MAGNUS:
  9866. case CR_GRANDCROSS:
  9867. case NPC_GRANDDARKNESS:
  9868. case HT_SKIDTRAP:
  9869. case MA_SKIDTRAP:
  9870. case HT_LANDMINE:
  9871. case MA_LANDMINE:
  9872. case HT_ANKLESNARE:
  9873. case HT_SHOCKWAVE:
  9874. case HT_SANDMAN:
  9875. case MA_SANDMAN:
  9876. case HT_FLASHER:
  9877. case HT_FREEZINGTRAP:
  9878. case MA_FREEZINGTRAP:
  9879. case HT_BLASTMINE:
  9880. case HT_CLAYMORETRAP:
  9881. case AS_VENOMDUST:
  9882. case AM_DEMONSTRATION:
  9883. case PF_FOGWALL:
  9884. case PF_SPIDERWEB:
  9885. case HT_TALKIEBOX:
  9886. case WE_CALLPARTNER:
  9887. case WE_CALLPARENT:
  9888. case WE_CALLBABY:
  9889. case AC_SHOWER: //Ground-placed skill implementation.
  9890. case MA_SHOWER:
  9891. case SA_LANDPROTECTOR:
  9892. case BD_LULLABY:
  9893. case BD_RICHMANKIM:
  9894. case BD_ETERNALCHAOS:
  9895. case BD_DRUMBATTLEFIELD:
  9896. case BD_RINGNIBELUNGEN:
  9897. case BD_ROKISWEIL:
  9898. case BD_INTOABYSS:
  9899. case BD_SIEGFRIED:
  9900. case BA_DISSONANCE:
  9901. case BA_POEMBRAGI:
  9902. case BA_WHISTLE:
  9903. case BA_ASSASSINCROSS:
  9904. case BA_APPLEIDUN:
  9905. case DC_UGLYDANCE:
  9906. case DC_HUMMING:
  9907. case DC_DONTFORGETME:
  9908. case DC_FORTUNEKISS:
  9909. case DC_SERVICEFORYOU:
  9910. case CG_MOONLIT:
  9911. case GS_DESPERADO:
  9912. case NJ_KAENSIN:
  9913. case NJ_BAKUENRYU:
  9914. case NJ_SUITON:
  9915. case NJ_HYOUSYOURAKU:
  9916. case NJ_RAIGEKISAI:
  9917. case NJ_KAMAITACHI:
  9918. #ifdef RENEWAL
  9919. case NJ_HUUMA:
  9920. #endif
  9921. case NPC_EVILLAND:
  9922. case RA_ELECTRICSHOCKER:
  9923. case RA_CLUSTERBOMB:
  9924. case RA_MAGENTATRAP:
  9925. case RA_COBALTTRAP:
  9926. case RA_MAIZETRAP:
  9927. case RA_VERDURETRAP:
  9928. case RA_FIRINGTRAP:
  9929. case RA_ICEBOUNDTRAP:
  9930. case SC_MANHOLE:
  9931. case SC_DIMENSIONDOOR:
  9932. case SC_CHAOSPANIC:
  9933. case SC_MAELSTROM:
  9934. case SC_BLOODYLUST:
  9935. case WM_REVERBERATION:
  9936. case WM_POEMOFNETHERWORLD:
  9937. case SO_PSYCHIC_WAVE:
  9938. case SO_VACUUM_EXTREME:
  9939. case GN_WALLOFTHORN:
  9940. case GN_THORNS_TRAP:
  9941. case GN_DEMONIC_FIRE:
  9942. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  9943. case GN_FIRE_EXPANSION_TEAR_GAS:
  9944. case GN_HELLS_PLANT:
  9945. case SO_EARTHGRAVE:
  9946. case SO_DIAMONDDUST:
  9947. case SO_FIRE_INSIGNIA:
  9948. case SO_WATER_INSIGNIA:
  9949. case SO_WIND_INSIGNIA:
  9950. case SO_EARTH_INSIGNIA:
  9951. case KO_HUUMARANKA:
  9952. case KO_BAKURETSU:
  9953. case KO_ZENKAI:
  9954. case MH_LAVA_SLIDE:
  9955. case MH_VOLCANIC_ASH:
  9956. case MH_POISON_MIST:
  9957. case MH_STEINWAND:
  9958. case MH_XENO_SLASHER:
  9959. case NC_MAGMA_ERUPTION:
  9960. case RL_B_TRAP:
  9961. if (skill_id == RL_B_TRAP && sd)
  9962. sd->skill_id_old = skill_id;
  9963. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  9964. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  9965. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9966. break;
  9967. case RG_GRAFFITI: /* Graffiti [Valaris] */
  9968. skill_clear_unitgroup(src);
  9969. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  9970. flag|=1;
  9971. break;
  9972. case HP_BASILICA:
  9973. if( sc->data[SC_BASILICA] ) {
  9974. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  9975. return 0;
  9976. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  9977. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  9978. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  9979. return 0;
  9980. }
  9981. skill_clear_unitgroup(src);
  9982. if( skill_unitsetting(src,skill_id,skill_lv,x,y,0) )
  9983. sc_start4(src,src,type,100,skill_lv,0,0,src->id,skill_get_time(skill_id,skill_lv));
  9984. flag|=1;
  9985. }
  9986. break;
  9987. case CG_HERMODE:
  9988. skill_clear_unitgroup(src);
  9989. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  9990. sc_start4(src,src,SC_DANCING,100,
  9991. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  9992. flag|=1;
  9993. break;
  9994. case RG_CLEANER: // [Valaris]
  9995. i = skill_get_splash(skill_id, skill_lv);
  9996. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  9997. break;
  9998. case SO_WARMER:
  9999. flag|= 8;
  10000. case SO_CLOUD_KILL:
  10001. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10002. break;
  10003. case WZ_METEOR: {
  10004. int area = skill_get_splash(skill_id, skill_lv);
  10005. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10006. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10007. // Creates a random Cell in the Splash Area
  10008. tmpx = x - area + rnd()%(area * 2 + 1);
  10009. tmpy = y - area + rnd()%(area * 2 + 1);
  10010. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  10011. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10012. if( i > 0 )
  10013. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10014. x1 = tmpx;
  10015. y1 = tmpy;
  10016. }
  10017. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10018. }
  10019. break;
  10020. case AL_WARP:
  10021. if(sd)
  10022. {
  10023. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10024. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10025. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10026. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10027. );
  10028. }
  10029. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10030. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10031. return 0; // not to consume item.
  10032. case MO_BODYRELOCATION:
  10033. if (unit_movepos(src, x, y, 1, 1)) {
  10034. #if PACKETVER >= 20111005
  10035. clif_snap(src, src->x, src->y);
  10036. #else
  10037. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10038. #endif
  10039. if (sd)
  10040. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10041. }
  10042. break;
  10043. case NJ_SHADOWJUMP:
  10044. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  10045. unit_movepos(src, x, y, 1, 0);
  10046. clif_slide(src,x,y);
  10047. }
  10048. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10049. break;
  10050. case AM_SPHEREMINE:
  10051. case AM_CANNIBALIZE:
  10052. {
  10053. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10054. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10055. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10056. struct mob_data *md;
  10057. // Correct info, don't change any of this! [celest]
  10058. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10059. if (md) {
  10060. md->master_id = src->id;
  10061. md->special_state.ai = (enum mob_ai)ai;
  10062. if( md->deletetimer != INVALID_TIMER )
  10063. delete_timer(md->deletetimer, mob_timer_delete);
  10064. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10065. mob_spawn (md); //Now it is ready for spawning.
  10066. }
  10067. }
  10068. break;
  10069. // Slim Pitcher [Celest]
  10070. case CR_SLIMPITCHER:
  10071. if (sd) {
  10072. int i = 0, j = 0;
  10073. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10074. i = skill_lv%11 - 1;
  10075. j = pc_search_inventory(sd, require.itemid[i]);
  10076. if (j < 0 || require.itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i])
  10077. {
  10078. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10079. return 1;
  10080. }
  10081. potion_flag = 1;
  10082. potion_hp = 0;
  10083. potion_sp = 0;
  10084. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10085. potion_flag = 0;
  10086. //Apply skill bonuses
  10087. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10088. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10089. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10090. + pc_skillheal_bonus(sd, skill_id);
  10091. potion_hp = potion_hp * (100+i)/100;
  10092. potion_sp = potion_sp * (100+i)/100;
  10093. if(potion_hp > 0 || potion_sp > 0) {
  10094. i = skill_get_splash(skill_id, skill_lv);
  10095. map_foreachinarea(skill_area_sub,
  10096. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10097. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10098. skill_castend_nodamage_id);
  10099. }
  10100. } else {
  10101. int i = skill_get_itemid(skill_id, skill_lv);
  10102. struct item_data *item;
  10103. item = itemdb_search(i);
  10104. potion_flag = 1;
  10105. potion_hp = 0;
  10106. potion_sp = 0;
  10107. run_script(item->script,0,src->id,0);
  10108. potion_flag = 0;
  10109. i = skill_get_max(CR_SLIMPITCHER)*10;
  10110. potion_hp = potion_hp * (100+i)/100;
  10111. potion_sp = potion_sp * (100+i)/100;
  10112. if(potion_hp > 0 || potion_sp > 0) {
  10113. i = skill_get_splash(skill_id, skill_lv);
  10114. map_foreachinarea(skill_area_sub,
  10115. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  10116. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10117. skill_castend_nodamage_id);
  10118. }
  10119. }
  10120. break;
  10121. case HW_GANBANTEIN:
  10122. if (rnd()%100 < 80) {
  10123. int dummy = 1;
  10124. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10125. i = skill_get_splash(skill_id, skill_lv);
  10126. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10127. } else {
  10128. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10129. return 1;
  10130. }
  10131. break;
  10132. case HW_GRAVITATION:
  10133. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10134. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10135. flag|=1;
  10136. break;
  10137. // Plant Cultivation [Celest]
  10138. case CR_CULTIVATION:
  10139. if (sd) {
  10140. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  10141. {
  10142. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10143. return 1;
  10144. }
  10145. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10146. if (rnd()%100 < 50) {
  10147. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10148. } else {
  10149. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"", SZ_SMALL, AI_NONE);
  10150. int i;
  10151. if (!md) break;
  10152. if ((i = skill_get_time(skill_id, skill_lv)) > 0)
  10153. {
  10154. if( md->deletetimer != INVALID_TIMER )
  10155. delete_timer(md->deletetimer, mob_timer_delete);
  10156. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  10157. }
  10158. mob_spawn (md);
  10159. }
  10160. }
  10161. break;
  10162. case SG_SUN_WARM:
  10163. case SG_MOON_WARM:
  10164. case SG_STAR_WARM:
  10165. skill_clear_unitgroup(src);
  10166. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10167. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10168. flag|=1;
  10169. break;
  10170. case PA_GOSPEL:
  10171. if (sce && sce->val4 == BCT_SELF)
  10172. {
  10173. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10174. return 0;
  10175. }
  10176. else
  10177. {
  10178. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10179. if (!sg) break;
  10180. if (sce)
  10181. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10182. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10183. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10184. }
  10185. break;
  10186. case NJ_TATAMIGAESHI:
  10187. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10188. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10189. break;
  10190. case AM_RESURRECTHOMUN: //[orn]
  10191. if (sd)
  10192. {
  10193. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10194. {
  10195. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10196. break;
  10197. }
  10198. }
  10199. break;
  10200. case RK_WINDCUTTER:
  10201. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10202. case NC_COLDSLOWER:
  10203. case NC_ARMSCANNON:
  10204. case RK_DRAGONBREATH:
  10205. case RK_DRAGONBREATH_WATER:
  10206. i = skill_get_splash(skill_id,skill_lv);
  10207. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10208. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10209. break;
  10210. case SO_ARRULLO:
  10211. i = skill_get_splash(skill_id,skill_lv);
  10212. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10213. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10214. break;
  10215. /**
  10216. * Guilotine Cross
  10217. **/
  10218. case GC_POISONSMOKE:
  10219. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10220. if( sd )
  10221. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10222. return 0;
  10223. }
  10224. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10225. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10226. break;
  10227. /**
  10228. * Arch Bishop
  10229. **/
  10230. case AB_EPICLESIS:
  10231. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10232. i = sg->unit->range;
  10233. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10234. }
  10235. break;
  10236. /**
  10237. * Warlock
  10238. **/
  10239. case WL_COMET:
  10240. if( sc ) {
  10241. sc->comet_x = x;
  10242. sc->comet_y = y;
  10243. }
  10244. i = skill_get_splash(skill_id,skill_lv);
  10245. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10246. break;
  10247. case WL_EARTHSTRAIN:
  10248. {
  10249. int i, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10250. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10251. for( i = 1; i <= wave; i++ )
  10252. {
  10253. switch( dir ){
  10254. case 0: case 1: case 7: sy = y + i; break;
  10255. case 3: case 4: case 5: sy = y - i; break;
  10256. case 2: sx = x - i; break;
  10257. case 6: sx = x + i; break;
  10258. }
  10259. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10260. }
  10261. }
  10262. break;
  10263. /**
  10264. * Ranger
  10265. **/
  10266. case RA_DETONATOR:
  10267. i = skill_get_splash(skill_id, skill_lv);
  10268. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10269. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10270. break;
  10271. /**
  10272. * Mechanic
  10273. **/
  10274. case NC_NEUTRALBARRIER:
  10275. case NC_STEALTHFIELD:
  10276. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10277. skill_clear_unitgroup(src);
  10278. return 0;
  10279. }
  10280. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10281. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10282. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10283. if( sd ) pc_overheat(sd,1);
  10284. }
  10285. break;
  10286. case NC_SILVERSNIPER:
  10287. {
  10288. int class_ = MOBID_SILVERSNIPER;
  10289. struct mob_data *md;
  10290. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
  10291. if( md ) {
  10292. md->master_id = src->id;
  10293. md->special_state.ai = AI_FAW;
  10294. if( md->deletetimer != INVALID_TIMER )
  10295. delete_timer(md->deletetimer, mob_timer_delete);
  10296. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10297. mob_spawn(md);
  10298. }
  10299. }
  10300. break;
  10301. case NC_MAGICDECOY:
  10302. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10303. break;
  10304. case SC_FEINTBOMB:
  10305. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10306. skill_blown(src,src,3*skill_lv,unit_getdir(src),0);
  10307. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10308. break;
  10309. case SC_ESCAPE:
  10310. clif_skill_nodamage(src,src,skill_id,-1,1);
  10311. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10312. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10313. break;
  10314. case LG_OVERBRAND: {
  10315. int dir = map_calc_dir(src,x,y);
  10316. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,x,y,dir);
  10317. for( i = 0; i < layout->count; i++ )
  10318. map_foreachincell(skill_area_sub,src->m,src->x+layout->dx[i],src->y+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10319. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,0,0,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10320. }
  10321. break;
  10322. case LG_BANDING:
  10323. if( sc && sc->data[SC_BANDING] )
  10324. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10325. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10326. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10327. if( sd ) pc_banding(sd,skill_lv);
  10328. }
  10329. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10330. break;
  10331. case LG_RAYOFGENESIS:
  10332. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10333. i = skill_get_splash(skill_id,skill_lv);
  10334. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10335. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10336. } else if( sd )
  10337. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10338. break;
  10339. case WM_DOMINION_IMPULSE:
  10340. i = skill_get_splash(skill_id, skill_lv);
  10341. map_foreachinarea( skill_ative_reverberation,
  10342. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10343. break;
  10344. case WM_GREAT_ECHO:
  10345. flag|=1; // Should counsume 1 item per skill usage.
  10346. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  10347. break;
  10348. case WM_SEVERE_RAINSTORM:
  10349. flag |= 1;
  10350. if (sd)
  10351. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10352. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10353. break;
  10354. case GN_CRAZYWEED: {
  10355. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10356. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10357. int x1 = x - area + rnd()%(area * 2 + 1);
  10358. int y1 = y - area + rnd()%(area * 2 + 1);
  10359. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10360. }
  10361. }
  10362. break;
  10363. case GN_FIRE_EXPANSION: {
  10364. int i;
  10365. struct unit_data *ud = unit_bl2ud(src);
  10366. if( !ud ) break;
  10367. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  10368. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  10369. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  10370. switch( skill_lv ) {
  10371. case 3:
  10372. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  10373. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  10374. break;
  10375. case 4:
  10376. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  10377. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  10378. break;
  10379. case 5: {
  10380. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10381. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10382. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10383. map_foreachinarea(skill_area_sub, src->m,
  10384. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  10385. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  10386. src, CR_ACIDDEMONSTRATION, acid_lv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  10387. skill_delunit(ud->skillunit[i]->unit);
  10388. }
  10389. break;
  10390. default:
  10391. ud->skillunit[i]->unit->val2 = skill_lv;
  10392. ud->skillunit[i]->unit->group->val2 = skill_lv;
  10393. break;
  10394. }
  10395. }
  10396. }
  10397. }
  10398. break;
  10399. case SO_FIREWALK:
  10400. case SO_ELECTRICWALK:
  10401. if( sc && sc->data[type] )
  10402. status_change_end(src,type,INVALID_TIMER);
  10403. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10404. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10405. break;
  10406. case KO_MAKIBISHI:
  10407. for( i = 0; i < (skill_lv+2); i++ ) {
  10408. x = src->x - 1 + rnd()%3;
  10409. y = src->y - 1 + rnd()%3;
  10410. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10411. }
  10412. break;
  10413. case KO_MUCHANAGE: {
  10414. struct status_data *sstatus;
  10415. int rate = 0;
  10416. sstatus = status_get_status_data(src);
  10417. i = skill_get_splash(skill_id,skill_lv);
  10418. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10419. if( rate < 0 )
  10420. rate = 0;
  10421. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  10422. if( rnd()%100 < rate )
  10423. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10424. }
  10425. break;
  10426. case RL_FALLEN_ANGEL:
  10427. if (unit_movepos(src,x,y,1,1)) {
  10428. enum e_skill skill_use = GS_DESPERADO;
  10429. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10430. clif_slide(src,x,y);
  10431. if (skill_check_condition_castend(sd,skill_use,skill_use_lv)) {
  10432. sd->skill_id_old = RL_FALLEN_ANGEL;
  10433. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10434. battle_consume_ammo(sd,skill_use,skill_use_lv);
  10435. }
  10436. sd->skill_id_old = 0;
  10437. }
  10438. else if (sd)
  10439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10440. break;
  10441. case RL_HAMMER_OF_GOD:
  10442. if (sd && &sd->c_marker) {
  10443. i = skill_get_splash(skill_id, skill_lv);
  10444. //Get how many target around the clicked area
  10445. if (map_foreachinarea(skill_check_target_c_marker, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src)) {
  10446. skill_area_temp[1] = 0;
  10447. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10448. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2, skill_castend_damage_id);
  10449. }
  10450. else
  10451. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick+500);
  10452. }
  10453. break;
  10454. case RL_FIRE_RAIN: {
  10455. int i, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  10456. int sx = x = src->x, sy = y = src->y;
  10457. for (i = 1; i <= wave; i++) {
  10458. switch (dir) {
  10459. case 0: sy = y + i; break;
  10460. case 1: sy = y + i; sx = x - i; break;
  10461. case 2: sx = x - i; break;
  10462. case 3: sx = x - i; sy = y - i; break;
  10463. case 4: sy = y - i; break;
  10464. case 5: sx = x + i; sy = y - i; break;
  10465. case 6: sx = x + i; break;
  10466. case 7: sy = y + i; sx = x + i; break;
  10467. }
  10468. skill_addtimerskill(src,gettick() + (140 * i),0,sx,sy,skill_id,skill_lv,dir,flag);
  10469. }
  10470. }
  10471. break;
  10472. default:
  10473. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10474. return 1;
  10475. }
  10476. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10477. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10478. if( sd )
  10479. {// ensure that the skill last-cast tick is recorded
  10480. sd->canskill_tick = gettick();
  10481. if( sd->state.arrow_atk && !(flag&1) )
  10482. {// consume arrow if this is a ground skill
  10483. battle_consume_ammo(sd, skill_id, skill_lv);
  10484. }
  10485. // perform skill requirement consumption
  10486. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10487. }
  10488. return 0;
  10489. }
  10490. /*==========================================
  10491. *
  10492. *------------------------------------------*/
  10493. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *map)
  10494. {
  10495. nullpo_ret(sd);
  10496. //Simplify skill_failed code.
  10497. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10498. if(skill_id != sd->menuskill_id)
  10499. return 0;
  10500. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10501. skill_failed(sd);
  10502. return 0;
  10503. }
  10504. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10505. skill_failed(sd);
  10506. return 0;
  10507. }
  10508. //TODO move that list into a new SCS ? SCS_NOCAST ??
  10509. if(sd->sc.count && (
  10510. sd->sc.data[SC_SILENCE] ||
  10511. sd->sc.data[SC_ROKISWEIL] ||
  10512. sd->sc.data[SC_AUTOCOUNTER] ||
  10513. sd->sc.data[SC_STEELBODY] ||
  10514. (sd->sc.data[SC_DANCING] && skill_id < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  10515. sd->sc.data[SC_BERSERK] ||
  10516. sd->sc.data[SC_BASILICA] ||
  10517. sd->sc.data[SC_MARIONETTE] ||
  10518. sd->sc.data[SC_WHITEIMPRISON] ||
  10519. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_id)) ||
  10520. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_id)) ||
  10521. sd->sc.data[SC_OBLIVIONCURSE] ||
  10522. sd->sc.data[SC__MANHOLE]
  10523. )) {
  10524. skill_failed(sd);
  10525. return 0;
  10526. }
  10527. pc_stop_attack(sd);
  10528. pc_stop_walking(sd,0);
  10529. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10530. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,map);
  10531. if(strcmp(map,"cancel")==0) {
  10532. skill_failed(sd);
  10533. return 0;
  10534. }
  10535. switch(skill_id)
  10536. {
  10537. case AL_TELEPORT:
  10538. case ALL_ODINS_RECALL:
  10539. if(strcmp(map,"Random")==0)
  10540. pc_randomwarp(sd,CLR_TELEPORT);
  10541. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10542. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10543. break;
  10544. case AL_WARP:
  10545. {
  10546. const struct point *p[4];
  10547. struct skill_unit_group *group;
  10548. int i, lv, wx, wy;
  10549. int maxcount=0;
  10550. int x,y;
  10551. unsigned short mapindex;
  10552. mapindex = mapindex_name2id((char*)map);
  10553. if(!mapindex) { //Given map not found?
  10554. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10555. skill_failed(sd);
  10556. return 0;
  10557. }
  10558. p[0] = &sd->status.save_point;
  10559. p[1] = &sd->status.memo_point[0];
  10560. p[2] = &sd->status.memo_point[1];
  10561. p[3] = &sd->status.memo_point[2];
  10562. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10563. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10564. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10565. maxcount--;
  10566. }
  10567. if(!maxcount) {
  10568. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10569. skill_failed(sd);
  10570. return 0;
  10571. }
  10572. }
  10573. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10574. wx = sd->menuskill_val>>16;
  10575. wy = sd->menuskill_val&0xffff;
  10576. if( lv <= 0 ) return 0;
  10577. if( lv > 4 ) lv = 4; // crash prevention
  10578. // check if the chosen map exists in the memo list
  10579. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10580. if( i < lv ) {
  10581. x=p[i]->x;
  10582. y=p[i]->y;
  10583. } else {
  10584. skill_failed(sd);
  10585. return 0;
  10586. }
  10587. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10588. { // This checks versus skill_id/skill_lv...
  10589. skill_failed(sd);
  10590. return 0;
  10591. }
  10592. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10593. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10594. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10595. skill_failed(sd);
  10596. return 0;
  10597. }
  10598. group->val1 = (group->val1<<16)|(short)0;
  10599. // record the destination coordinates
  10600. group->val2 = (x<<16)|y;
  10601. group->val3 = mapindex;
  10602. }
  10603. break;
  10604. }
  10605. sd->menuskill_id = sd->menuskill_val = 0;
  10606. return 0;
  10607. #undef skill_failed
  10608. }
  10609. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10610. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10611. {
  10612. struct skill_unit* target = (struct skill_unit*)bl;
  10613. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10614. int flag = va_arg(ap, int);
  10615. if (src == target)
  10616. return 0;
  10617. if (!target->group || !(target->group->state.song_dance&0x1))
  10618. return 0;
  10619. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10620. return 0;
  10621. if (flag) //Set dissonance
  10622. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10623. else //Remove dissonance
  10624. target->val2 &= ~UF_ENSEMBLE;
  10625. clif_skill_setunit(target); //Update look of affected cell.
  10626. return 1;
  10627. }
  10628. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10629. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10630. //When 1, this unit has been positioned, so start the cancel effect.
  10631. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10632. {
  10633. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10634. return 0;
  10635. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10636. return 0; //Nothing to remove, this unit is not overlapped.
  10637. if (unit->val1 != unit->group->skill_id)
  10638. { //Reset state
  10639. unit->val1 = unit->group->skill_id;
  10640. unit->val2 &= ~UF_ENSEMBLE;
  10641. }
  10642. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10643. }
  10644. /*==========================================
  10645. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10646. * Flag: 0 - Convert, 1 - Revert.
  10647. * TODO: This should be completely removed later and rewritten
  10648. * The entire execution of the overlapping songs instances is dirty and hacked together
  10649. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10650. *------------------------------------------*/
  10651. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10652. {
  10653. static int prevflag = 1; // by default the backup is empty
  10654. static struct skill_unit_group backup;
  10655. struct skill_unit_group* group = unit->group;
  10656. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  10657. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  10658. return false;
  10659. if( flag == prevflag )
  10660. {// protection against attempts to read an empty backup / write to a full backup
  10661. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10662. flag ? "read an empty backup" : "write to a full backup",
  10663. group->skill_id, group->skill_lv, group->src_id);
  10664. return false;
  10665. }
  10666. prevflag = flag;
  10667. if( !flag )
  10668. { //Transform
  10669. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10670. // backup
  10671. backup.skill_id = group->skill_id;
  10672. backup.skill_lv = group->skill_lv;
  10673. backup.unit_id = group->unit_id;
  10674. backup.target_flag = group->target_flag;
  10675. backup.bl_flag = group->bl_flag;
  10676. backup.interval = group->interval;
  10677. // replace
  10678. group->skill_id = skill_id;
  10679. group->skill_lv = 1;
  10680. group->unit_id = skill_get_unit_id(skill_id,0);
  10681. group->target_flag = skill_get_unit_target(skill_id);
  10682. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10683. group->interval = skill_get_unit_interval(skill_id);
  10684. }
  10685. else
  10686. { //Restore
  10687. group->skill_id = backup.skill_id;
  10688. group->skill_lv = backup.skill_lv;
  10689. group->unit_id = backup.unit_id;
  10690. group->target_flag = backup.target_flag;
  10691. group->bl_flag = backup.bl_flag;
  10692. group->interval = backup.interval;
  10693. }
  10694. return true;
  10695. }
  10696. /**
  10697. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  10698. **/
  10699. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  10700. struct block_list *target = NULL;
  10701. struct mob_data *md = ((TBL_MOB*)bl);
  10702. nullpo_ret(bl);
  10703. nullpo_ret(md);
  10704. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  10705. return 0;
  10706. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  10707. return 0;
  10708. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  10709. mob_unlocktarget(md,gettick());
  10710. mob_stop_walking(md,1);
  10711. }
  10712. return 0;
  10713. }
  10714. /*==========================================
  10715. * Initializes and sets a ground skill.
  10716. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10717. *------------------------------------------*/
  10718. struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  10719. {
  10720. struct skill_unit_group *group;
  10721. int i,limit,val1=0,val2=0,val3=0;
  10722. int target,interval,range,unit_flag,req_item=0;
  10723. struct s_skill_unit_layout *layout;
  10724. struct map_session_data *sd;
  10725. struct status_data *status;
  10726. struct status_change *sc;
  10727. int active_flag=1;
  10728. int subunt=0;
  10729. nullpo_retr(NULL, src);
  10730. limit = skill_get_time(skill_id,skill_lv);
  10731. range = skill_get_unit_range(skill_id,skill_lv);
  10732. interval = skill_get_unit_interval(skill_id);
  10733. target = skill_get_unit_target(skill_id);
  10734. unit_flag = skill_get_unit_flag(skill_id);
  10735. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  10736. sd = BL_CAST(BL_PC, src);
  10737. status = status_get_status_data(src);
  10738. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  10739. switch( skill_id ) {
  10740. case MH_STEINWAND:
  10741. val2 = 4 + skill_lv;
  10742. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  10743. break;
  10744. case MG_SAFETYWALL:
  10745. #ifdef RENEWAL
  10746. val2 = status_get_max_hp(src) * 3;
  10747. #else
  10748. val2 = skill_lv+1;
  10749. #endif
  10750. break;
  10751. case MG_FIREWALL:
  10752. if(sc && sc->data[SC_VIOLENTGALE])
  10753. limit = limit*3/2;
  10754. val2=4+skill_lv;
  10755. break;
  10756. case AL_WARP:
  10757. val1=skill_lv+6;
  10758. if(!(flag&1))
  10759. limit=2000;
  10760. else // previous implementation (not used anymore)
  10761. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  10762. if( src->type != BL_SKILL ) return NULL;
  10763. group = ((TBL_SKILL*)src)->group;
  10764. src = map_id2bl(group->src_id);
  10765. if( !src ) return NULL;
  10766. val2 = group->val2; //Copy the (x,y) position you warp to
  10767. val3 = group->val3; //as well as the mapindex to warp to.
  10768. }
  10769. break;
  10770. case HP_BASILICA:
  10771. val1 = src->id; // Store caster id.
  10772. break;
  10773. case PR_SANCTUARY:
  10774. case NPC_EVILLAND:
  10775. val1=(skill_lv+3)*2;
  10776. break;
  10777. case WZ_FIREPILLAR:
  10778. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10779. return NULL;
  10780. if((flag&1)!=0)
  10781. limit=1000;
  10782. val1=skill_lv+2;
  10783. break;
  10784. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  10785. case AM_DEMONSTRATION:
  10786. case GN_HELLS_PLANT:
  10787. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10788. return NULL;
  10789. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  10790. && (src->type&battle_config.vs_traps_bctall))
  10791. target = BCT_ALL;
  10792. break;
  10793. case HT_ANKLESNARE:
  10794. if( flag&2 ) val3 = SC_ESCAPE;
  10795. case HT_SHOCKWAVE:
  10796. val1=skill_lv*15+10;
  10797. case HT_SANDMAN:
  10798. case MA_SANDMAN:
  10799. case HT_CLAYMORETRAP:
  10800. case HT_SKIDTRAP:
  10801. case MA_SKIDTRAP:
  10802. case HT_LANDMINE:
  10803. case MA_LANDMINE:
  10804. case HT_FLASHER:
  10805. case HT_FREEZINGTRAP:
  10806. case MA_FREEZINGTRAP:
  10807. case HT_BLASTMINE:
  10808. /**
  10809. * Ranger
  10810. **/
  10811. case RA_ELECTRICSHOCKER:
  10812. case RA_CLUSTERBOMB:
  10813. case RA_MAGENTATRAP:
  10814. case RA_COBALTTRAP:
  10815. case RA_MAIZETRAP:
  10816. case RA_VERDURETRAP:
  10817. case RA_FIRINGTRAP:
  10818. case RA_ICEBOUNDTRAP:
  10819. /**
  10820. * Rebellion
  10821. **/
  10822. case RL_B_TRAP:
  10823. {
  10824. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  10825. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  10826. if( req.itemid[i] )
  10827. req_item = req.itemid[i];
  10828. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  10829. limit *= 4; // longer trap times in WOE [celest]
  10830. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  10831. target = BCT_ALL;
  10832. }
  10833. break;
  10834. case SA_LANDPROTECTOR:
  10835. case SA_VOLCANO:
  10836. case SA_DELUGE:
  10837. case SA_VIOLENTGALE:
  10838. {
  10839. struct skill_unit_group *old_sg;
  10840. if ((old_sg = skill_locate_element_field(src)) != NULL)
  10841. { //HelloKitty confirmed that these are interchangeable,
  10842. //so you can change element and not consume gemstones.
  10843. if ((
  10844. old_sg->skill_id == SA_VOLCANO ||
  10845. old_sg->skill_id == SA_DELUGE ||
  10846. old_sg->skill_id == SA_VIOLENTGALE
  10847. ) && old_sg->limit > 0)
  10848. { //Use the previous limit (minus the elapsed time) [Skotlex]
  10849. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  10850. if (limit < 0) //This can happen...
  10851. limit = skill_get_time(skill_id,skill_lv);
  10852. }
  10853. skill_clear_group(src,1);
  10854. }
  10855. break;
  10856. }
  10857. case BA_WHISTLE:
  10858. val1 = skill_lv +status->agi/10; // Flee increase
  10859. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  10860. if(sd){
  10861. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10862. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  10863. }
  10864. break;
  10865. case DC_HUMMING:
  10866. val1 = 2*skill_lv+status->dex/10; // Hit increase
  10867. #ifdef RENEWAL
  10868. val1 *= 2;
  10869. #endif
  10870. if(sd)
  10871. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10872. break;
  10873. case BA_POEMBRAGI:
  10874. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  10875. //For some reason at level 10 the base delay reduction is 50%.
  10876. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  10877. if(sd){
  10878. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  10879. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  10880. }
  10881. break;
  10882. case DC_DONTFORGETME:
  10883. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  10884. val2 = 20 * skill_lv + status->agi; // Movement speed adjustment.
  10885. if(sd){
  10886. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10887. val2 += 10 * ((pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2);
  10888. }
  10889. break;
  10890. case DC_SERVICEFORYOU:
  10891. //val1: MaxSP percent increase
  10892. val1 = 15+skill_lv+(status->int_/10); //Bonus rate by Dancer's INT
  10893. //val2: SP cost reduction
  10894. val2 = 20+3*skill_lv;
  10895. if(sd) val2 += (pc_checkskill(sd,DC_DANCINGLESSON)+1)/2; //Bonus rate by DC_DANCINGLESSON
  10896. val2 += status->int_/10; //Bonus rate by Dancer's INT
  10897. break;
  10898. case BA_ASSASSINCROSS:
  10899. val1 = 100+(10*skill_lv)+status->agi; // ASPD increase
  10900. if(sd)
  10901. val1 += 10*((pc_checkskill(sd,BA_MUSICALLESSON)+1)/2); //aspd +1% per 2lvl
  10902. break;
  10903. case DC_FORTUNEKISS:
  10904. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  10905. if(sd)
  10906. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  10907. val1*=10; //Because every 10 crit is an actual cri point.
  10908. break;
  10909. case BD_DRUMBATTLEFIELD:
  10910. #ifdef RENEWAL
  10911. val1 = (skill_lv+5)*25; //Watk increase
  10912. val2 = skill_lv*10; //Def increase
  10913. #else
  10914. val1 = (skill_lv+1)*25; //Watk increase
  10915. val2 = (skill_lv+1)*2; //Def increase
  10916. #endif
  10917. break;
  10918. case BD_RINGNIBELUNGEN:
  10919. val1 = (skill_lv+2)*25; //Watk increase
  10920. break;
  10921. case BD_RICHMANKIM:
  10922. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  10923. break;
  10924. case BD_SIEGFRIED:
  10925. val1 = 55 + skill_lv*5; //Elemental Resistance
  10926. val2 = skill_lv*10; //Status ailment resistance
  10927. break;
  10928. case WE_CALLPARTNER:
  10929. if (sd) val1 = sd->status.partner_id;
  10930. break;
  10931. case WE_CALLPARENT:
  10932. if (sd) {
  10933. val1 = sd->status.father;
  10934. val2 = sd->status.mother;
  10935. }
  10936. break;
  10937. case WE_CALLBABY:
  10938. if (sd) val1 = sd->status.child;
  10939. break;
  10940. case NJ_KAENSIN:
  10941. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  10942. val2 = (skill_lv+1)/2 + 4;
  10943. break;
  10944. case NJ_SUITON:
  10945. skill_clear_group(src, 1);
  10946. break;
  10947. case GS_GROUNDDRIFT:
  10948. {
  10949. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  10950. val1 = status->rhw.ele;
  10951. if (!val1)
  10952. val1=element[rnd()%5];
  10953. switch (val1)
  10954. {
  10955. case ELE_FIRE:
  10956. subunt++;
  10957. case ELE_WATER:
  10958. subunt++;
  10959. case ELE_POISON:
  10960. subunt++;
  10961. case ELE_DARK:
  10962. subunt++;
  10963. case ELE_WIND:
  10964. break;
  10965. default:
  10966. subunt=rnd()%5;
  10967. break;
  10968. }
  10969. break;
  10970. }
  10971. case GC_POISONSMOKE:
  10972. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  10973. return NULL;
  10974. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  10975. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  10976. limit = 4000 + 2000 * skill_lv;
  10977. break;
  10978. case GD_LEADERSHIP:
  10979. case GD_GLORYWOUNDS:
  10980. case GD_SOULCOLD:
  10981. case GD_HAWKEYES:
  10982. limit = 1000000;//it doesn't matter
  10983. break;
  10984. case LG_BANDING:
  10985. limit = -1;
  10986. break;
  10987. case WM_REVERBERATION:
  10988. interval = limit;
  10989. val2 = 1;
  10990. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  10991. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  10992. target = BCT_ALL;
  10993. case WM_SEVERE_RAINSTORM:
  10994. case SO_WATER_INSIGNIA:
  10995. case SO_FIRE_INSIGNIA:
  10996. case SO_WIND_INSIGNIA:
  10997. case SO_EARTH_INSIGNIA:
  10998. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  10999. return NULL;
  11000. break;
  11001. case SO_CLOUD_KILL:
  11002. skill_clear_group(src, 4);
  11003. break;
  11004. case SO_WARMER:
  11005. skill_clear_group(src, 8);
  11006. break;
  11007. case GN_WALLOFTHORN:
  11008. if( flag&1 )
  11009. limit = 3000;
  11010. val3 = (x<<16)|y;
  11011. break;
  11012. case KO_ZENKAI:
  11013. if( sd ){
  11014. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11015. if( i < 5 ){
  11016. val1 = sd->talisman[i]; // no. of aura
  11017. val2 = i; // aura type
  11018. limit += val1 * 1000;
  11019. subunt = i - 1;
  11020. pc_del_talisman(sd, sd->talisman[i], i);
  11021. }
  11022. }
  11023. break;
  11024. }
  11025. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval));
  11026. group->val1=val1;
  11027. group->val2=val2;
  11028. group->val3=val3;
  11029. group->target_flag=target;
  11030. group->bl_flag= skill_get_unit_bl_target(skill_id);
  11031. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11032. 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
  11033. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11034. group->item_id = req_item;
  11035. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11036. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11037. active_flag = 0;
  11038. if(skill_id==HT_TALKIEBOX || skill_id==RG_GRAFFITI){
  11039. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11040. if (sd)
  11041. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11042. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11043. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11044. }
  11045. if (group->state.song_dance) {
  11046. if(sd){
  11047. sd->skill_id_dance = skill_id;
  11048. sd->skill_lv_dance = skill_lv;
  11049. }
  11050. if (
  11051. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv,
  11052. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11053. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11054. )
  11055. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11056. }
  11057. limit = group->limit;
  11058. for( i = 0; i < layout->count; i++ )
  11059. {
  11060. struct skill_unit *unit;
  11061. int ux = x + layout->dx[i];
  11062. int uy = y + layout->dy[i];
  11063. int val1 = skill_lv;
  11064. int val2 = 0;
  11065. int alive = 1;
  11066. // are the coordinates out of range?
  11067. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11068. continue;
  11069. }
  11070. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11071. continue; // don't place skill units on walls (except for songs/dances/encores)
  11072. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11073. continue; // no path between cell and center of casting.
  11074. switch( skill_id )
  11075. {
  11076. case MG_FIREWALL:
  11077. case NJ_KAENSIN:
  11078. val2=group->val2;
  11079. break;
  11080. case WZ_ICEWALL:
  11081. val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11082. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11083. break;
  11084. case HT_LANDMINE:
  11085. case MA_LANDMINE:
  11086. case HT_ANKLESNARE:
  11087. case HT_SHOCKWAVE:
  11088. case HT_SANDMAN:
  11089. case MA_SANDMAN:
  11090. case HT_FLASHER:
  11091. case HT_FREEZINGTRAP:
  11092. case MA_FREEZINGTRAP:
  11093. case HT_TALKIEBOX:
  11094. case HT_SKIDTRAP:
  11095. case MA_SKIDTRAP:
  11096. case HT_CLAYMORETRAP:
  11097. case HT_BLASTMINE:
  11098. case RA_ELECTRICSHOCKER:
  11099. case RA_CLUSTERBOMB:
  11100. case RA_MAGENTATRAP:
  11101. case RA_COBALTTRAP:
  11102. case RA_MAIZETRAP:
  11103. case RA_VERDURETRAP:
  11104. case RA_FIRINGTRAP:
  11105. case RA_ICEBOUNDTRAP:
  11106. case RL_B_TRAP:
  11107. val1 = 3500;
  11108. break;
  11109. case GS_DESPERADO:
  11110. val1 = abs(layout->dx[i]);
  11111. val2 = abs(layout->dy[i]);
  11112. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11113. if (val2 > val1) val1 = val2;
  11114. if (val1) val1--;
  11115. val1 = 36 -12*val1;
  11116. } else //Diagonal edges
  11117. val1 = 28 -4*val1 -4*val2;
  11118. if (val1 < 1) val1 = 1;
  11119. val2 = 0;
  11120. break;
  11121. case WM_REVERBERATION:
  11122. val1 = 1 + skill_lv;
  11123. break;
  11124. case GN_WALLOFTHORN:
  11125. val1 = 2000 + 2000 * skill_lv;
  11126. val2 = 20;
  11127. break;
  11128. default:
  11129. if (group->state.song_dance&0x1)
  11130. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11131. break;
  11132. }
  11133. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11134. val2 |= UF_RANGEDSINGLEUNIT; // center.
  11135. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11136. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11137. if( range <= 0 )
  11138. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11139. if( !alive )
  11140. continue;
  11141. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  11142. unit->limit=limit;
  11143. unit->range=range;
  11144. if (skill_id == PF_FOGWALL && alive == 2)
  11145. { //Double duration of cells on top of Deluge/Suiton
  11146. unit->limit *= 2;
  11147. group->limit = unit->limit;
  11148. }
  11149. // execute on all targets standing on this cell
  11150. if (range==0 && active_flag)
  11151. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11152. }
  11153. if (!group->alive_count)
  11154. { //No cells? Something that was blocked completely by Land Protector?
  11155. skill_delunitgroup(group);
  11156. return NULL;
  11157. }
  11158. //success, unit created.
  11159. switch( skill_id ) {
  11160. case WZ_ICEWALL:
  11161. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  11162. break;
  11163. case NJ_TATAMIGAESHI: //Store number of tiles.
  11164. group->val1 = group->alive_count;
  11165. break;
  11166. }
  11167. return group;
  11168. }
  11169. /*==========================================
  11170. *
  11171. *------------------------------------------*/
  11172. void ext_skill_unit_onplace(struct skill_unit *src, struct block_list *bl, unsigned int tick){skill_unit_onplace(src, bl, tick);}
  11173. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11174. {
  11175. struct skill_unit_group *sg;
  11176. struct block_list *ss;
  11177. struct status_change *sc;
  11178. struct status_change_entry *sce;
  11179. enum sc_type type;
  11180. uint16 skill_id;
  11181. nullpo_ret(src);
  11182. nullpo_ret(bl);
  11183. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  11184. return 0;
  11185. nullpo_ret(sg=src->group);
  11186. nullpo_ret(ss=map_id2bl(sg->src_id));
  11187. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11188. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11189. return 0; //AoE skills are ineffective. [Skotlex]
  11190. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11191. return 0; //Songs don't work in Basilica
  11192. sc = status_get_sc(bl);
  11193. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN)
  11194. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11195. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11196. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11197. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11198. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11199. type = status_skill2sc(sg->skill_id);
  11200. sce = (sc && type != -1)?sc->data[type]:NULL;
  11201. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11202. switch (sg->unit_id) {
  11203. case UNT_SPIDERWEB:
  11204. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11205. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11206. sc->data[SC_SPIDERWEB]->val2++;
  11207. break;
  11208. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  11209. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11210. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
  11211. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11212. if( td )
  11213. sec = DIFF_TICK(td->tick, tick);
  11214. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  11215. clif_fixpos(bl);
  11216. sg->val2 = bl->id;
  11217. }
  11218. else
  11219. sec = 3000; //Couldn't trap it?
  11220. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11221. }
  11222. break;
  11223. case UNT_SAFETYWALL:
  11224. if (!sce)
  11225. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11226. break;
  11227. case UNT_BLOODYLUST:
  11228. if (sg->src_id == bl->id)
  11229. break; //Does not affect the caster.
  11230. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11231. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11232. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11233. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11234. break;
  11235. case UNT_PNEUMA:
  11236. case UNT_CHAOSPANIC:
  11237. if (!sce)
  11238. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11239. break;
  11240. case UNT_WARP_WAITING: {
  11241. int working = sg->val1&0xffff;
  11242. if(bl->type==BL_PC && !working){
  11243. struct map_session_data *sd = (struct map_session_data *)bl;
  11244. if((!sd->chatID || battle_config.chat_warpportal)
  11245. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  11246. {
  11247. int x = sg->val2>>16;
  11248. int y = sg->val2&0xffff;
  11249. int count = sg->val1>>16;
  11250. unsigned short m = sg->val3;
  11251. if( --count <= 0 )
  11252. skill_delunitgroup(sg);
  11253. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11254. working = 1;/* we break it because officials break it, lovely stuff. */
  11255. sg->val1 = (count<<16)|working;
  11256. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11257. }
  11258. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11259. int16 m = map_mapindex2mapid(sg->val3);
  11260. if (m < 0) break; //Map not available on this map-server.
  11261. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11262. }
  11263. }
  11264. break;
  11265. case UNT_QUAGMIRE:
  11266. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  11267. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11268. break;
  11269. case UNT_VOLCANO:
  11270. case UNT_DELUGE:
  11271. case UNT_VIOLENTGALE:
  11272. if(!sce)
  11273. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11274. break;
  11275. case UNT_SUITON:
  11276. if(!sce)
  11277. sc_start4(ss, bl,type,100,sg->skill_lv,
  11278. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11279. 0,0,sg->limit);
  11280. break;
  11281. case UNT_HERMODE:
  11282. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11283. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11284. case UNT_RICHMANKIM:
  11285. case UNT_ETERNALCHAOS:
  11286. case UNT_DRUMBATTLEFIELD:
  11287. case UNT_RINGNIBELUNGEN:
  11288. case UNT_ROKISWEIL:
  11289. case UNT_INTOABYSS:
  11290. case UNT_SIEGFRIED:
  11291. //Needed to check when a dancer/bard leaves their ensemble area.
  11292. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11293. return skill_id;
  11294. if (!sce)
  11295. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11296. break;
  11297. case UNT_WHISTLE:
  11298. case UNT_ASSASSINCROSS:
  11299. case UNT_POEMBRAGI:
  11300. case UNT_APPLEIDUN:
  11301. case UNT_HUMMING:
  11302. case UNT_DONTFORGETME:
  11303. case UNT_FORTUNEKISS:
  11304. case UNT_SERVICEFORYOU:
  11305. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11306. return 0;
  11307. if (!sc) return 0;
  11308. if (!sce)
  11309. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11310. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11311. sce->val4 = 0; //remove the mark that we stepped out
  11312. delete_timer(sce->timer, status_change_timer);
  11313. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11314. }
  11315. break;
  11316. case UNT_FOGWALL:
  11317. if (!sce)
  11318. {
  11319. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11320. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11321. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11322. }
  11323. break;
  11324. case UNT_GRAVITATION:
  11325. if (!sce)
  11326. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11327. break;
  11328. // officially, icewall has no problems existing on occupied cells [ultramage]
  11329. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11330. // src->val1 = 0;
  11331. // if(src->limit + sg->tick > tick + 700)
  11332. // src->limit = DIFF_TICK(tick+700,sg->tick);
  11333. // break;
  11334. case UNT_MOONLIT:
  11335. //Knockback out of area if affected char isn't in Moonlit effect
  11336. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11337. break;
  11338. if (ss == bl) //Also needed to prevent infinite loop crash.
  11339. break;
  11340. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11341. break;
  11342. case UNT_WALLOFTHORN:
  11343. if( status_get_mode(bl)&MD_BOSS )
  11344. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  11345. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  11346. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11347. break;
  11348. case UNT_VOLCANIC_ASH:
  11349. if (!sce)
  11350. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11351. break;
  11352. case UNT_GD_LEADERSHIP:
  11353. case UNT_GD_GLORYWOUNDS:
  11354. case UNT_GD_SOULCOLD:
  11355. case UNT_GD_HAWKEYES:
  11356. if ( !sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0 )
  11357. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11358. break;
  11359. }
  11360. return skill_id;
  11361. }
  11362. /*==========================================
  11363. *
  11364. *------------------------------------------*/
  11365. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  11366. {
  11367. struct skill_unit_group *sg;
  11368. struct block_list *ss;
  11369. TBL_PC* tsd;
  11370. struct status_data *tstatus;
  11371. struct status_change *tsc;
  11372. struct skill_unit_group_tickset *ts;
  11373. enum sc_type type;
  11374. uint16 skill_id;
  11375. int diff=0;
  11376. nullpo_ret(src);
  11377. nullpo_ret(bl);
  11378. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  11379. return 0;
  11380. nullpo_ret(sg=src->group);
  11381. nullpo_ret(ss=map_id2bl(sg->src_id));
  11382. tsd = BL_CAST(BL_PC, bl);
  11383. tsc = status_get_sc(bl);
  11384. tstatus = status_get_status_data(bl);
  11385. type = status_skill2sc(sg->skill_id);
  11386. skill_id = sg->skill_id;
  11387. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  11388. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11389. if (sg->interval == -1) {
  11390. switch (sg->unit_id) {
  11391. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11392. case UNT_FIREPILLAR_ACTIVE:
  11393. case UNT_ELECTRICSHOCKER:
  11394. case UNT_MANHOLE:
  11395. return 0;
  11396. default:
  11397. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11398. return 0;
  11399. }
  11400. }
  11401. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11402. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11403. diff = DIFF_TICK(tick,ts->tick);
  11404. if (diff < 0)
  11405. return 0;
  11406. ts->tick = tick+sg->interval;
  11407. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11408. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  11409. }
  11410. switch (sg->unit_id) {
  11411. case UNT_FIREWALL:
  11412. case UNT_KAEN: {
  11413. int count=0;
  11414. const int x = bl->x, y = bl->y;
  11415. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  11416. break;
  11417. //Take into account these hit more times than the timer interval can handle.
  11418. do
  11419. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11420. while(--src->val2 && x == bl->x && y == bl->y &&
  11421. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11422. if (src->val2<=0)
  11423. skill_delunit(src);
  11424. }
  11425. break;
  11426. case UNT_SANCTUARY:
  11427. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11428. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11429. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  11430. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11431. } else {
  11432. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11433. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11434. #ifdef RENEWAL
  11435. if( md && md->mob_id == MOBID_EMPERIUM )
  11436. break;
  11437. #endif
  11438. if( md && mob_is_battleground(md) )
  11439. break;
  11440. if( tstatus->hp >= tstatus->max_hp )
  11441. break;
  11442. if( status_isimmune(bl) )
  11443. heal = 0;
  11444. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11445. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11446. heal = ~heal + 1;
  11447. status_heal(bl, heal, 0, 0);
  11448. if( diff >= 500 )
  11449. sg->val1--;
  11450. }
  11451. if( sg->val1 <= 0 )
  11452. skill_delunitgroup(sg);
  11453. break;
  11454. case UNT_EVILLAND:
  11455. //Will heal demon and undead element monsters, but not players.
  11456. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11457. { //Damage enemies
  11458. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11459. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11460. } else {
  11461. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11462. if (tstatus->hp >= tstatus->max_hp)
  11463. break;
  11464. if (status_isimmune(bl))
  11465. heal = 0;
  11466. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11467. status_heal(bl, heal, 0, 0);
  11468. }
  11469. break;
  11470. case UNT_MAGNUS:
  11471. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11472. break;
  11473. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11474. break;
  11475. case UNT_DUMMYSKILL:
  11476. switch (sg->skill_id)
  11477. {
  11478. case SG_SUN_WARM: //SG skills [Komurka]
  11479. case SG_MOON_WARM:
  11480. case SG_STAR_WARM:
  11481. {
  11482. int count = 0;
  11483. const int x = bl->x, y = bl->y;
  11484. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11485. do
  11486. {
  11487. if( bl->type == BL_PC )
  11488. status_zap(bl, 0, 15); // sp damage to players
  11489. else // mobs
  11490. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  11491. {
  11492. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11493. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11494. }
  11495. else
  11496. { //should end when out of sp.
  11497. sg->limit = DIFF_TICK(tick,sg->tick);
  11498. break;
  11499. }
  11500. } while( x == bl->x && y == bl->y &&
  11501. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11502. }
  11503. break;
  11504. /**
  11505. * The storm gust counter was dropped in renewal
  11506. **/
  11507. #ifndef RENEWAL
  11508. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11509. if (tsc)
  11510. tsc->sg_counter++; //SG hit counter.
  11511. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11512. tsc->sg_counter=0; //Attack absorbed.
  11513. break;
  11514. #endif
  11515. case GS_DESPERADO:
  11516. if (rnd()%100 < src->val1)
  11517. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11518. break;
  11519. case GN_CRAZYWEED_ATK:
  11520. if( bl->type == BL_SKILL ){
  11521. struct skill_unit *su = (struct skill_unit *)bl;
  11522. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11523. break;
  11524. }
  11525. default:
  11526. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11527. }
  11528. break;
  11529. case UNT_FIREPILLAR_WAITING:
  11530. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  11531. skill_delunit(src);
  11532. break;
  11533. case UNT_SKIDTRAP:
  11534. {
  11535. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11536. sg->unit_id = UNT_USED_TRAPS;
  11537. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11538. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11539. }
  11540. break;
  11541. case UNT_ANKLESNARE:
  11542. case UNT_MANHOLE:
  11543. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11544. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11545. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  11546. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11547. if( td )
  11548. sec = DIFF_TICK(td->tick, tick);
  11549. if( sg->unit_id == UNT_MANHOLE || battle_config.skill_trap_type || !map_flag_gvg(src->bl.m) ) {
  11550. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  11551. clif_fixpos(bl);
  11552. }
  11553. sg->val2 = bl->id;
  11554. } else
  11555. sec = 3000; //Couldn't trap it?
  11556. if( sg->unit_id == UNT_ANKLESNARE ) {
  11557. clif_skillunit_update(&src->bl);
  11558. /**
  11559. * If you're snared from a trap that was invisible this makes the trap be
  11560. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11561. * bugreport:3961
  11562. **/
  11563. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  11564. }
  11565. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11566. sg->interval = -1;
  11567. src->range = 0;
  11568. }
  11569. break;
  11570. case UNT_ELECTRICSHOCKER:
  11571. if( bl->id != ss->id ) {
  11572. if( status_get_mode(bl)&MD_BOSS )
  11573. break;
  11574. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
  11575. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  11576. clif_fixpos(bl);
  11577. }
  11578. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  11579. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11580. }
  11581. break;
  11582. case UNT_VENOMDUST:
  11583. if(tsc && !tsc->data[type])
  11584. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  11585. break;
  11586. case UNT_MAGENTATRAP:
  11587. case UNT_COBALTTRAP:
  11588. case UNT_MAIZETRAP:
  11589. case UNT_VERDURETRAP:
  11590. if( bl->type == BL_PC )// it won't work on players
  11591. break;
  11592. case UNT_FIRINGTRAP:
  11593. case UNT_ICEBOUNDTRAP:
  11594. case UNT_CLUSTERBOMB:
  11595. if( bl->id == ss->id )// it won't trigger on caster
  11596. break;
  11597. case UNT_LANDMINE:
  11598. case UNT_CLAYMORETRAP:
  11599. case UNT_BLASTMINE:
  11600. case UNT_SHOCKWAVE:
  11601. case UNT_SANDMAN:
  11602. case UNT_FLASHER:
  11603. case UNT_FREEZINGTRAP:
  11604. case UNT_FIREPILLAR_ACTIVE:
  11605. if( sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP )
  11606. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &src->bl,tick);
  11607. else
  11608. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11609. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11610. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  11611. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  11612. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  11613. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11614. break;
  11615. case UNT_TALKIEBOX:
  11616. if (sg->src_id == bl->id)
  11617. break;
  11618. if (sg->val2 == 0){
  11619. clif_talkiebox(&src->bl, sg->valstr);
  11620. sg->unit_id = UNT_USED_TRAPS;
  11621. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  11622. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11623. sg->val2 = -1;
  11624. }
  11625. break;
  11626. case UNT_LULLABY:
  11627. if (ss->id == bl->id)
  11628. break;
  11629. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11630. break;
  11631. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  11632. if (ss->id != bl->id)
  11633. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11634. break;
  11635. case UNT_DISSONANCE:
  11636. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11637. break;
  11638. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  11639. {
  11640. int heal;
  11641. #ifdef RENEWAL
  11642. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11643. if( md && md->mob_id == MOBID_EMPERIUM )
  11644. break;
  11645. #endif
  11646. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  11647. break; // affects self only when soullinked
  11648. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  11649. if( tsc->data[SC_AKAITSUKI] && heal )
  11650. heal = ~heal + 1;
  11651. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  11652. status_heal(bl, heal, 0, 0);
  11653. break;
  11654. }
  11655. case UNT_TATAMIGAESHI:
  11656. case UNT_DEMONSTRATION:
  11657. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11658. break;
  11659. case UNT_GOSPEL:
  11660. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  11661. break;
  11662. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  11663. { // Support Effect only on party, not guild
  11664. int heal;
  11665. int i = rnd()%13; // Positive buff count
  11666. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  11667. switch (i)
  11668. {
  11669. case 0: // Heal 1~9999 HP
  11670. heal = rnd() %9999+1;
  11671. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  11672. status_heal(bl,heal,0,0);
  11673. break;
  11674. case 1: // End all negative status
  11675. status_change_clear_buffs(bl,6);
  11676. if (tsd) clif_gospel_info(tsd, 0x15);
  11677. break;
  11678. case 2: // Immunity to all status
  11679. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  11680. if (tsd) clif_gospel_info(tsd, 0x16);
  11681. break;
  11682. case 3: // MaxHP +100%
  11683. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  11684. if (tsd) clif_gospel_info(tsd, 0x17);
  11685. break;
  11686. case 4: // MaxSP +100%
  11687. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  11688. if (tsd) clif_gospel_info(tsd, 0x18);
  11689. break;
  11690. case 5: // All stats +20
  11691. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  11692. if (tsd) clif_gospel_info(tsd, 0x19);
  11693. break;
  11694. case 6: // Level 10 Blessing
  11695. sc_start(ss, bl,SC_BLESSING,100,10,time);
  11696. break;
  11697. case 7: // Level 10 Increase AGI
  11698. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  11699. break;
  11700. case 8: // Enchant weapon with Holy element
  11701. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  11702. if (tsd) clif_gospel_info(tsd, 0x1c);
  11703. break;
  11704. case 9: // Enchant armor with Holy element
  11705. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  11706. if (tsd) clif_gospel_info(tsd, 0x1d);
  11707. break;
  11708. case 10: // DEF +25%
  11709. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  11710. if (tsd) clif_gospel_info(tsd, 0x1e);
  11711. break;
  11712. case 11: // ATK +100%
  11713. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  11714. if (tsd) clif_gospel_info(tsd, 0x1f);
  11715. break;
  11716. case 12: // HIT/Flee +50
  11717. sc_start(ss, bl,SC_INCHIT,100,50,time);
  11718. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  11719. if (tsd) clif_gospel_info(tsd, 0x20);
  11720. break;
  11721. }
  11722. }
  11723. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  11724. { // Offensive Effect
  11725. int i = rnd()%9; // Negative buff count
  11726. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  11727. switch (i)
  11728. {
  11729. case 0: // Deal 1~9999 damage
  11730. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11731. break;
  11732. case 1: // Curse
  11733. sc_start(ss, bl,SC_CURSE,100,1,time);
  11734. break;
  11735. case 2: // Blind
  11736. sc_start(ss, bl,SC_BLIND,100,1,time);
  11737. break;
  11738. case 3: // Poison
  11739. sc_start(ss, bl,SC_POISON,100,1,time);
  11740. break;
  11741. case 4: // Level 10 Provoke
  11742. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  11743. break;
  11744. case 5: // DEF -100%
  11745. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  11746. break;
  11747. case 6: // ATK -100%
  11748. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  11749. break;
  11750. case 7: // Flee -100%
  11751. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  11752. break;
  11753. case 8: // Speed/ASPD -25%
  11754. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  11755. break;
  11756. }
  11757. }
  11758. break;
  11759. case UNT_BASILICA:
  11760. {
  11761. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  11762. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11763. { // knock-back any enemy except Boss
  11764. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  11765. clif_fixpos(bl);
  11766. }
  11767. if( sg->src_id != bl->id && i <= 0 )
  11768. sc_start4(ss, bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  11769. }
  11770. break;
  11771. case UNT_GRAVITATION:
  11772. case UNT_EARTHSTRAIN:
  11773. case UNT_FIREWALK:
  11774. case UNT_ELECTRICWALK:
  11775. case UNT_PSYCHIC_WAVE:
  11776. case UNT_MAGMA_ERUPTION:
  11777. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11778. break;
  11779. case UNT_GROUNDDRIFT_WIND:
  11780. case UNT_GROUNDDRIFT_DARK:
  11781. case UNT_GROUNDDRIFT_POISON:
  11782. case UNT_GROUNDDRIFT_WATER:
  11783. case UNT_GROUNDDRIFT_FIRE:
  11784. map_foreachinrange(skill_trap_splash,&src->bl,
  11785. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  11786. &src->bl,tick);
  11787. sg->unit_id = UNT_USED_TRAPS;
  11788. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  11789. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11790. break;
  11791. /**
  11792. * 3rd stuff
  11793. **/
  11794. case UNT_POISONSMOKE:
  11795. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  11796. sc_start(ss, bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  11797. break;
  11798. case UNT_EPICLESIS:
  11799. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  11800. int hp, sp;
  11801. switch( sg->skill_lv ) {
  11802. case 1: case 2: hp = 3; sp = 2; break;
  11803. case 3: case 4: hp = 4; sp = 3; break;
  11804. case 5: default: hp = 5; sp = 4; break;
  11805. }
  11806. hp = tstatus->max_hp * hp / 100;
  11807. sp = tstatus->max_sp * sp / 100;
  11808. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  11809. hp = ~hp + 1;
  11810. status_heal(bl, hp, sp, 3);
  11811. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  11812. sg->val2++;
  11813. // Reveal hidden players every 5 seconds.
  11814. if( sg->val2 >= 5 ) {
  11815. sg->val2 = 0;
  11816. // Doesn't remove Invisibility or Chase Walk.
  11817. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  11818. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  11819. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  11820. }
  11821. }
  11822. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  11823. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  11824. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  11825. break;
  11826. case UNT_STEALTHFIELD:
  11827. if( bl->id == sg->src_id )
  11828. break; // Dont work on Self (video shows that)
  11829. case UNT_NEUTRALBARRIER:
  11830. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  11831. break;
  11832. case UNT_DIMENSIONDOOR:
  11833. if( tsd && !map[bl->m].flag.noteleport )
  11834. pc_randomwarp(tsd,3);
  11835. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  11836. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  11837. break;
  11838. case UNT_REVERBERATION:
  11839. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  11840. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  11841. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  11842. sg->unit_id = UNT_USED_TRAPS;
  11843. break;
  11844. case UNT_SEVERE_RAINSTORM:
  11845. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11846. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  11847. break;
  11848. case UNT_NETHERWORLD:
  11849. if( !(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&src->bl,bl,BCT_PARTY) < 0) ) {
  11850. if( !(tsc && tsc->data[type]) )
  11851. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11852. }
  11853. break;
  11854. case UNT_THORNS_TRAP:
  11855. if( tsc ) {
  11856. if( !sg->val2 ) {
  11857. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  11858. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  11859. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11860. if( td )
  11861. sec = DIFF_TICK(td->tick, tick);
  11862. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  11863. clif_fixpos(bl);
  11864. sg->val2 = bl->id;
  11865. } else
  11866. sec = 3000; // Couldn't trap it?
  11867. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  11868. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  11869. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  11870. }
  11871. break;
  11872. case UNT_DEMONIC_FIRE: {
  11873. TBL_PC* sd = BL_CAST(BL_PC, ss);
  11874. switch( sg->val2 ) {
  11875. case 1:
  11876. case 2:
  11877. default:
  11878. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11879. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  11880. break;
  11881. case 3:
  11882. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl, CR_ACIDDEMONSTRATION, ((sd) ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv), tick, 0);
  11883. break;
  11884. }
  11885. }
  11886. break;
  11887. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11888. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11889. break;
  11890. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11891. sc_start(ss, bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11892. break;
  11893. case UNT_HELLS_PLANT:
  11894. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  11895. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  11896. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  11897. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  11898. break;
  11899. case UNT_CLOUD_KILL:
  11900. if(tsc && !tsc->data[type])
  11901. status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  11902. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11903. break;
  11904. case UNT_WARMER:
  11905. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  11906. int hp = tstatus->max_hp * sg->skill_lv / 100;
  11907. struct status_change *ssc = status_get_sc(ss);
  11908. if( ssc && ssc->data[SC_HEATER_OPTION] )
  11909. hp *= 3 / 100;
  11910. if( tstatus->hp != tstatus->max_hp )
  11911. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  11912. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  11913. hp = ~hp + 1;
  11914. status_heal(bl, hp, 0, 0);
  11915. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  11916. }
  11917. break;
  11918. case UNT_FIRE_INSIGNIA:
  11919. case UNT_WATER_INSIGNIA:
  11920. case UNT_WIND_INSIGNIA:
  11921. case UNT_EARTH_INSIGNIA:
  11922. case UNT_ZEPHYR:
  11923. sc_start(ss, bl,type, 100, sg->skill_lv, sg->interval);
  11924. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  11925. int hp = tstatus->max_hp / 100; //+1% each 5s
  11926. if ((sg->val3) % 5) { //each 5s
  11927. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  11928. status_heal(bl, hp, 0, 2);
  11929. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  11930. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  11931. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  11932. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  11933. ){
  11934. status_heal(bl, -hp, 0, 0);
  11935. }
  11936. }
  11937. sg->val3++; //timer
  11938. if (sg->val3 > 5) sg->val3 = 0;
  11939. }
  11940. break;
  11941. case UNT_VACUUM_EXTREME:
  11942. if ( tsc && tsc->data[SC_HALLUCINATIONWALK] )
  11943. return 0;
  11944. else {
  11945. sg->limit -= 100 * tstatus->str/20;
  11946. sc_start(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->limit);
  11947. }
  11948. break;
  11949. case UNT_BANDING:
  11950. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  11951. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&src->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  11952. break;
  11953. case UNT_FIRE_MANTLE:
  11954. if( battle_check_target(&src->bl, bl, BCT_ENEMY) > 0 )
  11955. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11956. break;
  11957. case UNT_ZENKAI_WATER:
  11958. case UNT_ZENKAI_LAND:
  11959. case UNT_ZENKAI_FIRE:
  11960. case UNT_ZENKAI_WIND:
  11961. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ) {
  11962. switch( sg->unit_id ) {
  11963. case UNT_ZENKAI_WATER:
  11964. switch (rnd()%2 + 1) {
  11965. case 1:
  11966. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11967. break;
  11968. case 2:
  11969. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11970. break;
  11971. }
  11972. break;
  11973. case UNT_ZENKAI_LAND:
  11974. switch (rnd()%2 + 1) {
  11975. case 1:
  11976. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11977. break;
  11978. case 2:
  11979. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11980. break;
  11981. }
  11982. break;
  11983. case UNT_ZENKAI_FIRE:
  11984. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11985. break;
  11986. case UNT_ZENKAI_WIND:
  11987. switch (rnd()%3 + 1) {
  11988. case 1:
  11989. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11990. break;
  11991. case 2:
  11992. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11993. break;
  11994. case 3:
  11995. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  11996. break;
  11997. }
  11998. break;
  11999. }
  12000. } else
  12001. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  12002. break;
  12003. case UNT_MAKIBISHI:
  12004. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12005. sg->limit = DIFF_TICK(tick, sg->tick);
  12006. sg->unit_id = UNT_USED_TRAPS;
  12007. break;
  12008. case UNT_LAVA_SLIDE:
  12009. skill_attack(BF_WEAPON, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12010. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12011. sg->limit = DIFF_TICK(tick, sg->tick);
  12012. break;
  12013. case UNT_POISON_MIST:
  12014. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12015. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), 2|8);
  12016. break;
  12017. case UNT_B_TRAP: //! FIXME: Unit ID isn't correct, it doesn't show proper client effect.
  12018. sc_start(ss,bl,SC_B_TRAP,100,sg->skill_lv,max(status_get_str(bl) * 150,5000)); //(custom)
  12019. sg->unit_id = UNT_USED_TRAPS;
  12020. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  12021. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12022. break;
  12023. case UNT_FIRE_RAIN: //! FIXME: Unit ID isn't correct, it doesn't show proper client effect.
  12024. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12025. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12026. 1,sg->skill_id,sg->skill_lv,6);
  12027. break;
  12028. }
  12029. if (bl->type == BL_MOB && ss != bl)
  12030. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12031. return skill_id;
  12032. }
  12033. /*==========================================
  12034. * Triggered when a char steps out of a skill cell
  12035. *------------------------------------------*/
  12036. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12037. {
  12038. struct skill_unit_group *sg;
  12039. struct status_change *sc;
  12040. struct status_change_entry *sce;
  12041. enum sc_type type;
  12042. nullpo_ret(src);
  12043. nullpo_ret(bl);
  12044. nullpo_ret(sg=src->group);
  12045. sc = status_get_sc(bl);
  12046. type = status_skill2sc(sg->skill_id);
  12047. sce = (sc && type != -1)?sc->data[type]:NULL;
  12048. if( bl->prev==NULL ||
  12049. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12050. return 0;
  12051. switch(sg->unit_id){
  12052. case UNT_SAFETYWALL:
  12053. case UNT_PNEUMA:
  12054. case UNT_EPICLESIS://Arch Bishop
  12055. case UNT_NEUTRALBARRIER:
  12056. case UNT_STEALTHFIELD:
  12057. if (sce)
  12058. status_change_end(bl, type, INVALID_TIMER);
  12059. break;
  12060. case UNT_BASILICA:
  12061. if (sce)
  12062. status_change_end(bl, type, INVALID_TIMER);
  12063. break;
  12064. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12065. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12066. status_change_end(bl, type, INVALID_TIMER);
  12067. break;
  12068. case UNT_SPIDERWEB:
  12069. {
  12070. struct block_list *target = map_id2bl(sg->val2);
  12071. if (target && target==bl) {
  12072. if (sce && sce->val3 == sg->group_id)
  12073. status_change_end(bl, type, INVALID_TIMER);
  12074. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12075. }
  12076. break;
  12077. }
  12078. case UNT_DISSONANCE:
  12079. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12080. {
  12081. short i;
  12082. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12083. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12084. type = status_skill2sc(i);
  12085. sce = (sc && type != -1)?sc->data[type]:NULL;
  12086. if(sce)
  12087. return i;
  12088. }
  12089. }
  12090. }
  12091. case UNT_WHISTLE:
  12092. case UNT_ASSASSINCROSS:
  12093. case UNT_POEMBRAGI:
  12094. case UNT_APPLEIDUN:
  12095. case UNT_HUMMING:
  12096. case UNT_DONTFORGETME:
  12097. case UNT_FORTUNEKISS:
  12098. case UNT_SERVICEFORYOU:
  12099. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12100. return -1;
  12101. }
  12102. return sg->skill_id;
  12103. }
  12104. /*==========================================
  12105. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12106. *------------------------------------------*/
  12107. int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned int tick)
  12108. {
  12109. struct status_change *sc;
  12110. struct status_change_entry *sce;
  12111. enum sc_type type;
  12112. sc = status_get_sc(bl);
  12113. if (sc && !sc->count)
  12114. sc = NULL;
  12115. type = status_skill2sc(skill_id);
  12116. sce = (sc && type != -1)?sc->data[type]:NULL;
  12117. switch (skill_id)
  12118. {
  12119. case WZ_QUAGMIRE:
  12120. if (bl->type==BL_MOB)
  12121. break;
  12122. if (sce)
  12123. status_change_end(bl, type, INVALID_TIMER);
  12124. break;
  12125. case BD_LULLABY:
  12126. case BD_RICHMANKIM:
  12127. case BD_ETERNALCHAOS:
  12128. case BD_DRUMBATTLEFIELD:
  12129. case BD_RINGNIBELUNGEN:
  12130. case BD_ROKISWEIL:
  12131. case BD_INTOABYSS:
  12132. case BD_SIEGFRIED:
  12133. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12134. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12135. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12136. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12137. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12138. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12139. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12140. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12141. }
  12142. case MH_STEINWAND:
  12143. case MG_SAFETYWALL:
  12144. case AL_PNEUMA:
  12145. case SA_VOLCANO:
  12146. case SA_DELUGE:
  12147. case SA_VIOLENTGALE:
  12148. case CG_HERMODE:
  12149. case HW_GRAVITATION:
  12150. case HP_BASILICA:
  12151. case NJ_SUITON:
  12152. case SC_MAELSTROM:
  12153. case EL_WATER_BARRIER:
  12154. case EL_ZEPHYR:
  12155. case EL_POWER_OF_GAIA:
  12156. case SO_FIRE_INSIGNIA:
  12157. case SO_WATER_INSIGNIA:
  12158. case SO_WIND_INSIGNIA:
  12159. case SO_EARTH_INSIGNIA:
  12160. case SC_BLOODYLUST:
  12161. if (sce)
  12162. status_change_end(bl, type, INVALID_TIMER);
  12163. break;
  12164. case BA_DISSONANCE:
  12165. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12166. {
  12167. short i;
  12168. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12169. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12170. type = status_skill2sc(i);
  12171. sce = (sc && type != -1)?sc->data[type]:NULL;
  12172. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12173. delete_timer(sce->timer, status_change_timer);
  12174. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12175. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12176. }
  12177. }
  12178. }
  12179. }
  12180. break;
  12181. case BA_POEMBRAGI:
  12182. case BA_WHISTLE:
  12183. case BA_ASSASSINCROSS:
  12184. case BA_APPLEIDUN:
  12185. case DC_HUMMING:
  12186. case DC_DONTFORGETME:
  12187. case DC_FORTUNEKISS:
  12188. case DC_SERVICEFORYOU:
  12189. if (sce)
  12190. {
  12191. delete_timer(sce->timer, status_change_timer);
  12192. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12193. //not possible on our current implementation.
  12194. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12195. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12196. }
  12197. break;
  12198. case PF_FOGWALL:
  12199. if (sce)
  12200. {
  12201. status_change_end(bl, type, INVALID_TIMER);
  12202. if ((sce=sc->data[SC_BLIND]))
  12203. {
  12204. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12205. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12206. else {
  12207. delete_timer(sce->timer, status_change_timer);
  12208. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12209. }
  12210. }
  12211. }
  12212. break;
  12213. case GD_LEADERSHIP:
  12214. case GD_GLORYWOUNDS:
  12215. case GD_SOULCOLD:
  12216. case GD_HAWKEYES:
  12217. if( !(sce && sce->val4) )
  12218. status_change_end(bl, type, INVALID_TIMER);
  12219. break;
  12220. }
  12221. return skill_id;
  12222. }
  12223. /*==========================================
  12224. * Invoked when a unit cell has been placed/removed/deleted.
  12225. * flag values:
  12226. * flag&1: Invoke onplace function (otherwise invoke onout)
  12227. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12228. * flag&8: Recursive
  12229. *------------------------------------------*/
  12230. static int skill_unit_effect (struct block_list* bl, va_list ap)
  12231. {
  12232. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12233. struct skill_unit_group* group = unit->group;
  12234. unsigned int tick = va_arg(ap,unsigned int);
  12235. unsigned int flag = va_arg(ap,unsigned int);
  12236. uint16 skill_id;
  12237. bool dissonance = false;
  12238. bool isTarget = false;
  12239. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12240. return 0;
  12241. nullpo_ret(group);
  12242. if( !(flag&8) ) {
  12243. dissonance = skill_dance_switch(unit, 0);
  12244. //Target-type check.
  12245. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12246. }
  12247. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12248. skill_id = group->skill_id;
  12249. if( isTarget ){
  12250. if( flag&1 )
  12251. skill_unit_onplace(unit,bl,tick);
  12252. else {
  12253. if( skill_unit_onout(unit,bl,tick) == -1 )
  12254. return 0; // Don't let a Bard/Dancer update their own song timer
  12255. }
  12256. if( flag&4 )
  12257. skill_unit_onleft(skill_id, bl, tick);
  12258. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12259. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12260. if( dissonance ) {
  12261. skill_dance_switch(unit, 1);
  12262. //we placed a dissonance, let's update
  12263. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12264. }
  12265. return 0;
  12266. }
  12267. /*==========================================
  12268. *
  12269. *------------------------------------------*/
  12270. int64 skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int64 damage, unsigned int tick)
  12271. {
  12272. struct skill_unit_group *sg;
  12273. nullpo_ret(src);
  12274. nullpo_ret(sg=src->group);
  12275. switch( sg->unit_id ) {
  12276. case UNT_BLASTMINE:
  12277. case UNT_SKIDTRAP:
  12278. case UNT_LANDMINE:
  12279. case UNT_SHOCKWAVE:
  12280. case UNT_SANDMAN:
  12281. case UNT_FLASHER:
  12282. case UNT_CLAYMORETRAP:
  12283. case UNT_FREEZINGTRAP:
  12284. case UNT_TALKIEBOX:
  12285. case UNT_ANKLESNARE:
  12286. case UNT_ICEWALL:
  12287. case UNT_REVERBERATION:
  12288. case UNT_WALLOFTHORN:
  12289. src->val1-=(int)cap_value(damage,INT_MIN,INT_MAX);
  12290. break;
  12291. default:
  12292. damage = 0;
  12293. break;
  12294. }
  12295. return damage;
  12296. }
  12297. /*==========================================
  12298. *
  12299. *------------------------------------------*/
  12300. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12301. {
  12302. int *c, skill_id;
  12303. struct block_list *src;
  12304. struct map_session_data *sd;
  12305. struct map_session_data *tsd;
  12306. int *p_sd; //Contains the list of characters found.
  12307. nullpo_ret(bl);
  12308. nullpo_ret(tsd=(struct map_session_data*)bl);
  12309. nullpo_ret(src=va_arg(ap,struct block_list *));
  12310. nullpo_ret(sd=(struct map_session_data*)src);
  12311. c=va_arg(ap,int *);
  12312. p_sd = va_arg(ap, int *);
  12313. skill_id = va_arg(ap,int);
  12314. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12315. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12316. if (bl == src)
  12317. return 0;
  12318. if(pc_isdead(tsd))
  12319. return 0;
  12320. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12321. return 0;
  12322. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12323. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12324. p_sd[(*c)++] = tsd->bl.id;
  12325. return 1;
  12326. } else {
  12327. switch(skill_id) {
  12328. case PR_BENEDICTIO: {
  12329. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12330. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12331. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12332. && sd->status.sp >= 10)
  12333. p_sd[(*c)++]=tsd->bl.id;
  12334. return 1;
  12335. }
  12336. case AB_ADORAMUS:
  12337. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12338. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12339. p_sd[(*c)++] = tsd->bl.id;
  12340. return 1;
  12341. case WL_COMET:
  12342. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12343. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12344. p_sd[(*c)++] = tsd->bl.id;
  12345. return 1;
  12346. case LG_RAYOFGENESIS:
  12347. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12348. tsd->sc.data[SC_BANDING] )
  12349. p_sd[(*c)++] = tsd->bl.id;
  12350. return 1;
  12351. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12352. {
  12353. uint16 skill_lv;
  12354. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12355. return 0;
  12356. if (sd->status.sex != tsd->status.sex &&
  12357. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12358. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12359. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12360. sd->status.party_id && tsd->status.party_id &&
  12361. sd->status.party_id == tsd->status.party_id &&
  12362. !tsd->sc.data[SC_DANCING])
  12363. {
  12364. p_sd[(*c)++]=tsd->bl.id;
  12365. return skill_lv;
  12366. } else {
  12367. return 0;
  12368. }
  12369. }
  12370. break;
  12371. }
  12372. }
  12373. return 0;
  12374. }
  12375. /*==========================================
  12376. * Checks and stores partners for ensemble skills [Skotlex]
  12377. *------------------------------------------*/
  12378. int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12379. {
  12380. static int c=0;
  12381. static int p_sd[2] = { 0, 0 };
  12382. int i;
  12383. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12384. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12385. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12386. if (cast_flag) { //Execute the skill on the partners.
  12387. struct map_session_data* tsd;
  12388. switch (skill_id) {
  12389. case PR_BENEDICTIO:
  12390. for (i = 0; i < c; i++) {
  12391. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12392. status_charge(&tsd->bl, 0, 10);
  12393. }
  12394. return c;
  12395. case AB_ADORAMUS:
  12396. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12397. i = 2 * (*skill_lv);
  12398. status_charge(&tsd->bl, 0, i);
  12399. }
  12400. break;
  12401. case WM_GREAT_ECHO:
  12402. for( i = 0; i < c; i++ ) {
  12403. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12404. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12405. }
  12406. break;
  12407. default: //Warning: Assuming Ensemble skills here (for speed)
  12408. if( is_chorus )
  12409. break;//Chorus skills are not to be parsed as ensambles
  12410. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12411. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12412. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  12413. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12414. tsd->skill_id_dance = skill_id;
  12415. tsd->skill_lv_dance = *skill_lv;
  12416. }
  12417. return c;
  12418. }
  12419. }
  12420. //Else: new search for partners.
  12421. c = 0;
  12422. memset (p_sd, 0, sizeof(p_sd));
  12423. if( is_chorus )
  12424. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12425. else
  12426. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12427. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12428. *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.
  12429. return c;
  12430. }
  12431. /*==========================================
  12432. * Sub function to count how many spawned mob is around
  12433. * return :
  12434. * x : numbers of mob of class with special ai
  12435. *------------------------------------------*/
  12436. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  12437. {
  12438. int *c,src_id,mob_class,skill;
  12439. uint16 ai;
  12440. struct mob_data *md;
  12441. md=(struct mob_data*)bl;
  12442. src_id=va_arg(ap,int);
  12443. mob_class=va_arg(ap,int);
  12444. skill=va_arg(ap,int);
  12445. c=va_arg(ap,int *);
  12446. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  12447. if( md->master_id != src_id || md->special_state.ai != ai)
  12448. return 0; //Non alchemist summoned mobs have nothing to do here.
  12449. if(md->mob_id==mob_class)
  12450. (*c)++;
  12451. return 1;
  12452. }
  12453. /*==========================================
  12454. * Determines if a given skill should be made to consume ammo
  12455. * when used by the player. [Skotlex]
  12456. *------------------------------------------*/
  12457. int skill_isammotype (struct map_session_data *sd, int skill)
  12458. {
  12459. return (
  12460. battle_config.arrow_decrement==2 &&
  12461. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12462. skill != HT_PHANTASMIC &&
  12463. skill_get_type(skill) == BF_WEAPON &&
  12464. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  12465. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  12466. );
  12467. }
  12468. /** Check skill condition when cast begin
  12469. * NOTE: For ammo, only check if the skill need ammo, for checking ammo requirement (type and amount) will be skill_check_condition_castend
  12470. * @param sd Player who uses skill
  12471. * @param skill_id ID of used skill
  12472. * @param skill_lv Level of used skill
  12473. * @return true: All condition passed, false: Failed
  12474. */
  12475. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  12476. struct status_data *status;
  12477. struct status_change *sc;
  12478. struct skill_condition require;
  12479. int i;
  12480. uint32 inf2, inf3;
  12481. nullpo_retr(false,sd);
  12482. if (sd->chatID) return false;
  12483. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12484. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12485. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12486. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12487. return true;
  12488. }
  12489. switch( sd->menuskill_id ) {
  12490. case AM_PHARMACY:
  12491. switch( skill_id ) {
  12492. case AM_PHARMACY:
  12493. case AC_MAKINGARROW:
  12494. case BS_REPAIRWEAPON:
  12495. case AM_TWILIGHT1:
  12496. case AM_TWILIGHT2:
  12497. case AM_TWILIGHT3:
  12498. return false;
  12499. }
  12500. break;
  12501. case GN_MIX_COOKING:
  12502. case GN_MAKEBOMB:
  12503. case GN_S_PHARMACY:
  12504. case GN_CHANGEMATERIAL:
  12505. if( sd->menuskill_id != skill_id )
  12506. return false;
  12507. break;
  12508. }
  12509. status = &sd->battle_status;
  12510. sc = &sd->sc;
  12511. if( !sc->count )
  12512. sc = NULL;
  12513. if( sd->skillitem == skill_id )
  12514. {
  12515. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12516. sd->state.abra_flag = 0;
  12517. else
  12518. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12519. if( (i = sd->itemindex) == -1 ||
  12520. sd->status.inventory[i].nameid != sd->itemid ||
  12521. sd->inventory_data[i] == NULL ||
  12522. !sd->inventory_data[i]->flag.delay_consume ||
  12523. sd->status.inventory[i].amount < 1
  12524. )
  12525. { //Something went wrong, item exploit?
  12526. sd->itemid = sd->itemindex = -1;
  12527. return false;
  12528. }
  12529. //Consume
  12530. sd->itemid = sd->itemindex = -1;
  12531. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12532. ; //Do not consume item.
  12533. else if( sd->status.inventory[i].expire_time == 0 )
  12534. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12535. }
  12536. return true;
  12537. }
  12538. if( pc_is90overweight(sd) ) {
  12539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12540. return false;
  12541. }
  12542. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12543. return false;
  12544. //Checks if disabling skill - in which case no SP requirements are necessary
  12545. if( sc && skill_disable_check(sc,skill_id))
  12546. return true;
  12547. inf3 = skill_get_inf3(skill_id);
  12548. // Check the skills that can be used while mounted on a warg
  12549. if( pc_isridingwug(sd) ) {
  12550. if(!(inf3&INF3_USABLE_WARG))
  12551. return false; // in official there is no message.
  12552. }
  12553. if( pc_ismadogear(sd) ) {
  12554. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  12555. //Only Mechanic exlcusive skill can be used.
  12556. if(inf3&INF3_DIS_MADO){
  12557. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12558. return false;
  12559. }
  12560. }
  12561. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  12562. return false;
  12563. require = skill_get_requirement(sd,skill_id,skill_lv);
  12564. //Can only update state when weapon/arrow info is checked.
  12565. sd->state.arrow_atk = require.ammo?1:0;
  12566. // perform skill-group checks
  12567. inf2 = skill_get_inf2(skill_id);
  12568. if(inf2&INF2_CHORUS_SKILL) {
  12569. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  12570. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12571. return false;
  12572. }
  12573. }
  12574. else if(inf2&INF2_ENSEMBLE_SKILL) {
  12575. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  12576. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12577. return false;
  12578. }
  12579. }
  12580. // perform skill-specific checks (and actions)
  12581. switch( skill_id ) {
  12582. case SO_SPELLFIST:
  12583. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  12584. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12585. return false;
  12586. }
  12587. case SA_CASTCANCEL:
  12588. if(sd->ud.skilltimer == INVALID_TIMER) {
  12589. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12590. return false;
  12591. }
  12592. break;
  12593. case AS_CLOAKING:
  12594. {
  12595. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  12596. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  12597. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  12598. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  12599. int i;
  12600. ARR_FIND( 0, 8, i, map_getcell(sd->bl.m, sd->bl.x+dx[i], sd->bl.y+dy[i], CELL_CHKNOPASS) != 0 );
  12601. if( i == 8 ) {
  12602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12603. return false;
  12604. }
  12605. }
  12606. break;
  12607. }
  12608. case AL_WARP:
  12609. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  12610. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  12611. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  12612. return false;
  12613. }
  12614. break;
  12615. case MO_CALLSPIRITS:
  12616. if(sc && sc->data[SC_RAISINGDRAGON])
  12617. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  12618. if(sd->spiritball >= skill_lv) {
  12619. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12620. return false;
  12621. }
  12622. break;
  12623. case MO_FINGEROFFENSIVE:
  12624. case GS_FLING:
  12625. case SR_RAMPAGEBLASTER:
  12626. case SR_RIDEINLIGHTNING:
  12627. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  12628. sd->spiritball_old = require.spiritball = sd->spiritball;
  12629. else
  12630. sd->spiritball_old = require.spiritball;
  12631. break;
  12632. case MO_CHAINCOMBO:
  12633. if(!sc)
  12634. return false;
  12635. if(sc->data[SC_BLADESTOP])
  12636. break;
  12637. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  12638. break;
  12639. return false;
  12640. case MO_COMBOFINISH:
  12641. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  12642. return false;
  12643. break;
  12644. case CH_TIGERFIST:
  12645. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  12646. return false;
  12647. break;
  12648. case CH_CHAINCRUSH:
  12649. if(!(sc && sc->data[SC_COMBO]))
  12650. return false;
  12651. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  12652. return false;
  12653. break;
  12654. case MO_EXTREMITYFIST:
  12655. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  12656. // return false;
  12657. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  12658. break;
  12659. if( sc && sc->data[SC_COMBO] ) {
  12660. switch(sc->data[SC_COMBO]->val1) {
  12661. case MO_COMBOFINISH:
  12662. case CH_TIGERFIST:
  12663. case CH_CHAINCRUSH:
  12664. break;
  12665. default:
  12666. return false;
  12667. }
  12668. }
  12669. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  12670. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12671. return false;
  12672. }
  12673. break;
  12674. case TK_MISSION:
  12675. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  12676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12677. return false;
  12678. }
  12679. break;
  12680. case TK_READYCOUNTER:
  12681. case TK_READYDOWN:
  12682. case TK_READYSTORM:
  12683. case TK_READYTURN:
  12684. case TK_JUMPKICK:
  12685. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  12686. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12687. return false;
  12688. }
  12689. break;
  12690. case TK_TURNKICK:
  12691. case TK_STORMKICK:
  12692. case TK_DOWNKICK:
  12693. case TK_COUNTER:
  12694. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  12695. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  12696. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  12697. return false; //Combo needs to be ready
  12698. if (sc->data[SC_COMBO]->val3) { //Kick chain
  12699. //Do not repeat a kick.
  12700. if (sc->data[SC_COMBO]->val3 != skill_id)
  12701. break;
  12702. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  12703. return false;
  12704. }
  12705. if(sc->data[SC_COMBO]->val1 != skill_id && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  12706. unit_cancel_combo(&sd->bl);
  12707. return false;
  12708. }
  12709. break; //Combo ready.
  12710. case BD_ADAPTATION:
  12711. {
  12712. int time;
  12713. if(!(sc && sc->data[SC_DANCING])) {
  12714. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12715. return false;
  12716. }
  12717. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  12718. if (skill_get_time(
  12719. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  12720. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  12721. - time < skill_get_time2(skill_id,skill_lv))
  12722. {
  12723. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12724. return false;
  12725. }
  12726. }
  12727. break;
  12728. case PR_BENEDICTIO:
  12729. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  12730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12731. return false;
  12732. }
  12733. break;
  12734. case SL_SMA:
  12735. if(!(sc && sc->data[SC_SMA]))
  12736. return false;
  12737. break;
  12738. case HT_POWER:
  12739. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  12740. return false;
  12741. break;
  12742. case CG_HERMODE:
  12743. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  12744. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12745. return false;
  12746. }
  12747. break;
  12748. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  12749. {
  12750. int i,range = skill_get_splash(skill_id, skill_lv)+1;
  12751. int size = range*2+1;
  12752. for (i=0;i<size*size;i++) {
  12753. int x = sd->bl.x+(i%size-range);
  12754. int y = sd->bl.y+(i/size-range);
  12755. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  12756. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12757. return false;
  12758. }
  12759. }
  12760. }
  12761. break;
  12762. case PR_REDEMPTIO:
  12763. {
  12764. int exp;
  12765. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  12766. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  12767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  12768. return false;
  12769. }
  12770. break;
  12771. }
  12772. case HP_BASILICA:
  12773. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  12774. if( sd ) {
  12775. int i,range = skill_get_unit_range(skill_id,skill_lv)+1;
  12776. int size = range*2+1;
  12777. for( i=0;i<size*size;i++ ) {
  12778. int x = sd->bl.x+(i%size-range);
  12779. int y = sd->bl.y+(i/size-range);
  12780. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  12781. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12782. return false;
  12783. }
  12784. }
  12785. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  12786. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12787. return false;
  12788. }
  12789. }
  12790. }
  12791. break;
  12792. case AM_TWILIGHT2:
  12793. case AM_TWILIGHT3:
  12794. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  12795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12796. return false;
  12797. }
  12798. break;
  12799. case SG_SUN_WARM:
  12800. case SG_MOON_WARM:
  12801. case SG_STAR_WARM:
  12802. if (sc && sc->data[SC_MIRACLE])
  12803. break;
  12804. i = skill_id-SG_SUN_WARM;
  12805. if (sd->bl.m == sd->feel_map[i].m)
  12806. break;
  12807. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12808. return false;
  12809. break;
  12810. case SG_SUN_COMFORT:
  12811. case SG_MOON_COMFORT:
  12812. case SG_STAR_COMFORT:
  12813. if (sc && sc->data[SC_MIRACLE])
  12814. break;
  12815. i = skill_id-SG_SUN_COMFORT;
  12816. if (sd->bl.m == sd->feel_map[i].m &&
  12817. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  12818. break;
  12819. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12820. return false;
  12821. case SG_FUSION:
  12822. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  12823. break;
  12824. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  12825. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  12826. if( require.sp > 0 ) {
  12827. if (status->sp < (unsigned int)require.sp)
  12828. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  12829. else
  12830. status_zap(&sd->bl, 0, require.sp);
  12831. }
  12832. return false;
  12833. case GD_BATTLEORDER:
  12834. case GD_REGENERATION:
  12835. case GD_RESTORE:
  12836. if (!map_flag_gvg2(sd->bl.m)) {
  12837. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12838. return false;
  12839. }
  12840. case GD_EMERGENCYCALL:
  12841. case GD_ITEMEMERGENCYCALL:
  12842. // other checks were already done in skill_isNotOk()
  12843. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  12844. return false;
  12845. break;
  12846. case GS_GLITTERING:
  12847. if(sd->spiritball >= 10) {
  12848. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12849. return false;
  12850. }
  12851. break;
  12852. case NJ_ISSEN:
  12853. #ifdef RENEWAL
  12854. if (status->hp < (status->hp/100)) {
  12855. #else
  12856. if (status->hp < 2) {
  12857. #endif
  12858. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12859. return false;
  12860. }
  12861. case NJ_BUNSINJYUTSU:
  12862. if (!(sc && sc->data[SC_NEN])) {
  12863. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12864. return false;
  12865. }
  12866. break;
  12867. case NJ_ZENYNAGE:
  12868. case KO_MUCHANAGE:
  12869. if(sd->status.zeny < require.zeny) {
  12870. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  12871. return false;
  12872. }
  12873. break;
  12874. case PF_HPCONVERSION:
  12875. if (status->sp == status->max_sp)
  12876. return false; //Unusable when at full SP.
  12877. break;
  12878. case AM_CALLHOMUN: //Can't summon if a hom is already out
  12879. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  12880. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12881. return false;
  12882. }
  12883. break;
  12884. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  12885. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  12886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12887. return false;
  12888. }
  12889. break;
  12890. /**
  12891. * Arch Bishop
  12892. **/
  12893. case AB_ANCILLA:
  12894. {
  12895. int count = 0;
  12896. for( i = 0; i < MAX_INVENTORY; i ++ )
  12897. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  12898. count += sd->status.inventory[i].amount;
  12899. if( count >= 3 ) {
  12900. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  12901. return false;
  12902. }
  12903. }
  12904. break;
  12905. /**
  12906. * Keeping as a note:
  12907. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  12908. **/
  12909. //case AB_LAUDAAGNUS:
  12910. //case AB_LAUDARAMUS:
  12911. // if( !sd->status.party_id ) {
  12912. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12913. // return false;
  12914. // }
  12915. // break;
  12916. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  12917. /**
  12918. * Warlock
  12919. **/
  12920. case WL_COMET:
  12921. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  12922. && sd->special_state.no_gemstone == 0
  12923. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  12924. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  12925. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12926. return false;
  12927. }
  12928. break;
  12929. case WL_SUMMONFB:
  12930. case WL_SUMMONBL:
  12931. case WL_SUMMONWB:
  12932. case WL_SUMMONSTONE:
  12933. if( sc ) {
  12934. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  12935. if( i == SC_SPHERE_5+1 ) { // No more free slots
  12936. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  12937. return false;
  12938. }
  12939. }
  12940. break;
  12941. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  12942. if( sc ) {
  12943. int j = 0;
  12944. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  12945. if( sc->data[i] ) {
  12946. j++;
  12947. }
  12948. if( j < 4 ) { // Need 4 spheres minimum
  12949. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12950. return false;
  12951. }
  12952. }
  12953. else { // no status at all? no spheres present
  12954. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12955. return false;
  12956. }
  12957. break;
  12958. /**
  12959. * Guillotine Cross
  12960. **/
  12961. case GC_HALLUCINATIONWALK:
  12962. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  12963. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12964. return false;
  12965. }
  12966. break;
  12967. case GC_COUNTERSLASH:
  12968. case GC_WEAPONCRUSH:
  12969. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  12970. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  12971. return false;
  12972. }
  12973. break;
  12974. /**
  12975. * Ranger
  12976. **/
  12977. case RA_WUGMASTERY:
  12978. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  12979. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12980. return false;
  12981. }
  12982. break;
  12983. case RA_WUGSTRIKE:
  12984. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  12985. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12986. return false;
  12987. }
  12988. break;
  12989. case RA_WUGRIDER:
  12990. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  12991. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12992. return false;
  12993. }
  12994. break;
  12995. case RA_WUGDASH:
  12996. if(!pc_isridingwug(sd)) {
  12997. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12998. return false;
  12999. }
  13000. break;
  13001. /**
  13002. * Royal Guard
  13003. **/
  13004. case LG_BANDING:
  13005. if( sc && sc->data[SC_INSPIRATION] ) {
  13006. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13007. return false;
  13008. }
  13009. break;
  13010. case LG_PRESTIGE:
  13011. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13012. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13013. return false;
  13014. }
  13015. break;
  13016. case LG_RAGEBURST:
  13017. if( sd->spiritball == 0 ) {
  13018. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13019. return false;
  13020. }
  13021. sd->spiritball_old = require.spiritball = sd->spiritball;
  13022. break;
  13023. case LG_RAYOFGENESIS:
  13024. if( sc && sc->data[SC_INSPIRATION] )
  13025. return true; // Don't check for partner.
  13026. if( !(sc && sc->data[SC_BANDING]) ) {
  13027. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13028. return false;
  13029. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  13030. return false; // Just fails, no msg here.
  13031. break;
  13032. case LG_HESPERUSLIT:
  13033. if( !sc || !sc->data[SC_BANDING] ) {
  13034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13035. return false;
  13036. }
  13037. break;
  13038. case SR_FALLENEMPIRE:
  13039. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13040. return false;
  13041. break;
  13042. case SR_CRESCENTELBOW:
  13043. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13044. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13045. return false;
  13046. }
  13047. break;
  13048. case SR_CURSEDCIRCLE:
  13049. if (map_flag_gvg(sd->bl.m)) {
  13050. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13051. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  13052. char output[128];
  13053. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13054. clif_colormes(sd,color_table[COLOR_RED], output);
  13055. return false;
  13056. }
  13057. }
  13058. if( sd->spiritball > 0 )
  13059. sd->spiritball_old = require.spiritball = sd->spiritball;
  13060. else {
  13061. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13062. return false;
  13063. }
  13064. break;
  13065. case SR_GATEOFHELL:
  13066. if( sd->spiritball > 0 )
  13067. sd->spiritball_old = require.spiritball;
  13068. break;
  13069. case SC_MANHOLE:
  13070. case SC_DIMENSIONDOOR:
  13071. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13073. return false;
  13074. }
  13075. break;
  13076. case WM_GREAT_ECHO: {
  13077. int count;
  13078. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13079. if( count < 1 ) {
  13080. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13081. return false;
  13082. } else
  13083. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13084. }
  13085. break;
  13086. case SO_FIREWALK:
  13087. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13088. if( sc && sc->data[SC_PROPERTYWALK] &&
  13089. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13090. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13091. return false;
  13092. }
  13093. break;
  13094. case SO_EL_CONTROL:
  13095. if( !sd->status.ele_id || !sd->ed ) {
  13096. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13097. return false;
  13098. }
  13099. break;
  13100. case RETURN_TO_ELDICASTES:
  13101. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13102. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13103. return false;
  13104. }
  13105. break;
  13106. case LG_REFLECTDAMAGE:
  13107. case CR_REFLECTSHIELD:
  13108. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  13109. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13110. return false;
  13111. }
  13112. break;
  13113. case KO_KAHU_ENTEN:
  13114. case KO_HYOUHU_HUBUKI:
  13115. case KO_KAZEHU_SEIRAN:
  13116. case KO_DOHU_KOUKAI:
  13117. {
  13118. int ttype = skill_get_ele(skill_id, skill_lv);
  13119. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  13120. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ) {
  13121. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13122. return false;
  13123. }
  13124. }
  13125. break;
  13126. case KO_KAIHOU:
  13127. case KO_ZENKAI:
  13128. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  13129. if( i > 4 ) {
  13130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13131. return false;
  13132. }
  13133. break;
  13134. case KO_JYUMONJIKIRI:
  13135. if (sd->status.shield && !sd->weapontype2 && (sd->weapontype1 == W_DAGGER || sd->weapontype1 == W_1HSWORD))
  13136. return true; // Wearing Shield + Dagger/Sword, other non-shield weapon checks are later
  13137. break;
  13138. }
  13139. /* check state required */
  13140. switch (require.state) {
  13141. case ST_HIDDEN:
  13142. if(!pc_ishiding(sd)) {
  13143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13144. return false;
  13145. }
  13146. break;
  13147. case ST_RIDING:
  13148. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13149. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13150. return false;
  13151. }
  13152. break;
  13153. case ST_FALCON:
  13154. if(!pc_isfalcon(sd)) {
  13155. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13156. return false;
  13157. }
  13158. break;
  13159. case ST_CART:
  13160. if(!pc_iscarton(sd)) {
  13161. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13162. return false;
  13163. }
  13164. break;
  13165. case ST_SHIELD:
  13166. if(sd->status.shield <= 0) {
  13167. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13168. return false;
  13169. }
  13170. break;
  13171. case ST_RECOV_WEIGHT_RATE:
  13172. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13173. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13174. return false;
  13175. }
  13176. break;
  13177. case ST_MOVE_ENABLE:
  13178. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13179. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13180. if (!unit_can_move(&sd->bl)) {
  13181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13182. return false;
  13183. }
  13184. break;
  13185. case ST_WATER:
  13186. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13187. break;
  13188. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13189. break;
  13190. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13191. return false;
  13192. case ST_RIDINGDRAGON:
  13193. if( !pc_isridingdragon(sd) ) {
  13194. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13195. return false;
  13196. }
  13197. break;
  13198. case ST_WUG:
  13199. if( !pc_iswug(sd) ) {
  13200. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13201. return false;
  13202. }
  13203. break;
  13204. case ST_RIDINGWUG:
  13205. if( !pc_isridingwug(sd) ) {
  13206. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13207. return false;
  13208. }
  13209. break;
  13210. case ST_MADO:
  13211. if( !pc_ismadogear(sd) ) {
  13212. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13213. return false;
  13214. }
  13215. break;
  13216. case ST_ELEMENTALSPIRIT:
  13217. if(!sd->ed) {
  13218. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13219. return false;
  13220. }
  13221. break;
  13222. case ST_PECO:
  13223. if(!pc_isriding(sd)) {
  13224. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13225. return false;
  13226. }
  13227. break;
  13228. }
  13229. /* check the status required */
  13230. if (require.status_count) {
  13231. uint8 i;
  13232. /* May has multiple requirements */
  13233. //if (!sc) {
  13234. // clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  13235. // return false;
  13236. //}
  13237. for (i = 0; i < require.status_count; i++) {
  13238. enum sc_type req_sc = require.status[i];
  13239. if (req_sc == SC_NONE)
  13240. continue;
  13241. switch (req_sc) {
  13242. /* Official fail msg */
  13243. case SC_PUSH_CART:
  13244. if (!sc || !sc->data[SC_PUSH_CART]) {
  13245. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13246. return false;
  13247. }
  13248. break;
  13249. case SC_POISONINGWEAPON:
  13250. if (!sc || !sc->data[SC_POISONINGWEAPON]) {
  13251. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  13252. return false;
  13253. }
  13254. break;
  13255. default:
  13256. if (!sc || !sc->data[req_sc]) {
  13257. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CONDITION, 0);
  13258. return false;
  13259. }
  13260. break;
  13261. }
  13262. }
  13263. }
  13264. //check if equiped item
  13265. if (require.eqItem_count) {
  13266. for (i = 0; i < require.eqItem_count; i++) {
  13267. int reqeqit = require.eqItem[i];
  13268. if(!reqeqit) break; //no more required item get out of here
  13269. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13270. char output[128];
  13271. //Official use msgstringtable.txt for each skill failure
  13272. sprintf(output,msg_txt(sd,722),itemdb_jname(reqeqit));
  13273. clif_colormes(sd,color_table[COLOR_RED],output);
  13274. return false;
  13275. }
  13276. }
  13277. }
  13278. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13279. //mhp is the max-hp-requirement, that is,
  13280. //you must have this % or less of HP to cast it.
  13281. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13282. return false;
  13283. }
  13284. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13285. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13286. return false;
  13287. }
  13288. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13289. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13290. return false;
  13291. }
  13292. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13293. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13294. return false;
  13295. }
  13296. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13297. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13298. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13299. return false;
  13300. }
  13301. return true;
  13302. }
  13303. /** Check skill condition when cast end.
  13304. * NOTE: Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13305. * @param sd Player who uses skill
  13306. * @param skill_id ID of used skill
  13307. * @param skill_lv Level of used skill
  13308. * @return true: All condition passed, false: Failed
  13309. */
  13310. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv) {
  13311. struct skill_condition require;
  13312. struct status_data *status;
  13313. int i;
  13314. int index[MAX_SKILL_ITEM_REQUIRE];
  13315. nullpo_retr(false,sd);
  13316. if( sd->chatID )
  13317. return false;
  13318. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13319. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13320. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13321. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13322. return true;
  13323. }
  13324. switch( sd->menuskill_id ) { // Cast start or cast end??
  13325. case AM_PHARMACY:
  13326. switch( skill_id ) {
  13327. case AM_PHARMACY:
  13328. case AC_MAKINGARROW:
  13329. case BS_REPAIRWEAPON:
  13330. case AM_TWILIGHT1:
  13331. case AM_TWILIGHT2:
  13332. case AM_TWILIGHT3:
  13333. return false;
  13334. }
  13335. break;
  13336. case GN_MIX_COOKING:
  13337. case GN_MAKEBOMB:
  13338. case GN_S_PHARMACY:
  13339. case GN_CHANGEMATERIAL:
  13340. if( sd->menuskill_id != skill_id )
  13341. return false;
  13342. break;
  13343. }
  13344. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13345. return true;
  13346. if( pc_is90overweight(sd) ) {
  13347. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13348. return false;
  13349. }
  13350. // perform skill-specific checks (and actions)
  13351. switch( skill_id ) {
  13352. case PR_BENEDICTIO:
  13353. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13354. break;
  13355. case AM_CANNIBALIZE:
  13356. case AM_SPHEREMINE: {
  13357. int c=0;
  13358. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13359. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13360. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13361. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13362. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13363. if(c >= maxcount ||
  13364. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13365. { //Fails when: exceed max limit. There are other plant types already out.
  13366. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13367. return false;
  13368. }
  13369. }
  13370. break;
  13371. }
  13372. case NC_SILVERSNIPER:
  13373. case NC_MAGICDECOY: {
  13374. int c = 0;
  13375. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13376. int mob_class = MOBID_SILVERSNIPER;
  13377. if( skill_id == NC_MAGICDECOY )
  13378. mob_class = MOBID_MAGICDECOY_FIRE;
  13379. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13380. if( skill_id == NC_MAGICDECOY ) {
  13381. int j;
  13382. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13383. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13384. } else
  13385. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13386. if( c >= maxcount ) {
  13387. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13388. return false;
  13389. }
  13390. }
  13391. }
  13392. break;
  13393. case KO_ZANZOU: {
  13394. int c = 0;
  13395. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill_id, &c);
  13396. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  13397. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13398. return false;
  13399. }
  13400. }
  13401. break;
  13402. }
  13403. status = &sd->battle_status;
  13404. require = skill_get_requirement(sd,skill_id,skill_lv);
  13405. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13406. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13407. return false;
  13408. }
  13409. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13410. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13411. return false;
  13412. }
  13413. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13414. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13415. clif_arrow_fail(sd,0);
  13416. return false;
  13417. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13418. char e_msg[100];
  13419. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13420. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13421. return false;
  13422. }
  13423. else if (require.ammo&(1<<AMMO_KUNAI)) {
  13424. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  13425. return false;
  13426. }
  13427. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13428. skill_get_desc(skill_id),
  13429. require.ammo_qty,
  13430. itemdb_jname(sd->status.inventory[i].nameid));
  13431. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13432. return false;
  13433. }
  13434. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13435. //which is the closest we have to wrong ammo type. [Skotlex]
  13436. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13437. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13438. return false;
  13439. }
  13440. }
  13441. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13442. if( !require.itemid[i] )
  13443. continue;
  13444. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13445. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13446. //if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13447. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  13448. //else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13449. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  13450. //else {
  13451. //Official is using msgstringtable.txt for each requirement failure
  13452. char output[CHAT_SIZE_MAX];
  13453. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13454. //sprintf(output, "You need itemid=%d, amount=%d", require.itemid[i], require.amount[i]);
  13455. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  13456. clif_colormes(sd,color_table[COLOR_RED],output);
  13457. //}
  13458. return false;
  13459. }
  13460. }
  13461. return true;
  13462. }
  13463. /** Consume skill requirement
  13464. * @param sd Player who uses the skill
  13465. * @param skill_id ID of used skill
  13466. * @param skill_lv Level of used skill
  13467. * @param type Consume type
  13468. * type&1: consume the others (before skill was used);
  13469. * type&2: consume items (after skill was used)
  13470. */
  13471. void skill_consume_requirement( struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13472. {
  13473. struct skill_condition req;
  13474. nullpo_retv(sd);
  13475. req = skill_get_requirement(sd,skill_id,skill_lv);
  13476. if( type&1 ) {
  13477. switch( skill_id ) {
  13478. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13479. case MC_IDENTIFY:
  13480. case RL_D_TAIL:
  13481. req.sp = 0;
  13482. break;
  13483. case GS_DESPERADO:
  13484. if (sd->skill_id_old == RL_FALLEN_ANGEL) //Don't consume SP if triggered by Fallen Angel
  13485. req.sp = 0;
  13486. break;
  13487. default:
  13488. if(sd->state.autocast)
  13489. req.sp = 0;
  13490. break;
  13491. }
  13492. if(req.hp || req.sp)
  13493. status_zap(&sd->bl, req.hp, req.sp);
  13494. if(req.spiritball > 0)
  13495. pc_delspiritball(sd,req.spiritball,0);
  13496. else if(req.spiritball == -1) {
  13497. sd->spiritball_old = sd->spiritball;
  13498. pc_delspiritball(sd,sd->spiritball,0);
  13499. }
  13500. if(req.zeny > 0)
  13501. {
  13502. if( skill_id == NJ_ZENYNAGE )
  13503. req.zeny = 0; //Zeny is reduced on skill_attack.
  13504. if( sd->status.zeny < req.zeny )
  13505. req.zeny = sd->status.zeny;
  13506. pc_payzeny(sd,req.zeny,LOG_TYPE_CONSUME,NULL);
  13507. }
  13508. }
  13509. if( type&2 ) {
  13510. struct status_change *sc = &sd->sc;
  13511. int n,i;
  13512. if( !sc->count )
  13513. sc = NULL;
  13514. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13515. {
  13516. if( !req.itemid[i] )
  13517. continue;
  13518. if( itemid_isgemstone(req.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13519. continue; //Gemstones are checked, but not substracted from inventory.
  13520. switch( skill_id ){
  13521. case SA_SEISMICWEAPON:
  13522. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13523. continue;
  13524. break;
  13525. case SA_FLAMELAUNCHER:
  13526. case SA_VOLCANO:
  13527. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13528. continue;
  13529. break;
  13530. case SA_FROSTWEAPON:
  13531. case SA_DELUGE:
  13532. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13533. continue;
  13534. break;
  13535. case SA_LIGHTNINGLOADER:
  13536. case SA_VIOLENTGALE:
  13537. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13538. continue;
  13539. case RL_H_MINE:
  13540. if (sd->flicker)
  13541. continue;
  13542. break;
  13543. }
  13544. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  13545. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  13546. }
  13547. }
  13548. }
  13549. /**
  13550. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  13551. * @param sd Player's that will be checked
  13552. * @param skill_id Skill that's being used
  13553. * @param skill_lv Skill level of used skill
  13554. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  13555. */
  13556. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13557. {
  13558. struct skill_condition req;
  13559. struct status_data *status;
  13560. struct status_change *sc;
  13561. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  13562. uint16 idx;
  13563. memset(&req,0,sizeof(req));
  13564. if( !sd )
  13565. return req;
  13566. if( sd->skillitem == skill_id )
  13567. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  13568. sc = &sd->sc;
  13569. if( !sc->count )
  13570. sc = NULL;
  13571. //Checks if disabling skill - in which case no SP requirements are necessary
  13572. if( sc && skill_disable_check(sc,skill_id) )
  13573. return req;
  13574. idx = skill_get_index(skill_id);
  13575. if( idx == 0 ) // invalid skill id
  13576. return req;
  13577. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  13578. return req;
  13579. status = &sd->battle_status;
  13580. req.hp = skill_db[idx].require.hp[skill_lv-1];
  13581. hp_rate = skill_db[idx].require.hp_rate[skill_lv-1];
  13582. if(hp_rate > 0)
  13583. req.hp += (status->hp * hp_rate)/100;
  13584. else
  13585. req.hp += (status->max_hp * (-hp_rate))/100;
  13586. req.sp = skill_db[idx].require.sp[skill_lv-1];
  13587. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  13588. req.sp /= 2;
  13589. sp_rate = skill_db[idx].require.sp_rate[skill_lv-1];
  13590. if(sp_rate > 0)
  13591. req.sp += (status->sp * sp_rate)/100;
  13592. else
  13593. req.sp += (status->max_sp * (-sp_rate))/100;
  13594. if( sd->dsprate != 100 )
  13595. req.sp = req.sp * sd->dsprate / 100;
  13596. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  13597. if( i < ARRAYLENGTH(sd->skillusesprate) )
  13598. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  13599. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  13600. if( i < ARRAYLENGTH(sd->skillusesp) )
  13601. req.sp -= sd->skillusesp[i].val;
  13602. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  13603. if( sc ) {
  13604. if( sc->data[SC__LAZINESS] )
  13605. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  13606. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  13607. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  13608. if( sc->data[SC_RECOGNIZEDSPELL] )
  13609. req.sp += req.sp / 4;
  13610. if( sc->data[SC_OFFERTORIUM])
  13611. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  13612. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  13613. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  13614. }
  13615. req.zeny = skill_db[idx].require.zeny[skill_lv-1];
  13616. if( sc && sc->data[SC__UNLUCKY] ) {
  13617. if(sc->data[SC__UNLUCKY]->val1 < 3)
  13618. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  13619. else
  13620. req.zeny += 1000;
  13621. }
  13622. req.spiritball = skill_db[idx].require.spiritball[skill_lv-1];
  13623. req.state = skill_db[idx].require.state;
  13624. req.mhp = skill_db[idx].require.mhp[skill_lv-1];
  13625. req.weapon = skill_db[idx].require.weapon;
  13626. req.ammo_qty = skill_db[idx].require.ammo_qty[skill_lv-1];
  13627. if (req.ammo_qty)
  13628. req.ammo = skill_db[idx].require.ammo;
  13629. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  13630. { //Assume this skill is using the weapon, therefore it requires arrows.
  13631. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  13632. req.ammo_qty = 1;
  13633. }
  13634. req.status_count = skill_db[idx].require.status_count;
  13635. req.status = skill_db[idx].require.status;
  13636. req.eqItem_count = skill_db[idx].require.eqItem_count;
  13637. req.eqItem = skill_db[idx].require.eqItem;
  13638. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  13639. if( (skill_id == AM_POTIONPITCHER || skill_id == CR_SLIMPITCHER || skill_id == CR_CULTIVATION) && i != skill_lv%11 - 1 )
  13640. continue;
  13641. switch( skill_id ) {
  13642. case AM_CALLHOMUN:
  13643. if (sd->status.hom_id) //Don't delete items when hom is already out.
  13644. continue;
  13645. break;
  13646. case NC_SHAPESHIFT:
  13647. if( i < 4 )
  13648. continue;
  13649. break;
  13650. case WZ_FIREPILLAR: // celest
  13651. if (skill_lv <= 5) // no gems required at level 1-5
  13652. continue;
  13653. break;
  13654. case AB_ADORAMUS:
  13655. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  13656. continue;
  13657. break;
  13658. case WL_COMET:
  13659. if( itemid_isgemstone(skill_db[idx].require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  13660. continue;
  13661. break;
  13662. case GN_FIRE_EXPANSION:
  13663. if( i < 5 )
  13664. continue;
  13665. break;
  13666. case SO_SUMMON_AGNI:
  13667. case SO_SUMMON_AQUA:
  13668. case SO_SUMMON_VENTUS:
  13669. case SO_SUMMON_TERA:
  13670. case SO_WATER_INSIGNIA:
  13671. case SO_FIRE_INSIGNIA:
  13672. case SO_WIND_INSIGNIA:
  13673. case SO_EARTH_INSIGNIA:
  13674. if( i < 3 )
  13675. continue;
  13676. break;
  13677. }
  13678. req.itemid[i] = skill_db[idx].require.itemid[i];
  13679. req.amount[i] = skill_db[idx].require.amount[i];
  13680. // Check requirement for gemstone.
  13681. if (itemid_isgemstone(req.itemid[i])) {
  13682. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  13683. req.itemid[i] = req.amount[i] = 0;
  13684. else {
  13685. if( sd->special_state.no_gemstone )
  13686. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  13687. if( skill_id != SA_ABRACADABRA )
  13688. req.itemid[i] = req.amount[i] = 0;
  13689. else if( --req.amount[i] < 1 )
  13690. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13691. }
  13692. if(sc && sc->data[SC_INTOABYSS])
  13693. {
  13694. if( skill_id != SA_ABRACADABRA )
  13695. req.itemid[i] = req.amount[i] = 0;
  13696. else if( --req.amount[i] < 1 )
  13697. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  13698. }
  13699. }
  13700. }
  13701. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  13702. int16 itIndex;
  13703. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  13704. req.itemid[i] = ITEMID_TRAP_ALLOY;
  13705. req.amount[i] = 1;
  13706. }
  13707. break;
  13708. }
  13709. }
  13710. /* requirements are level-dependent */
  13711. switch( skill_id ) {
  13712. case NC_SHAPESHIFT:
  13713. case GN_FIRE_EXPANSION:
  13714. case SO_SUMMON_AGNI:
  13715. case SO_SUMMON_AQUA:
  13716. case SO_SUMMON_VENTUS:
  13717. case SO_SUMMON_TERA:
  13718. case SO_WATER_INSIGNIA:
  13719. case SO_FIRE_INSIGNIA:
  13720. case SO_WIND_INSIGNIA:
  13721. case SO_EARTH_INSIGNIA:
  13722. req.itemid[skill_lv-1] = skill_db[idx].require.itemid[skill_lv-1];
  13723. req.amount[skill_lv-1] = skill_db[idx].require.amount[skill_lv-1];
  13724. break;
  13725. }
  13726. if (skill_id == NC_REPAIR) {
  13727. switch(skill_lv) {
  13728. case 1:
  13729. case 2:
  13730. req.itemid[1] = ITEMID_REPAIR_A;
  13731. break;
  13732. case 3:
  13733. case 4:
  13734. req.itemid[1] = ITEMID_REPAIR_B;
  13735. break;
  13736. case 5:
  13737. req.itemid[1] = ITEMID_REPAIR_C;
  13738. break;
  13739. }
  13740. req.amount[1] = 1;
  13741. }
  13742. // Check for cost reductions due to skills & SCs
  13743. switch(skill_id) {
  13744. case MC_MAMMONITE:
  13745. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  13746. req.zeny -= req.zeny*10/100;
  13747. break;
  13748. case AL_HOLYLIGHT:
  13749. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  13750. req.sp *= 5;
  13751. break;
  13752. case SL_SMA:
  13753. case SL_STUN:
  13754. case SL_STIN:
  13755. {
  13756. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  13757. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  13758. break;
  13759. if(sd->status.base_level>=90)
  13760. req.sp -= req.sp*7*kaina_lv/100;
  13761. else if(sd->status.base_level>=80)
  13762. req.sp -= req.sp*5*kaina_lv/100;
  13763. else if(sd->status.base_level>=70)
  13764. req.sp -= req.sp*3*kaina_lv/100;
  13765. }
  13766. break;
  13767. case MO_TRIPLEATTACK:
  13768. case MO_CHAINCOMBO:
  13769. case MO_COMBOFINISH:
  13770. case CH_TIGERFIST:
  13771. case CH_CHAINCRUSH:
  13772. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  13773. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  13774. break;
  13775. case MO_BODYRELOCATION:
  13776. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  13777. req.spiritball = 0;
  13778. break;
  13779. case MO_EXTREMITYFIST:
  13780. if( sc )
  13781. {
  13782. if( sc->data[SC_BLADESTOP] )
  13783. req.spiritball--;
  13784. else if( sc->data[SC_COMBO] )
  13785. {
  13786. switch( sc->data[SC_COMBO]->val1 )
  13787. {
  13788. case MO_COMBOFINISH:
  13789. req.spiritball = 4;
  13790. break;
  13791. case CH_TIGERFIST:
  13792. req.spiritball = 3;
  13793. break;
  13794. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  13795. req.spiritball = sd->spiritball?sd->spiritball:1;
  13796. break;
  13797. }
  13798. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  13799. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  13800. }
  13801. break;
  13802. case SR_RAMPAGEBLASTER:
  13803. req.spiritball = sd->spiritball?sd->spiritball:15;
  13804. break;
  13805. case LG_RAGEBURST:
  13806. req.spiritball = sd->spiritball?sd->spiritball:1;
  13807. break;
  13808. case SR_GATEOFHELL:
  13809. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  13810. req.sp -= req.sp * 10 / 100;
  13811. break;
  13812. case SO_SUMMON_AGNI:
  13813. case SO_SUMMON_AQUA:
  13814. case SO_SUMMON_VENTUS:
  13815. case SO_SUMMON_TERA:
  13816. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  13817. break;
  13818. case SO_PSYCHIC_WAVE:
  13819. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  13820. req.sp += req.sp * 50 / 100;
  13821. break;
  13822. }
  13823. //Check if player is using the copied skill [Cydh]
  13824. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  13825. uint16 req_opt = skill_db[idx].copyable.req_opt;
  13826. if (req_opt&0x0001) req.hp = 0;
  13827. if (req_opt&0x0002) req.mhp = 0;
  13828. if (req_opt&0x0004) req.sp = 0;
  13829. if (req_opt&0x0008) req.hp_rate = 0;
  13830. if (req_opt&0x0010) req.sp_rate = 0;
  13831. if (req_opt&0x0020) req.zeny = 0;
  13832. if (req_opt&0x0040) req.weapon = 0;
  13833. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  13834. if (req_opt&0x0100) req.state = ST_NONE;
  13835. if (req_opt&0x0200) req.status_count = 0;
  13836. if (req_opt&0x0400) req.spiritball = 0;
  13837. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  13838. if (req_opt&0x1000) req.eqItem_count = 0;
  13839. }
  13840. return req;
  13841. }
  13842. /*==========================================
  13843. * Does cast-time reductions based on dex, item bonuses and config setting
  13844. *------------------------------------------*/
  13845. int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  13846. int time = skill_get_cast(skill_id, skill_lv);
  13847. nullpo_ret(bl);
  13848. #ifndef RENEWAL_CAST
  13849. {
  13850. struct map_session_data *sd;
  13851. sd = BL_CAST(BL_PC, bl);
  13852. // calculate base cast time (reduced by dex)
  13853. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  13854. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  13855. if( scale > 0 ) // not instant cast
  13856. time = time * scale / battle_config.castrate_dex_scale;
  13857. else
  13858. return 0; // instant cast
  13859. }
  13860. // calculate cast time reduced by item/card bonuses
  13861. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  13862. {
  13863. int i;
  13864. if( sd->castrate != 100 )
  13865. time = time * sd->castrate / 100;
  13866. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13867. {
  13868. if( sd->skillcast[i].id == skill_id )
  13869. {
  13870. time+= time * sd->skillcast[i].val / 100;
  13871. break;
  13872. }
  13873. }
  13874. }
  13875. }
  13876. #endif
  13877. // config cast time multiplier
  13878. if (battle_config.cast_rate != 100)
  13879. time = time * battle_config.cast_rate / 100;
  13880. // return final cast time
  13881. time = max(time, 0);
  13882. //ShowInfo("Castime castfix = %d\n",time);
  13883. return time;
  13884. }
  13885. /*==========================================
  13886. * Does cast-time reductions based on sc data.
  13887. *------------------------------------------*/
  13888. #ifndef RENEWAL_CAST
  13889. /** Get the skill cast time for Pre-Re cast
  13890. * @param bl: The caster
  13891. * @param time: Cast time before Status Change addition or reduction
  13892. * @return time: Modified castime after status change addition or reduction
  13893. */
  13894. int skill_castfix_sc (struct block_list *bl, int time)
  13895. {
  13896. struct status_change *sc = status_get_sc(bl);
  13897. if( time < 0 )
  13898. return 0;
  13899. if (sc && sc->count) {
  13900. if (sc->data[SC_SLOWCAST])
  13901. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  13902. if (sc->data[SC_PARALYSIS])
  13903. time += sc->data[SC_PARALYSIS]->val3;
  13904. if (sc->data[SC_SUFFRAGIUM]) {
  13905. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  13906. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13907. }
  13908. if (sc->data[SC_MEMORIZE]) {
  13909. time>>=1;
  13910. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13911. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13912. }
  13913. if (sc->data[SC_POEMBRAGI])
  13914. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  13915. if (sc->data[SC_IZAYOI])
  13916. time -= time * 50 / 100;
  13917. }
  13918. time = max(time, 0);
  13919. //ShowInfo("Castime castfix_sc = %d\n",time);
  13920. return time;
  13921. }
  13922. #else
  13923. /** Get the skill cast time for RENEWAL_CAST
  13924. * @param bl: The caster
  13925. * @param time: Cast time without reduction
  13926. * @param skill_id: Skill ID of the casted skill
  13927. * @param skill_lv: Skill level of the casted skill
  13928. * @return time: Modified castime after status and bonus addition or reduction
  13929. */
  13930. int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  13931. {
  13932. struct status_change *sc = status_get_sc(bl);
  13933. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  13934. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  13935. if( time < 0 )
  13936. return 0;
  13937. if( bl->type == BL_MOB )
  13938. return (int)time;
  13939. if( fixed == 0 ){
  13940. fixed = (int)time * 20 / 100; // fixed time
  13941. time = time * 80 / 100; // variable time
  13942. }else if( fixed < 0 ) // no fixed cast time
  13943. fixed = 0;
  13944. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  13945. if( sd->bonus.varcastrate < 0 )
  13946. VARCAST_REDUCTION(sd->bonus.varcastrate);
  13947. if( sd->bonus.add_varcast != 0 ) // bonus bVariableCast
  13948. time += sd->bonus.add_varcast;
  13949. if( sd->bonus.add_fixcast != 0 ) // bonus bFixedCast
  13950. fixed += sd->bonus.add_fixcast;
  13951. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  13952. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  13953. fixed += sd->skillfixcast[i].val;
  13954. break;
  13955. }
  13956. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  13957. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  13958. time += sd->skillvarcast[i].val;
  13959. break;
  13960. }
  13961. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  13962. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  13963. VARCAST_REDUCTION(sd->skillcast[i].val);
  13964. break;
  13965. }
  13966. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  13967. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  13968. fixcast_r = sd->skillfixcastrate[i].val; // just speculation
  13969. break;
  13970. }
  13971. }
  13972. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  13973. // All variable cast additive bonuses must come first
  13974. if (sc->data[SC_SLOWCAST])
  13975. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  13976. if( sc->data[SC__LAZINESS] )
  13977. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  13978. // Variable cast reduction bonuses
  13979. if (sc->data[SC_SUFFRAGIUM]) {
  13980. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  13981. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  13982. }
  13983. if (sc->data[SC_MEMORIZE]) {
  13984. VARCAST_REDUCTION(50);
  13985. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  13986. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  13987. }
  13988. if (sc->data[SC_POEMBRAGI])
  13989. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  13990. if (sc->data[SC_IZAYOI])
  13991. VARCAST_REDUCTION(50);
  13992. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  13993. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  13994. if( sc->data[SC_TELEKINESIS_INTENSE] )
  13995. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  13996. // Fixed cast reduction bonuses
  13997. if( sc->data[SC_SECRAMENT] )
  13998. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  13999. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  14000. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  14001. // Fixed cast non percentage bonuses
  14002. if( sc->data[SC_MANDRAGORA] )
  14003. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  14004. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  14005. fixed = 0;
  14006. if( sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION] )
  14007. fixed -= 1000;
  14008. if (sc->data[SC_DANCEWITHWUG])
  14009. fixed -= fixed * sc->data[SC_DANCEWITHWUG]->val4 / 100;
  14010. if( sc->data[SC_HEAT_BARREL] )
  14011. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  14012. }
  14013. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  14014. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  14015. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  14016. }
  14017. if( varcast_r < 0 ) // now compute overall factors
  14018. time = time * (1 - (float)varcast_r / 100);
  14019. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  14020. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  14021. // underflow checking/capping
  14022. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed,0);
  14023. return (int)time;
  14024. }
  14025. #endif
  14026. /*==========================================
  14027. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14028. *------------------------------------------*/
  14029. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14030. {
  14031. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  14032. int time = skill_get_delay(skill_id, skill_lv);
  14033. struct map_session_data *sd;
  14034. struct status_change *sc = status_get_sc(bl);
  14035. nullpo_ret(bl);
  14036. sd = BL_CAST(BL_PC, bl);
  14037. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14038. return 0; //Will use picked skill's delay.
  14039. if (bl->type&battle_config.no_skill_delay)
  14040. return battle_config.min_skill_delay_limit;
  14041. if (time < 0)
  14042. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14043. // Delay reductions
  14044. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14045. case MO_TRIPLEATTACK:
  14046. case MO_CHAINCOMBO:
  14047. case MO_COMBOFINISH:
  14048. case CH_TIGERFIST:
  14049. case CH_CHAINCRUSH:
  14050. case SR_DRAGONCOMBO:
  14051. case SR_FALLENEMPIRE:
  14052. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  14053. break;
  14054. case HP_BASILICA:
  14055. if( sc && !sc->data[SC_BASILICA] )
  14056. time = 0; // There is no Delay on Basilica creation, only on cancel
  14057. break;
  14058. default:
  14059. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  14060. { // if skill delay is allowed to be reduced by dex
  14061. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14062. if (scale > 0)
  14063. time = time * scale / battle_config.castrate_dex_scale;
  14064. else //To be capped later to minimum.
  14065. time = 0;
  14066. }
  14067. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  14068. { // if skill delay is allowed to be reduced by agi
  14069. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14070. if (scale > 0)
  14071. time = time * scale / battle_config.castrate_dex_scale;
  14072. else //To be capped later to minimum.
  14073. time = 0;
  14074. }
  14075. }
  14076. if ( sc && sc->data[SC_SPIRIT] ) {
  14077. switch (skill_id) {
  14078. case CR_SHIELDBOOMERANG:
  14079. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14080. time /= 2;
  14081. break;
  14082. case AS_SONICBLOW:
  14083. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14084. time /= 2;
  14085. break;
  14086. }
  14087. }
  14088. if (!(delaynodex&2))
  14089. {
  14090. if (sc && sc->count) {
  14091. if (sc->data[SC_POEMBRAGI])
  14092. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14093. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  14094. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14095. }
  14096. }
  14097. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  14098. time = time * sd->delayrate / 100;
  14099. if (battle_config.delay_rate != 100)
  14100. time = time * battle_config.delay_rate / 100;
  14101. //min delay
  14102. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14103. time = max(time, battle_config.min_skill_delay_limit);
  14104. //ShowInfo("Delay delayfix = %d\n",time);
  14105. return time;
  14106. }
  14107. /*=========================================
  14108. *
  14109. *-----------------------------------------*/
  14110. struct square {
  14111. int val1[5];
  14112. int val2[5];
  14113. };
  14114. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14115. {
  14116. nullpo_retv(tc);
  14117. if(dir == 0){
  14118. tc->val1[0]=x-2;
  14119. tc->val1[1]=x-1;
  14120. tc->val1[2]=x;
  14121. tc->val1[3]=x+1;
  14122. tc->val1[4]=x+2;
  14123. tc->val2[0]=
  14124. tc->val2[1]=
  14125. tc->val2[2]=
  14126. tc->val2[3]=
  14127. tc->val2[4]=y-1;
  14128. }
  14129. else if(dir==2){
  14130. tc->val1[0]=
  14131. tc->val1[1]=
  14132. tc->val1[2]=
  14133. tc->val1[3]=
  14134. tc->val1[4]=x+1;
  14135. tc->val2[0]=y+2;
  14136. tc->val2[1]=y+1;
  14137. tc->val2[2]=y;
  14138. tc->val2[3]=y-1;
  14139. tc->val2[4]=y-2;
  14140. }
  14141. else if(dir==4){
  14142. tc->val1[0]=x-2;
  14143. tc->val1[1]=x-1;
  14144. tc->val1[2]=x;
  14145. tc->val1[3]=x+1;
  14146. tc->val1[4]=x+2;
  14147. tc->val2[0]=
  14148. tc->val2[1]=
  14149. tc->val2[2]=
  14150. tc->val2[3]=
  14151. tc->val2[4]=y+1;
  14152. }
  14153. else if(dir==6){
  14154. tc->val1[0]=
  14155. tc->val1[1]=
  14156. tc->val1[2]=
  14157. tc->val1[3]=
  14158. tc->val1[4]=x-1;
  14159. tc->val2[0]=y+2;
  14160. tc->val2[1]=y+1;
  14161. tc->val2[2]=y;
  14162. tc->val2[3]=y-1;
  14163. tc->val2[4]=y-2;
  14164. }
  14165. else if(dir==1){
  14166. tc->val1[0]=x-1;
  14167. tc->val1[1]=x;
  14168. tc->val1[2]=x+1;
  14169. tc->val1[3]=x+2;
  14170. tc->val1[4]=x+3;
  14171. tc->val2[0]=y-4;
  14172. tc->val2[1]=y-3;
  14173. tc->val2[2]=y-1;
  14174. tc->val2[3]=y;
  14175. tc->val2[4]=y+1;
  14176. }
  14177. else if(dir==3){
  14178. tc->val1[0]=x+3;
  14179. tc->val1[1]=x+2;
  14180. tc->val1[2]=x+1;
  14181. tc->val1[3]=x;
  14182. tc->val1[4]=x-1;
  14183. tc->val2[0]=y-1;
  14184. tc->val2[1]=y;
  14185. tc->val2[2]=y+1;
  14186. tc->val2[3]=y+2;
  14187. tc->val2[4]=y+3;
  14188. }
  14189. else if(dir==5){
  14190. tc->val1[0]=x+1;
  14191. tc->val1[1]=x;
  14192. tc->val1[2]=x-1;
  14193. tc->val1[3]=x-2;
  14194. tc->val1[4]=x-3;
  14195. tc->val2[0]=y+3;
  14196. tc->val2[1]=y+2;
  14197. tc->val2[2]=y+1;
  14198. tc->val2[3]=y;
  14199. tc->val2[4]=y-1;
  14200. }
  14201. else if(dir==7){
  14202. tc->val1[0]=x-3;
  14203. tc->val1[1]=x-2;
  14204. tc->val1[2]=x-1;
  14205. tc->val1[3]=x;
  14206. tc->val1[4]=x+1;
  14207. tc->val2[1]=y;
  14208. tc->val2[0]=y+1;
  14209. tc->val2[2]=y-1;
  14210. tc->val2[3]=y-2;
  14211. tc->val2[4]=y-3;
  14212. }
  14213. }
  14214. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14215. {
  14216. int c;
  14217. nullpo_retv(tc);
  14218. for( c = 0; c < 5; c++ ) {
  14219. switch( dir ) {
  14220. case 0: tc->val2[c]+=are; break;
  14221. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14222. case 2: tc->val1[c]-=are; break;
  14223. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14224. case 4: tc->val2[c]-=are; break;
  14225. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14226. case 6: tc->val1[c]+=are; break;
  14227. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14228. }
  14229. }
  14230. }
  14231. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14232. {
  14233. int c,n=4;
  14234. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14235. struct square tc;
  14236. int x=bl->x,y=bl->y;
  14237. skill_brandishspear_first(&tc,dir,x,y);
  14238. skill_brandishspear_dir(&tc,dir,4);
  14239. skill_area_temp[1] = bl->id;
  14240. if(skill_lv > 9){
  14241. for(c=1;c<4;c++){
  14242. map_foreachincell(skill_area_sub,
  14243. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14244. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14245. skill_castend_damage_id);
  14246. }
  14247. }
  14248. if(skill_lv > 6){
  14249. skill_brandishspear_dir(&tc,dir,-1);
  14250. n--;
  14251. }else{
  14252. skill_brandishspear_dir(&tc,dir,-2);
  14253. n-=2;
  14254. }
  14255. if(skill_lv > 3){
  14256. for(c=0;c<5;c++){
  14257. map_foreachincell(skill_area_sub,
  14258. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14259. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14260. skill_castend_damage_id);
  14261. if(skill_lv > 6 && n==3 && c==4){
  14262. skill_brandishspear_dir(&tc,dir,-1);
  14263. n--;c=-1;
  14264. }
  14265. }
  14266. }
  14267. for(c=0;c<10;c++){
  14268. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14269. map_foreachincell(skill_area_sub,
  14270. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14271. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14272. skill_castend_damage_id);
  14273. }
  14274. }
  14275. /*==========================================
  14276. * Weapon Repair [Celest/DracoRPG]
  14277. *------------------------------------------*/
  14278. void skill_repairweapon (struct map_session_data *sd, int idx) {
  14279. int material;
  14280. int materials[4] = { 1002, 998, 999, 756 };
  14281. struct item *item;
  14282. struct map_session_data *target_sd;
  14283. nullpo_retv(sd);
  14284. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14285. return;
  14286. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14287. return;
  14288. if( idx < 0 || idx >= MAX_INVENTORY )
  14289. return; //Invalid index??
  14290. item = &target_sd->status.inventory[idx];
  14291. if( item->nameid <= 0 || item->attribute == 0 )
  14292. return; //Again invalid item....
  14293. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14294. clif_item_repaireffect(sd,idx,1);
  14295. return;
  14296. }
  14297. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14298. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14299. else
  14300. material = materials [2]; // Armors consume 1 Steel
  14301. if ( pc_search_inventory(sd,material) < 0 ) {
  14302. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14303. return;
  14304. }
  14305. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14306. item->attribute = 0;/* clear broken state */
  14307. clif_equiplist(target_sd);
  14308. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14309. clif_item_repaireffect(sd,idx,0);
  14310. if( sd != target_sd )
  14311. clif_item_repaireffect(target_sd,idx,0);
  14312. }
  14313. /*==========================================
  14314. * Item Appraisal
  14315. *------------------------------------------*/
  14316. void skill_identify (struct map_session_data *sd, int idx)
  14317. {
  14318. int flag=1;
  14319. nullpo_retv(sd);
  14320. if(idx >= 0 && idx < MAX_INVENTORY) {
  14321. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14322. flag=0;
  14323. sd->status.inventory[idx].identify=1;
  14324. }
  14325. }
  14326. clif_item_identified(sd,idx,flag);
  14327. }
  14328. /*==========================================
  14329. * Weapon Refine [Celest]
  14330. *------------------------------------------*/
  14331. void skill_weaponrefine (struct map_session_data *sd, int idx)
  14332. {
  14333. nullpo_retv(sd);
  14334. if (idx >= 0 && idx < MAX_INVENTORY)
  14335. {
  14336. struct item *item;
  14337. struct item_data *ditem = sd->inventory_data[idx];
  14338. item = &sd->status.inventory[idx];
  14339. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  14340. {
  14341. int i = 0, per;
  14342. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14343. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14344. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14345. return;
  14346. }
  14347. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14348. clif_upgrademessage(sd->fd, 2, item->nameid);
  14349. return;
  14350. }
  14351. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14352. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14353. return;
  14354. }
  14355. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14356. if( sd->class_&JOBL_THIRD )
  14357. per += 10;
  14358. else
  14359. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14360. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14361. if (per > rnd() % 100) {
  14362. int ep=0;
  14363. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14364. item->refine++;
  14365. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14366. if(item->equip) {
  14367. ep = item->equip;
  14368. pc_unequipitem(sd,idx,3);
  14369. }
  14370. clif_delitem(sd,idx,1,3);
  14371. clif_upgrademessage(sd->fd, 0, item->nameid);
  14372. clif_inventorylist(sd);
  14373. clif_refine(sd->fd,0,idx,item->refine);
  14374. if (ep)
  14375. pc_equipitem(sd,idx,ep);
  14376. clif_misceffect(&sd->bl,3);
  14377. if(item->refine == 10 &&
  14378. item->card[0] == CARD0_FORGE &&
  14379. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14380. { // Fame point system [DracoRPG]
  14381. switch(ditem->wlv){
  14382. case 1:
  14383. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14384. break;
  14385. case 2:
  14386. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14387. break;
  14388. case 3:
  14389. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14390. break;
  14391. }
  14392. }
  14393. } else {
  14394. item->refine = 0;
  14395. if(item->equip)
  14396. pc_unequipitem(sd,idx,3);
  14397. clif_upgrademessage(sd->fd, 1, item->nameid);
  14398. clif_refine(sd->fd,1,idx,item->refine);
  14399. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14400. clif_misceffect(&sd->bl,2);
  14401. clif_emotion(&sd->bl, E_OMG);
  14402. }
  14403. }
  14404. }
  14405. }
  14406. /*==========================================
  14407. *
  14408. *------------------------------------------*/
  14409. int skill_autospell (struct map_session_data *sd, uint16 skill_id)
  14410. {
  14411. uint16 skill_lv;
  14412. int maxlv=1,lv;
  14413. nullpo_ret(sd);
  14414. skill_lv = sd->menuskill_val;
  14415. lv=pc_checkskill(sd,skill_id);
  14416. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14417. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14418. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14419. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14420. maxlv =10; //Soul Linker bonus. [Skotlex]
  14421. else if(skill_lv==2) maxlv=1;
  14422. else if(skill_lv==3) maxlv=2;
  14423. else if(skill_lv>=4) maxlv=3;
  14424. }
  14425. else if(skill_id==MG_SOULSTRIKE){
  14426. if(skill_lv==5) maxlv=1;
  14427. else if(skill_lv==6) maxlv=2;
  14428. else if(skill_lv>=7) maxlv=3;
  14429. }
  14430. else if(skill_id==MG_FIREBALL){
  14431. if(skill_lv==8) maxlv=1;
  14432. else if(skill_lv>=9) maxlv=2;
  14433. }
  14434. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14435. else return 0;
  14436. if(maxlv > lv)
  14437. maxlv = lv;
  14438. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14439. skill_get_time(SA_AUTOSPELL,skill_lv));
  14440. return 0;
  14441. }
  14442. /*==========================================
  14443. * Sitting skills functions.
  14444. *------------------------------------------*/
  14445. static int skill_sit_count (struct block_list *bl, va_list ap)
  14446. {
  14447. struct map_session_data *sd;
  14448. int type =va_arg(ap,int);
  14449. sd=(struct map_session_data*)bl;
  14450. if(!pc_issit(sd))
  14451. return 0;
  14452. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14453. return 1;
  14454. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14455. return 1;
  14456. return 0;
  14457. }
  14458. static int skill_sit_in (struct block_list *bl, va_list ap)
  14459. {
  14460. struct map_session_data *sd;
  14461. int type = va_arg(ap,int);
  14462. sd = (struct map_session_data*)bl;
  14463. if(!pc_issit(sd))
  14464. return 0;
  14465. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14466. sd->state.gangsterparadise = 1;
  14467. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  14468. sd->state.rest = 1;
  14469. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14470. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14471. }
  14472. return 0;
  14473. }
  14474. static int skill_sit_out (struct block_list *bl, va_list ap)
  14475. {
  14476. struct map_session_data *sd;
  14477. int type = va_arg(ap,int);
  14478. sd = (struct map_session_data*)bl;
  14479. if(sd->state.gangsterparadise && type&1)
  14480. sd->state.gangsterparadise = 0;
  14481. if(sd->state.rest && type&2) {
  14482. sd->state.rest = 0;
  14483. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14484. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14485. }
  14486. return 0;
  14487. }
  14488. int skill_sit (struct map_session_data *sd, int type)
  14489. {
  14490. int flag = 0;
  14491. int range = 0, lv;
  14492. nullpo_ret(sd);
  14493. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  14494. flag |= 1;
  14495. range = skill_get_splash(RG_GANGSTER, lv);
  14496. }
  14497. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  14498. flag |= 2;
  14499. range = skill_get_splash(TK_HPTIME, lv);
  14500. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  14501. flag |= 2;
  14502. range = skill_get_splash(TK_SPTIME, lv);
  14503. }
  14504. if( type ) {
  14505. // TODO: Include the case of using the Insert key
  14506. pc_stop_walking(sd, 1|4); // Stop players who may be walking
  14507. pc_stop_attack(sd); // Stop players who may be attacking
  14508. clif_status_load(&sd->bl, SI_SIT, 1);
  14509. } else
  14510. clif_status_load(&sd->bl, SI_SIT, 0);
  14511. if (!flag) return 0;
  14512. if(type) {
  14513. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14514. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14515. } else {
  14516. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14517. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14518. }
  14519. return 0;
  14520. }
  14521. /*==========================================
  14522. *
  14523. *------------------------------------------*/
  14524. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  14525. {
  14526. struct block_list *src;
  14527. uint16 skill_id,skill_lv;
  14528. unsigned int tick;
  14529. nullpo_ret(bl);
  14530. nullpo_ret(src=va_arg(ap,struct block_list*));
  14531. skill_id=va_arg(ap,int);
  14532. skill_lv=va_arg(ap,int);
  14533. if(!skill_lv) return 0;
  14534. tick=va_arg(ap,unsigned int);
  14535. if (src == bl || status_isdead(bl))
  14536. return 0;
  14537. if (bl->type == BL_PC) {
  14538. struct map_session_data *sd = (struct map_session_data *)bl;
  14539. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14540. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14541. }
  14542. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14543. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14544. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14545. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14546. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14547. return 0;
  14548. }
  14549. int skill_check_target_c_marker(struct block_list *bl, va_list ap) {
  14550. struct block_list *src;
  14551. struct status_change *tsc;
  14552. struct map_session_data *sd;
  14553. nullpo_ret(bl);
  14554. nullpo_ret(src = va_arg(ap,struct block_list*));
  14555. if (src == bl || status_isdead(bl) || src->type != BL_PC)
  14556. return 0;
  14557. if (!(sd = (struct map_session_data *)src) || !(&sd->c_marker) || !sd->c_marker.target)
  14558. return 0;
  14559. //Skip target with no Crimson Marker
  14560. tsc = status_get_sc(bl);
  14561. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  14562. return 0;
  14563. return 1;
  14564. }
  14565. /*==========================================
  14566. *
  14567. *------------------------------------------*/
  14568. static void skill_unitsetmapcell (struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  14569. {
  14570. int range = skill_get_unit_range(skill_id,skill_lv);
  14571. int x,y;
  14572. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  14573. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  14574. map_setcell(src->bl.m, x, y, cell, flag);
  14575. }
  14576. /*==========================================
  14577. *
  14578. *------------------------------------------*/
  14579. int skill_attack_area (struct block_list *bl, va_list ap)
  14580. {
  14581. struct block_list *src,*dsrc;
  14582. int atk_type,skill_id,skill_lv,flag,type;
  14583. unsigned int tick;
  14584. if(status_isdead(bl))
  14585. return 0;
  14586. atk_type = va_arg(ap,int);
  14587. src=va_arg(ap,struct block_list*);
  14588. dsrc=va_arg(ap,struct block_list*);
  14589. skill_id=va_arg(ap,int);
  14590. skill_lv=va_arg(ap,int);
  14591. tick=va_arg(ap,unsigned int);
  14592. flag=va_arg(ap,int);
  14593. type=va_arg(ap,int);
  14594. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  14595. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14596. if(battle_check_target(dsrc,bl,type) <= 0 ||
  14597. !status_check_skilluse(NULL, bl, skill_id, 2))
  14598. return 0;
  14599. switch (skill_id) {
  14600. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  14601. case NPC_ACIDBREATH:
  14602. case NPC_DARKNESSBREATH:
  14603. case NPC_FIREBREATH:
  14604. case NPC_ICEBREATH:
  14605. case NPC_THUNDERBREATH:
  14606. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  14607. default:
  14608. //Area-splash, disable skill animation.
  14609. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  14610. }
  14611. }
  14612. /*==========================================
  14613. *
  14614. *------------------------------------------*/
  14615. int skill_clear_group (struct block_list *bl, int flag)
  14616. {
  14617. struct unit_data *ud = unit_bl2ud(bl);
  14618. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  14619. int i, count=0;
  14620. nullpo_ret(bl);
  14621. if (!ud) return 0;
  14622. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  14623. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  14624. {
  14625. switch (ud->skillunit[i]->skill_id) {
  14626. case SA_DELUGE:
  14627. case SA_VOLCANO:
  14628. case SA_VIOLENTGALE:
  14629. case SA_LANDPROTECTOR:
  14630. case NJ_SUITON:
  14631. case NJ_KAENSIN:
  14632. if (flag&1)
  14633. group[count++]= ud->skillunit[i];
  14634. break;
  14635. case SO_CLOUD_KILL:
  14636. if( flag&4 )
  14637. group[count++]= ud->skillunit[i];
  14638. break;
  14639. case SO_WARMER:
  14640. if( flag&8 )
  14641. group[count++]= ud->skillunit[i];
  14642. break;
  14643. default:
  14644. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  14645. group[count++]= ud->skillunit[i];
  14646. break;
  14647. }
  14648. }
  14649. for (i=0;i<count;i++)
  14650. skill_delunitgroup(group[i]);
  14651. return count;
  14652. }
  14653. /*==========================================
  14654. * Returns the first element field found [Skotlex]
  14655. *------------------------------------------*/
  14656. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  14657. {
  14658. struct unit_data *ud = unit_bl2ud(bl);
  14659. int i;
  14660. nullpo_ret(bl);
  14661. if (!ud) return NULL;
  14662. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  14663. switch (ud->skillunit[i]->skill_id) {
  14664. case SA_DELUGE:
  14665. case SA_VOLCANO:
  14666. case SA_VIOLENTGALE:
  14667. case SA_LANDPROTECTOR:
  14668. case NJ_SUITON:
  14669. case SO_CLOUD_KILL:
  14670. case SO_WARMER:
  14671. return ud->skillunit[i];
  14672. }
  14673. }
  14674. return NULL;
  14675. }
  14676. // for graffiti cleaner [Valaris]
  14677. int skill_graffitiremover (struct block_list *bl, va_list ap) {
  14678. struct skill_unit *unit=NULL;
  14679. nullpo_ret(bl);
  14680. nullpo_ret(ap);
  14681. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  14682. return 0;
  14683. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  14684. skill_delunit(unit);
  14685. return 0;
  14686. }
  14687. int skill_greed (struct block_list *bl, va_list ap) {
  14688. struct block_list *src;
  14689. struct map_session_data *sd=NULL;
  14690. struct flooritem_data *fitem=NULL;
  14691. nullpo_ret(bl);
  14692. nullpo_ret(src = va_arg(ap, struct block_list *));
  14693. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  14694. pc_takeitem(sd, fitem);
  14695. return 0;
  14696. }
  14697. //For Ranger's Detonator [Jobbie/3CeAM]
  14698. int skill_detonator(struct block_list *bl, va_list ap)
  14699. {
  14700. struct skill_unit *unit=NULL;
  14701. struct block_list *src;
  14702. int unit_id;
  14703. nullpo_ret(bl);
  14704. nullpo_ret(ap);
  14705. src = va_arg(ap,struct block_list *);
  14706. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  14707. return 0;
  14708. if( unit->group->src_id != src->id )
  14709. return 0;
  14710. unit_id = unit->group->unit_id;
  14711. switch( unit_id )
  14712. { //List of Hunter and Ranger Traps that can be detonate.
  14713. case UNT_BLASTMINE:
  14714. case UNT_SANDMAN:
  14715. case UNT_CLAYMORETRAP:
  14716. case UNT_TALKIEBOX:
  14717. case UNT_CLUSTERBOMB:
  14718. case UNT_FIRINGTRAP:
  14719. case UNT_ICEBOUNDTRAP:
  14720. switch(unit_id) {
  14721. case UNT_TALKIEBOX:
  14722. clif_talkiebox(bl,unit->group->valstr);
  14723. unit->group->val2 = -1;
  14724. break;
  14725. case UNT_CLAYMORETRAP:
  14726. case UNT_FIRINGTRAP:
  14727. case UNT_ICEBOUNDTRAP:
  14728. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  14729. break;
  14730. default:
  14731. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  14732. }
  14733. clif_changetraplook(bl, UNT_USED_TRAPS);
  14734. unit->group->unit_id = UNT_USED_TRAPS;
  14735. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  14736. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  14737. break;
  14738. }
  14739. return 0;
  14740. }
  14741. /*==========================================
  14742. *
  14743. *------------------------------------------*/
  14744. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  14745. {
  14746. uint16 skill_id;
  14747. int *alive;
  14748. struct skill_unit *unit;
  14749. skill_id = va_arg(ap,int);
  14750. alive = va_arg(ap,int *);
  14751. unit = (struct skill_unit *)bl;
  14752. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  14753. return 0;
  14754. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  14755. return 0;
  14756. switch (skill_id) {
  14757. case SA_LANDPROTECTOR:
  14758. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  14759. (*alive) = 0;
  14760. skill_delunit(unit);
  14761. return 1;
  14762. }
  14763. //It deletes everything except traps and barriers
  14764. if( (!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP)) ) || unit->group->skill_id == WZ_FIREPILLAR ) {
  14765. skill_delunit(unit);
  14766. return 1;
  14767. }
  14768. break;
  14769. case HW_GANBANTEIN:
  14770. case LG_EARTHDRIVE:
  14771. // Officially songs/dances are removed
  14772. skill_delunit(unit);
  14773. return 1;
  14774. case SA_VOLCANO:
  14775. case SA_DELUGE:
  14776. case SA_VIOLENTGALE:
  14777. // The official implementation makes them fail to appear when casted on top of ANYTHING
  14778. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  14779. // hence, I leave the alternate implementation here, commented. [Skotlex]
  14780. if (unit->range <= 0)
  14781. {
  14782. (*alive) = 0;
  14783. return 1;
  14784. }
  14785. /*
  14786. switch (unit->group->skill_id)
  14787. { //These cannot override each other.
  14788. case SA_VOLCANO:
  14789. case SA_DELUGE:
  14790. case SA_VIOLENTGALE:
  14791. (*alive) = 0;
  14792. return 1;
  14793. }
  14794. */
  14795. break;
  14796. case PF_FOGWALL:
  14797. switch(unit->group->skill_id) {
  14798. case SA_VOLCANO: //Can't be placed on top of these
  14799. case SA_VIOLENTGALE:
  14800. (*alive) = 0;
  14801. return 1;
  14802. case SA_DELUGE:
  14803. case NJ_SUITON:
  14804. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  14805. (*alive) = 2;
  14806. break;
  14807. }
  14808. break;
  14809. case HP_BASILICA:
  14810. if (unit->group->skill_id == HP_BASILICA)
  14811. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  14812. (*alive) = 0;
  14813. return 1;
  14814. }
  14815. break;
  14816. case GN_CRAZYWEED_ATK:
  14817. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  14818. case UNT_WALLOFTHORN:
  14819. case UNT_THORNS_TRAP:
  14820. case UNT_BLOODYLUST:
  14821. case UNT_CHAOSPANIC:
  14822. case UNT_MAELSTROM:
  14823. case UNT_FIREPILLAR_ACTIVE:
  14824. case UNT_LANDPROTECTOR:
  14825. case UNT_VOLCANO:
  14826. case UNT_DELUGE:
  14827. case UNT_VIOLENTGALE:
  14828. case UNT_SAFETYWALL:
  14829. case UNT_PNEUMA:
  14830. skill_delunit(unit);
  14831. return 1;
  14832. }
  14833. break;
  14834. case RL_FIRE_RAIN:
  14835. switch (unit->group->unit_id) {
  14836. case UNT_LANDPROTECTOR: case UNT_ICEWALL: case UNT_FIREWALL:
  14837. case UNT_WARMER: case UNT_CLOUD_KILL: case UNT_VACUUM_EXTREME:
  14838. case UNT_SPIDERWEB: case UNT_FOGWALL: case UNT_DELUGE:
  14839. case UNT_VIOLENTGALE: case UNT_VOLCANO: case UNT_QUAGMIRE:
  14840. case UNT_GRAVITATION: case UNT_MAGNUS: case UNT_THORNS_TRAP:
  14841. case UNT_WALLOFTHORN: case UNT_DEMONIC_FIRE: case UNT_HELLS_PLANT:
  14842. case UNT_POISONSMOKE: case UNT_VENOMDUST: case UNT_MAELSTROM:
  14843. case UNT_MANHOLE: case UNT_DIMENSIONDOOR: case UNT_GRAFFITI:
  14844. case UNT_LANDMINE: case UNT_SANDMAN: case UNT_SHOCKWAVE:
  14845. case UNT_SKIDTRAP: case UNT_ANKLESNARE: case UNT_CLAYMORETRAP:
  14846. case UNT_TALKIEBOX: case UNT_FREEZINGTRAP: case UNT_VERDURETRAP:
  14847. case UNT_ICEBOUNDTRAP: case UNT_FIRINGTRAP: case UNT_ELECTRICSHOCKER:
  14848. case UNT_DISSONANCE: case UNT_ROKISWEIL: case UNT_ETERNALCHAOS:
  14849. case UNT_SUITON: case UNT_KAEN:
  14850. skill_delunit(unit);
  14851. return 1;
  14852. }
  14853. break;
  14854. }
  14855. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  14856. (*alive) = 0;
  14857. return 1;
  14858. }
  14859. return 0;
  14860. }
  14861. /*==========================================
  14862. *
  14863. *------------------------------------------*/
  14864. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  14865. {
  14866. struct mob_data* md;
  14867. struct unit_data*ud = unit_bl2ud(bl);
  14868. struct block_list *from_bl;
  14869. struct block_list *to_bl;
  14870. md = (struct mob_data*)bl;
  14871. from_bl = va_arg(ap,struct block_list *);
  14872. to_bl = va_arg(ap,struct block_list *);
  14873. if(ud && ud->target == from_bl->id)
  14874. ud->target = to_bl->id;
  14875. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  14876. md->target_id = to_bl->id;
  14877. return 0;
  14878. }
  14879. /*==========================================
  14880. *
  14881. *------------------------------------------*/
  14882. static int skill_trap_splash (struct block_list *bl, va_list ap)
  14883. {
  14884. struct block_list *src;
  14885. int tick;
  14886. struct skill_unit *unit;
  14887. struct skill_unit_group *sg;
  14888. struct block_list *ss; //skill src bl
  14889. src = va_arg(ap,struct block_list *);
  14890. unit = (struct skill_unit *)src;
  14891. tick = va_arg(ap,int);
  14892. if( !unit->alive || bl->prev == NULL )
  14893. return 0;
  14894. nullpo_ret(sg = unit->group);
  14895. nullpo_ret(ss = map_id2bl(sg->src_id));
  14896. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  14897. return 0;
  14898. switch(sg->unit_id){
  14899. case UNT_SHOCKWAVE:
  14900. case UNT_SANDMAN:
  14901. case UNT_FLASHER:
  14902. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  14903. break;
  14904. case UNT_GROUNDDRIFT_WIND:
  14905. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14906. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14907. break;
  14908. case UNT_GROUNDDRIFT_DARK:
  14909. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14910. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14911. break;
  14912. case UNT_GROUNDDRIFT_POISON:
  14913. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14914. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14915. break;
  14916. case UNT_GROUNDDRIFT_WATER:
  14917. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14918. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  14919. break;
  14920. case UNT_GROUNDDRIFT_FIRE:
  14921. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  14922. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  14923. break;
  14924. case UNT_ELECTRICSHOCKER:
  14925. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  14926. break;
  14927. case UNT_MAGENTATRAP:
  14928. case UNT_COBALTTRAP:
  14929. case UNT_MAIZETRAP:
  14930. case UNT_VERDURETRAP:
  14931. if( bl->type != BL_PC && !is_boss(bl) )
  14932. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  14933. break;
  14934. case UNT_REVERBERATION:
  14935. skill_addtimerskill(ss,tick+50,bl->id,0,0,WM_REVERBERATION_MELEE,sg->skill_lv,BF_WEAPON,0); // for proper skill delay animation when use with Dominion Impulse
  14936. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  14937. break;
  14938. case UNT_FIRINGTRAP:
  14939. case UNT_ICEBOUNDTRAP:
  14940. if( src->id == bl->id ) break;
  14941. if( bl->type == BL_SKILL ) {
  14942. struct skill_unit *su = (struct skill_unit *)bl;
  14943. if( unit->group->unit_id == UNT_USED_TRAPS )
  14944. break;
  14945. }
  14946. case UNT_CLUSTERBOMB:
  14947. if( ss != bl )
  14948. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  14949. break;
  14950. case UNT_CLAYMORETRAP:
  14951. if( src->id == bl->id ) break;
  14952. if( bl->type == BL_SKILL ) {
  14953. struct skill_unit *su = (struct skill_unit *)bl;
  14954. switch( su->group->unit_id ){
  14955. case UNT_CLAYMORETRAP:
  14956. case UNT_LANDMINE:
  14957. case UNT_BLASTMINE:
  14958. case UNT_SHOCKWAVE:
  14959. case UNT_SANDMAN:
  14960. case UNT_FLASHER:
  14961. case UNT_FREEZINGTRAP:
  14962. case UNT_FIRINGTRAP:
  14963. case UNT_ICEBOUNDTRAP:
  14964. clif_changetraplook(bl, UNT_USED_TRAPS);
  14965. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  14966. su->group->unit_id = UNT_USED_TRAPS;
  14967. }
  14968. break;
  14969. }
  14970. default:
  14971. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  14972. break;
  14973. }
  14974. return 1;
  14975. }
  14976. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  14977. {
  14978. uint16 skill_id, skill_lv;
  14979. struct skill_unit *unit;
  14980. skill_id = va_arg(ap,int);
  14981. skill_lv = va_arg(ap,int);
  14982. unit = (struct skill_unit *)bl;
  14983. if( unit == NULL || unit->group == NULL )
  14984. return 0;
  14985. if( skill_get_inf2(skill_id)&INF2_TRAP )
  14986. return 0;
  14987. if( unit->group->skill_id == SC_MAELSTROM ){
  14988. struct block_list *src;
  14989. if( (src = map_id2bl(unit->group->src_id)) ){
  14990. int sp = unit->group->skill_lv * skill_lv;
  14991. if( src->type == BL_PC )
  14992. sp += ((TBL_PC*)src)->status.job_level / 5;
  14993. status_heal(src, 0, sp/2, 1);
  14994. }
  14995. }
  14996. return 0;
  14997. }
  14998. /*==========================================
  14999. *
  15000. *------------------------------------------*/
  15001. int skill_enchant_elemental_end (struct block_list *bl, int type)
  15002. {
  15003. struct status_change *sc;
  15004. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15005. int i;
  15006. nullpo_ret(bl);
  15007. nullpo_ret(sc= status_get_sc(bl));
  15008. if (!sc->count) return 0;
  15009. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15010. if (type != scs[i] && sc->data[scs[i]])
  15011. status_change_end(bl, scs[i], INVALID_TIMER);
  15012. return 0;
  15013. }
  15014. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15015. {
  15016. bool wall = true;
  15017. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15018. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15019. { //Check for walls.
  15020. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15021. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15022. int i;
  15023. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15024. if( i == 8 )
  15025. wall = false;
  15026. }
  15027. if( sce ) {
  15028. if( !wall ) {
  15029. if( sce->val1 < 3 ) //End cloaking.
  15030. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15031. else if( sce->val4&1 ) { //Remove wall bonus
  15032. sce->val4&=~1;
  15033. status_calc_bl(bl,SCB_SPEED);
  15034. }
  15035. } else {
  15036. if( !(sce->val4&1) ) { //Add wall speed bonus
  15037. sce->val4|=1;
  15038. status_calc_bl(bl,SCB_SPEED);
  15039. }
  15040. }
  15041. }
  15042. return wall;
  15043. }
  15044. /** Check Shadow Form on the target
  15045. * @param bl: Target
  15046. * @param damage: Damage amount
  15047. * @param hit
  15048. * @return true - in Shadow Form state; false - otherwise
  15049. */
  15050. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit) {
  15051. struct status_change *sc;
  15052. nullpo_retr(false,bl);
  15053. if (!damage)
  15054. return false;
  15055. sc = status_get_sc(bl);
  15056. if( sc && sc->data[SC__SHADOWFORM] ) {
  15057. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15058. if( !src || src->m != bl->m ) {
  15059. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15060. return false;
  15061. }
  15062. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15063. if( src->type == BL_PC )
  15064. ((TBL_PC*)src)->shadowform_id = 0;
  15065. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15066. return false;
  15067. }
  15068. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? 8 : 0), 0), 0);
  15069. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15070. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15071. if( src->type == BL_PC )
  15072. ((TBL_PC*)src)->shadowform_id = 0;
  15073. }
  15074. return true;
  15075. }
  15076. return false;
  15077. }
  15078. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15079. {
  15080. bool wall = true;
  15081. if( bl->type == BL_PC ) { //Check for walls.
  15082. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15083. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15084. int i;
  15085. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15086. if( i == 8 )
  15087. wall = false;
  15088. }
  15089. if( sce ) {
  15090. if( !wall ) {
  15091. if( sce->val1 == 1 ) //End camouflage.
  15092. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15093. }
  15094. status_calc_bl(bl,SCB_SPEED);
  15095. }
  15096. return wall;
  15097. }
  15098. /*==========================================
  15099. *
  15100. *------------------------------------------*/
  15101. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15102. {
  15103. struct skill_unit *unit;
  15104. nullpo_retr(NULL, group);
  15105. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15106. nullpo_retr(NULL, unit=&group->unit[idx]);
  15107. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15108. return unit;
  15109. if(!unit->alive)
  15110. group->alive_count++;
  15111. unit->bl.id=map_get_new_object_id();
  15112. unit->bl.type=BL_SKILL;
  15113. unit->bl.m=group->map;
  15114. unit->bl.x=x;
  15115. unit->bl.y=y;
  15116. unit->group=group;
  15117. unit->alive=1;
  15118. unit->val1=val1;
  15119. unit->val2=val2;
  15120. idb_put(skillunit_db, unit->bl.id, unit);
  15121. map_addiddb(&unit->bl);
  15122. if(map_addblock(&unit->bl))
  15123. return NULL;
  15124. // perform oninit actions
  15125. switch (group->skill_id) {
  15126. case WZ_ICEWALL:
  15127. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15128. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15129. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15130. map[unit->bl.m].icewall_num++;
  15131. break;
  15132. case SA_LANDPROTECTOR:
  15133. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15134. break;
  15135. case HP_BASILICA:
  15136. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15137. break;
  15138. case SC_MAELSTROM:
  15139. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15140. break;
  15141. default:
  15142. if (group->state.song_dance&0x1) //Check for dissonance.
  15143. skill_dance_overlap(unit, 1);
  15144. break;
  15145. }
  15146. clif_skill_setunit(unit);
  15147. return unit;
  15148. }
  15149. /*==========================================
  15150. *
  15151. *------------------------------------------*/
  15152. int skill_delunit (struct skill_unit* unit) {
  15153. struct skill_unit_group *group;
  15154. nullpo_ret(unit);
  15155. if( !unit->alive )
  15156. return 0;
  15157. unit->alive=0;
  15158. nullpo_ret(group=unit->group);
  15159. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15160. skill_dance_overlap(unit, 0);
  15161. // invoke onout event
  15162. if( !unit->range )
  15163. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15164. // perform ondelete actions
  15165. switch (group->skill_id) {
  15166. case HT_ANKLESNARE: {
  15167. struct block_list* target = map_id2bl(group->val2);
  15168. if( target )
  15169. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  15170. }
  15171. break;
  15172. case WZ_ICEWALL:
  15173. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15174. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15175. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15176. map[unit->bl.m].icewall_num--;
  15177. break;
  15178. case SA_LANDPROTECTOR:
  15179. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15180. break;
  15181. case HP_BASILICA:
  15182. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15183. // Because of Basilica's range we need to specifically update the players inside when it's cancelled prematurely
  15184. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,0,4);
  15185. break;
  15186. case RA_ELECTRICSHOCKER: {
  15187. struct block_list* target = map_id2bl(group->val2);
  15188. if( target )
  15189. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15190. }
  15191. break;
  15192. case SC_MAELSTROM:
  15193. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15194. break;
  15195. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15196. if( group->val2 ) { // Someone Traped
  15197. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15198. if( tsc && tsc->data[SC__MANHOLE] )
  15199. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15200. }
  15201. break;
  15202. }
  15203. clif_skill_delunit(unit);
  15204. unit->group=NULL;
  15205. map_delblock(&unit->bl); // don't free yet
  15206. map_deliddb(&unit->bl);
  15207. idb_remove(skillunit_db, unit->bl.id);
  15208. if(--group->alive_count==0)
  15209. skill_delunitgroup(group);
  15210. return 0;
  15211. }
  15212. /*==========================================
  15213. *
  15214. *------------------------------------------*/
  15215. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  15216. /// Returns the target skill_unit_group or NULL if not found.
  15217. struct skill_unit_group* skill_id2group(int group_id)
  15218. {
  15219. return (struct skill_unit_group*)idb_get(group_db, group_id);
  15220. }
  15221. static int skill_unit_group_newid = MAX_SKILL_DB;
  15222. /// Returns a new group_id that isn't being used in group_db.
  15223. /// Fatal error if nothing is available.
  15224. static int skill_get_new_group_id(void)
  15225. {
  15226. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  15227. return skill_unit_group_newid++;// available
  15228. {// find next id
  15229. int base_id = skill_unit_group_newid;
  15230. while( base_id != ++skill_unit_group_newid )
  15231. {
  15232. if( skill_unit_group_newid < MAX_SKILL_DB )
  15233. skill_unit_group_newid = MAX_SKILL_DB;
  15234. if( skill_id2group(skill_unit_group_newid) == NULL )
  15235. return skill_unit_group_newid++;// available
  15236. }
  15237. // full loop, nothing available
  15238. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15239. exit(1);
  15240. }
  15241. }
  15242. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  15243. {
  15244. struct unit_data* ud = unit_bl2ud( src );
  15245. struct skill_unit_group* group;
  15246. int i;
  15247. if(!(skill_id && skill_lv)) return 0;
  15248. nullpo_retr(NULL, src);
  15249. nullpo_retr(NULL, ud);
  15250. // find a free spot to store the new unit group
  15251. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15252. if(i == MAX_SKILLUNITGROUP) {
  15253. // array is full, make room by discarding oldest group
  15254. int j=0;
  15255. unsigned maxdiff=0,tick=gettick();
  15256. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15257. unsigned int x=DIFF_TICK(tick,ud->skillunit[i]->tick);
  15258. if(x>maxdiff){
  15259. maxdiff=x;
  15260. j=i;
  15261. }
  15262. }
  15263. skill_delunitgroup(ud->skillunit[j]);
  15264. //Since elements must have shifted, we use the last slot.
  15265. i = MAX_SKILLUNITGROUP-1;
  15266. }
  15267. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15268. group->src_id = src->id;
  15269. group->party_id = status_get_party_id(src);
  15270. group->guild_id = status_get_guild_id(src);
  15271. group->bg_id = bg_team_get_id(src);
  15272. group->group_id = skill_get_new_group_id();
  15273. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15274. group->unit_count = count;
  15275. group->alive_count = 0;
  15276. group->val1 = 0;
  15277. group->val2 = 0;
  15278. group->val3 = 0;
  15279. group->skill_id = skill_id;
  15280. group->skill_lv = skill_lv;
  15281. group->unit_id = unit_id;
  15282. group->map = src->m;
  15283. group->limit = limit;
  15284. group->interval = interval;
  15285. group->tick = gettick();
  15286. group->valstr = NULL;
  15287. ud->skillunit[i] = group;
  15288. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15289. group->tick += 1500;
  15290. idb_put(group_db, group->group_id, group);
  15291. return group;
  15292. }
  15293. /*==========================================
  15294. *
  15295. *------------------------------------------*/
  15296. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15297. {
  15298. struct block_list* src;
  15299. struct unit_data *ud;
  15300. int i,j;
  15301. if( group == NULL )
  15302. {
  15303. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15304. return 0;
  15305. }
  15306. src=map_id2bl(group->src_id);
  15307. ud = unit_bl2ud(src);
  15308. if(!src || !ud) {
  15309. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15310. return 0;
  15311. }
  15312. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15313. switch( group->skill_id ) {
  15314. case BA_DISSONANCE:
  15315. case BA_POEMBRAGI:
  15316. case BA_WHISTLE:
  15317. case BA_ASSASSINCROSS:
  15318. case BA_APPLEIDUN:
  15319. case DC_UGLYDANCE:
  15320. case DC_HUMMING:
  15321. case DC_DONTFORGETME:
  15322. case DC_FORTUNEKISS:
  15323. case DC_SERVICEFORYOU:
  15324. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15325. break;
  15326. }
  15327. }
  15328. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  15329. {
  15330. struct status_change* sc = status_get_sc(src);
  15331. if (sc && sc->data[SC_DANCING])
  15332. {
  15333. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15334. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15335. }
  15336. }
  15337. // end Gospel's status change on 'src'
  15338. // (needs to be done when the group is deleted by other means than skill deactivation)
  15339. if (group->unit_id == UNT_GOSPEL) {
  15340. struct status_change *sc = status_get_sc(src);
  15341. if(sc && sc->data[SC_GOSPEL]) {
  15342. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  15343. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  15344. }
  15345. }
  15346. switch( group->skill_id ) {
  15347. case SG_SUN_WARM:
  15348. case SG_MOON_WARM:
  15349. case SG_STAR_WARM:
  15350. {
  15351. struct status_change *sc = NULL;
  15352. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15353. sc->data[SC_WARM]->val4 = 0;
  15354. status_change_end(src, SC_WARM, INVALID_TIMER);
  15355. }
  15356. }
  15357. break;
  15358. case NC_NEUTRALBARRIER:
  15359. {
  15360. struct status_change *sc = NULL;
  15361. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15362. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15363. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15364. }
  15365. }
  15366. break;
  15367. case NC_STEALTHFIELD:
  15368. {
  15369. struct status_change *sc = NULL;
  15370. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  15371. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  15372. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  15373. }
  15374. }
  15375. break;
  15376. case LG_BANDING:
  15377. {
  15378. struct status_change *sc = NULL;
  15379. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  15380. sc->data[SC_BANDING]->val4 = 0;
  15381. status_change_end(src,SC_BANDING,INVALID_TIMER);
  15382. }
  15383. }
  15384. break;
  15385. }
  15386. if (src->type==BL_PC && group->state.ammo_consume)
  15387. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  15388. group->alive_count=0;
  15389. // remove all unit cells
  15390. if(group->unit != NULL)
  15391. for( i = 0; i < group->unit_count; i++ )
  15392. skill_delunit(&group->unit[i]);
  15393. // clear Talkie-box string
  15394. if( group->valstr != NULL ) {
  15395. aFree(group->valstr);
  15396. group->valstr = NULL;
  15397. }
  15398. idb_remove(group_db, group->group_id);
  15399. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  15400. group->unit=NULL;
  15401. group->group_id=0;
  15402. group->unit_count=0;
  15403. // locate this group, swap with the last entry and delete it
  15404. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  15405. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  15406. j--;
  15407. if( i < MAX_SKILLUNITGROUP ) {
  15408. ud->skillunit[i] = ud->skillunit[j];
  15409. ud->skillunit[j] = NULL;
  15410. ers_free(skill_unit_ers, group);
  15411. } else
  15412. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15413. return 1;
  15414. }
  15415. /*==========================================
  15416. *
  15417. *------------------------------------------*/
  15418. int skill_clear_unitgroup (struct block_list *src)
  15419. {
  15420. struct unit_data *ud = unit_bl2ud(src);
  15421. nullpo_ret(ud);
  15422. while (ud->skillunit[0])
  15423. skill_delunitgroup(ud->skillunit[0]);
  15424. return 1;
  15425. }
  15426. /*==========================================
  15427. *
  15428. *------------------------------------------*/
  15429. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick) {
  15430. int i,j=-1,s,id;
  15431. struct unit_data *ud;
  15432. struct skill_unit_group_tickset *set;
  15433. nullpo_ret(bl);
  15434. if (group->interval==-1)
  15435. return NULL;
  15436. ud = unit_bl2ud(bl);
  15437. if (!ud) return NULL;
  15438. set = ud->skillunittick;
  15439. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  15440. id = s = group->skill_id;
  15441. else
  15442. id = s = group->group_id;
  15443. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15444. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15445. if (set[k].id == id)
  15446. return &set[k];
  15447. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15448. j=k;
  15449. }
  15450. if (j == -1) {
  15451. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15452. j = id % MAX_SKILLUNITGROUPTICKSET;
  15453. }
  15454. set[j].id = id;
  15455. set[j].tick = tick;
  15456. return &set[j];
  15457. }
  15458. /*==========================================
  15459. *
  15460. *------------------------------------------*/
  15461. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap) {
  15462. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15463. struct skill_unit_group* group = unit->group;
  15464. unsigned int tick = va_arg(ap,unsigned int);
  15465. if( !unit->alive || bl->prev == NULL )
  15466. return 0;
  15467. nullpo_ret(group);
  15468. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  15469. return 0; //AoE skills are ineffective. [Skotlex]
  15470. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15471. return 0;
  15472. skill_unit_onplace_timer(unit,bl,tick);
  15473. return 1;
  15474. }
  15475. /**
  15476. * @see DBApply
  15477. */
  15478. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15479. {
  15480. struct skill_unit* unit = db_data2ptr(data);
  15481. struct skill_unit_group* group = unit->group;
  15482. unsigned int tick = va_arg(ap,unsigned int);
  15483. bool dissonance;
  15484. struct block_list* bl = &unit->bl;
  15485. if( !unit->alive )
  15486. return 0;
  15487. nullpo_ret(group);
  15488. // check for expiration
  15489. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  15490. {// skill unit expired (inlined from skill_unit_onlimit())
  15491. switch( group->unit_id )
  15492. {
  15493. case UNT_BLASTMINE:
  15494. #ifdef RENEWAL
  15495. case UNT_CLAYMORETRAP:
  15496. #endif
  15497. case UNT_GROUNDDRIFT_WIND:
  15498. case UNT_GROUNDDRIFT_DARK:
  15499. case UNT_GROUNDDRIFT_POISON:
  15500. case UNT_GROUNDDRIFT_WATER:
  15501. case UNT_GROUNDDRIFT_FIRE:
  15502. group->unit_id = UNT_USED_TRAPS;
  15503. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  15504. group->limit=DIFF_TICK(tick+1500,group->tick);
  15505. unit->limit=DIFF_TICK(tick+1500,group->tick);
  15506. break;
  15507. case UNT_ANKLESNARE:
  15508. case UNT_ELECTRICSHOCKER:
  15509. if( group->val2 > 0 ) {
  15510. // Used Trap don't returns back to item
  15511. skill_delunit(unit);
  15512. break;
  15513. }
  15514. case UNT_SKIDTRAP:
  15515. case UNT_LANDMINE:
  15516. case UNT_SHOCKWAVE:
  15517. case UNT_SANDMAN:
  15518. case UNT_FLASHER:
  15519. case UNT_FREEZINGTRAP:
  15520. #ifndef RENEWAL
  15521. case UNT_CLAYMORETRAP:
  15522. #endif
  15523. case UNT_TALKIEBOX:
  15524. case UNT_CLUSTERBOMB:
  15525. case UNT_MAGENTATRAP:
  15526. case UNT_COBALTTRAP:
  15527. case UNT_MAIZETRAP:
  15528. case UNT_VERDURETRAP:
  15529. case UNT_FIRINGTRAP:
  15530. case UNT_ICEBOUNDTRAP:
  15531. case UNT_B_TRAP:
  15532. {
  15533. struct block_list* src;
  15534. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  15535. { // revert unit back into a trap
  15536. struct item item_tmp;
  15537. memset(&item_tmp,0,sizeof(item_tmp));
  15538. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  15539. item_tmp.identify = 1;
  15540. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  15541. }
  15542. skill_delunit(unit);
  15543. }
  15544. break;
  15545. case UNT_WARP_ACTIVE:
  15546. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  15547. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  15548. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  15549. // restart timers
  15550. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  15551. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  15552. // apply effect to all units standing on it
  15553. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  15554. break;
  15555. case UNT_CALLFAMILY:
  15556. {
  15557. struct map_session_data *sd = NULL;
  15558. if(group->val1) {
  15559. sd = map_charid2sd(group->val1);
  15560. group->val1 = 0;
  15561. if (sd && !map[sd->bl.m].flag.nowarp)
  15562. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15563. }
  15564. if(group->val2) {
  15565. sd = map_charid2sd(group->val2);
  15566. group->val2 = 0;
  15567. if (sd && !map[sd->bl.m].flag.nowarp)
  15568. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  15569. }
  15570. skill_delunit(unit);
  15571. }
  15572. break;
  15573. case UNT_REVERBERATION:
  15574. if( unit->val1 <= 0 ) { // If it was deactivated.
  15575. skill_delunit(unit);
  15576. break;
  15577. }
  15578. clif_changetraplook(bl,UNT_USED_TRAPS);
  15579. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15580. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15581. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15582. group->unit_id = UNT_USED_TRAPS;
  15583. break;
  15584. case UNT_FEINTBOMB: {
  15585. struct block_list *src = map_id2bl(group->src_id);
  15586. struct status_change *sc;
  15587. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  15588. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  15589. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  15590. }
  15591. skill_delunit(unit);
  15592. }
  15593. break;
  15594. case UNT_BANDING:
  15595. {
  15596. struct block_list *src = map_id2bl(group->src_id);
  15597. struct status_change *sc;
  15598. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  15599. skill_delunit(unit);
  15600. break;
  15601. }
  15602. // This unit isn't removed while SC_BANDING is active.
  15603. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  15604. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  15605. }
  15606. break;
  15607. default:
  15608. skill_delunit(unit);
  15609. }
  15610. } else {// skill unit is still active
  15611. switch( group->unit_id ) {
  15612. case UNT_ICEWALL:
  15613. // icewall loses 50 hp every second
  15614. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  15615. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  15616. unit->limit = DIFF_TICK(tick+700,group->tick);
  15617. break;
  15618. case UNT_BLASTMINE:
  15619. case UNT_SKIDTRAP:
  15620. case UNT_LANDMINE:
  15621. case UNT_SHOCKWAVE:
  15622. case UNT_SANDMAN:
  15623. case UNT_FLASHER:
  15624. case UNT_CLAYMORETRAP:
  15625. case UNT_FREEZINGTRAP:
  15626. case UNT_TALKIEBOX:
  15627. case UNT_ANKLESNARE:
  15628. case UNT_B_TRAP:
  15629. if( unit->val1 <= 0 ) {
  15630. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  15631. skill_delunit(unit);
  15632. else {
  15633. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  15634. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  15635. group->unit_id = UNT_USED_TRAPS;
  15636. }
  15637. }
  15638. break;
  15639. case UNT_REVERBERATION:
  15640. if( unit->val1 <= 0 ){
  15641. clif_changetraplook(bl,UNT_USED_TRAPS);
  15642. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  15643. group->limit = DIFF_TICK(tick,group->tick)+1000;
  15644. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  15645. group->unit_id = UNT_USED_TRAPS;
  15646. }
  15647. break;
  15648. case UNT_WALLOFTHORN:
  15649. if( unit->val1 <= 0 ) {
  15650. group->unit_id = UNT_USED_TRAPS;
  15651. group->limit = DIFF_TICK(tick, group->tick);
  15652. }
  15653. break;
  15654. }
  15655. }
  15656. //Don't continue if unit or even group is expired and has been deleted.
  15657. if( !group || !unit->alive )
  15658. return 0;
  15659. dissonance = skill_dance_switch(unit, 0);
  15660. if( unit->range >= 0 && group->interval != -1 )
  15661. {
  15662. if( battle_config.skill_wall_check )
  15663. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15664. else
  15665. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  15666. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  15667. group->unit_id = UNT_USED_TRAPS;
  15668. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  15669. unit->range = -1; //Disable processed cell.
  15670. if (--group->val1 <= 0) { // number of live cells
  15671. //All tiles were processed, disable skill.
  15672. group->target_flag=BCT_NOONE;
  15673. group->bl_flag= BL_NUL;
  15674. }
  15675. }
  15676. }
  15677. if( dissonance ) skill_dance_switch(unit, 1);
  15678. return 0;
  15679. }
  15680. /*==========================================
  15681. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  15682. *------------------------------------------*/
  15683. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data) {
  15684. map_freeblock_lock();
  15685. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  15686. map_freeblock_unlock();
  15687. return 0;
  15688. }
  15689. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  15690. /*==========================================
  15691. * flag :
  15692. * 1 : store that skill_unit in array
  15693. * 2 : clear that skill_unit
  15694. * 4 : call_on_left
  15695. *------------------------------------------*/
  15696. int skill_unit_move_sub (struct block_list* bl, va_list ap) {
  15697. struct skill_unit* unit = (struct skill_unit *)bl;
  15698. struct skill_unit_group* group = unit->group;
  15699. struct block_list* target = va_arg(ap,struct block_list*);
  15700. unsigned int tick = va_arg(ap,unsigned int);
  15701. int flag = va_arg(ap,int);
  15702. bool dissonance;
  15703. uint16 skill_id;
  15704. int i;
  15705. nullpo_ret(group);
  15706. if( !unit->alive || target->prev == NULL )
  15707. return 0;
  15708. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  15709. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  15710. dissonance = skill_dance_switch(unit, 0);
  15711. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15712. skill_id = unit->group->skill_id;
  15713. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  15714. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  15715. if( dissonance ) {
  15716. skill_dance_switch(unit, 1);
  15717. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  15718. }
  15719. return 0;
  15720. }
  15721. //Target-type check.
  15722. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  15723. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  15724. if( flag&1 ) {
  15725. if( flag&2 ) { //Clear this skill id.
  15726. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  15727. if( i < ARRAYLENGTH(skill_unit_temp) )
  15728. skill_unit_temp[i] = 0;
  15729. }
  15730. } else {
  15731. if( flag&2 ) { //Store this skill id.
  15732. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15733. if( i < ARRAYLENGTH(skill_unit_temp) )
  15734. skill_unit_temp[i] = skill_id;
  15735. else
  15736. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15737. }
  15738. }
  15739. if( flag&4 )
  15740. skill_unit_onleft(skill_id,target,tick);
  15741. }
  15742. if( dissonance ) skill_dance_switch(unit, 1);
  15743. return 0;
  15744. } else {
  15745. if( flag&1 ) {
  15746. int result = skill_unit_onplace(unit,target,tick);
  15747. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  15748. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  15749. if( i < ARRAYLENGTH(skill_unit_temp) )
  15750. skill_unit_temp[i] = 0;
  15751. }
  15752. } else {
  15753. int result = skill_unit_onout(unit,target,tick);
  15754. if( flag&2 && result ) { //Store this unit id.
  15755. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  15756. if( i < ARRAYLENGTH(skill_unit_temp) )
  15757. skill_unit_temp[i] = skill_id;
  15758. else
  15759. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  15760. }
  15761. }
  15762. //TODO: Normally, this is dangerous since the unit and group could be freed
  15763. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  15764. //cells do not get deleted within them. [Skotlex]
  15765. if( dissonance ) skill_dance_switch(unit, 1);
  15766. if( flag&4 )
  15767. skill_unit_onleft(skill_id,target,tick);
  15768. return 1;
  15769. }
  15770. }
  15771. /*==========================================
  15772. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  15773. * Flag values:
  15774. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  15775. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  15776. * units to figure out when they have left a group.
  15777. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  15778. *------------------------------------------*/
  15779. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag) {
  15780. nullpo_ret(bl);
  15781. if( bl->prev == NULL )
  15782. return 0;
  15783. if( flag&2 && !(flag&1) ) { //Onout, clear data
  15784. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  15785. }
  15786. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  15787. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  15788. int i;
  15789. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  15790. if( skill_unit_temp[i] )
  15791. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  15792. }
  15793. return 0;
  15794. }
  15795. /*==========================================
  15796. *
  15797. *------------------------------------------*/
  15798. int skill_unit_move_unit_group (struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  15799. {
  15800. int i,j;
  15801. unsigned int tick = gettick();
  15802. int *m_flag;
  15803. struct skill_unit *unit1;
  15804. struct skill_unit *unit2;
  15805. if (group == NULL)
  15806. return 0;
  15807. if (group->unit_count<=0)
  15808. return 0;
  15809. if (group->unit==NULL)
  15810. return 0;
  15811. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  15812. return 0; //Ensembles may not be moved around.
  15813. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  15814. return 0; //Icewalls and Wall of Thorns don't get knocked back
  15815. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  15816. // m_flag
  15817. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  15818. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  15819. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  15820. // 3: Both 1+2.
  15821. for(i=0;i<group->unit_count;i++){
  15822. unit1=&group->unit[i];
  15823. if (!unit1->alive || unit1->bl.m!=m)
  15824. continue;
  15825. for(j=0;j<group->unit_count;j++){
  15826. unit2=&group->unit[j];
  15827. if (!unit2->alive)
  15828. continue;
  15829. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  15830. m_flag[i] |= 0x1;
  15831. }
  15832. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  15833. m_flag[i] |= 0x2;
  15834. }
  15835. }
  15836. }
  15837. j = 0;
  15838. for (i=0;i<group->unit_count;i++) {
  15839. unit1=&group->unit[i];
  15840. if (!unit1->alive)
  15841. continue;
  15842. if (!(m_flag[i]&0x2)) {
  15843. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  15844. skill_dance_overlap(unit1, 0);
  15845. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  15846. }
  15847. //Move Cell using "smart" criteria (avoid useless moving around)
  15848. switch(m_flag[i])
  15849. {
  15850. case 0:
  15851. //Cell moves independently, safely move it.
  15852. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  15853. break;
  15854. case 1:
  15855. //Cell moves unto another cell, look for a replacement cell that won't collide
  15856. //and has no cell moving into it (flag == 2)
  15857. for(;j<group->unit_count;j++)
  15858. {
  15859. if(m_flag[j]!=2 || !group->unit[j].alive)
  15860. continue;
  15861. //Move to where this cell would had moved.
  15862. unit2 = &group->unit[j];
  15863. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  15864. j++; //Skip this cell as we have used it.
  15865. break;
  15866. }
  15867. break;
  15868. case 2:
  15869. case 3:
  15870. break; //Don't move the cell as a cell will end on this tile anyway.
  15871. }
  15872. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  15873. if (group->state.song_dance&0x1) //Check for dissonance effect.
  15874. skill_dance_overlap(unit1, 1);
  15875. clif_skill_setunit(unit1);
  15876. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  15877. }
  15878. }
  15879. aFree(m_flag);
  15880. return 0;
  15881. }
  15882. /*==========================================
  15883. *
  15884. *------------------------------------------*/
  15885. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  15886. {
  15887. int i,j;
  15888. nullpo_ret(sd);
  15889. if(nameid<=0)
  15890. return 0;
  15891. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  15892. if(skill_produce_db[i].nameid == nameid ){
  15893. if((j=skill_produce_db[i].req_skill)>0 &&
  15894. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  15895. continue; // must iterate again to check other skills that produce it. [malufett]
  15896. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  15897. continue; // special case
  15898. break;
  15899. }
  15900. }
  15901. if( i >= MAX_SKILL_PRODUCE_DB )
  15902. return 0;
  15903. if( pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT )
  15904. {// cannot carry the produced stuff
  15905. return 0;
  15906. }
  15907. if(trigger>=0){
  15908. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  15909. if(skill_produce_db[i].itemlv!=trigger)
  15910. return 0;
  15911. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  15912. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  15913. return 0;
  15914. } else { // Weapon (itemlv must be higher or equal)
  15915. if(skill_produce_db[i].itemlv>trigger)
  15916. return 0;
  15917. }
  15918. }
  15919. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  15920. int id;
  15921. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  15922. continue;
  15923. if(skill_produce_db[i].mat_amount[j] <= 0) {
  15924. if(pc_search_inventory(sd,id) < 0)
  15925. return 0;
  15926. }
  15927. else {
  15928. int x,y;
  15929. for(y=0,x=0;y<MAX_INVENTORY;y++)
  15930. if( sd->status.inventory[y].nameid == id )
  15931. x+=sd->status.inventory[y].amount;
  15932. if(x<qty*skill_produce_db[i].mat_amount[j])
  15933. return 0;
  15934. }
  15935. }
  15936. return i+1;
  15937. }
  15938. /*==========================================
  15939. *
  15940. *------------------------------------------*/
  15941. int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  15942. {
  15943. int slot[3];
  15944. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skill_lv = 0;
  15945. int num = -1; // exclude the recipe
  15946. struct status_data *status;
  15947. struct item_data* data;
  15948. nullpo_ret(sd);
  15949. status = status_get_status_data(&sd->bl);
  15950. if( sd->skill_id_old == skill_id )
  15951. skill_lv = sd->skill_lv_old;
  15952. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  15953. return 0;
  15954. idx--;
  15955. if (qty < 1)
  15956. qty = 1;
  15957. if (!skill_id) //A skill can be specified for some override cases.
  15958. skill_id = skill_produce_db[idx].req_skill;
  15959. if( skill_id == GC_RESEARCHNEWPOISON )
  15960. skill_id = GC_CREATENEWPOISON;
  15961. slot[0]=slot1;
  15962. slot[1]=slot2;
  15963. slot[2]=slot3;
  15964. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  15965. int j;
  15966. if( slot[i]<=0 )
  15967. continue;
  15968. j = pc_search_inventory(sd,slot[i]);
  15969. if(j < 0)
  15970. continue;
  15971. if(slot[i]==ITEMID_STAR_CRUMB){
  15972. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  15973. sc++;
  15974. }
  15975. if(slot[i]>=ITEMID_FLAME_HEART && slot[i]<=ITEMID_GREAT_NATURE && ele==0){
  15976. static const int ele_table[4]={3,1,4,2};
  15977. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  15978. ele=ele_table[slot[i]-ITEMID_FLAME_HEART];
  15979. }
  15980. }
  15981. if( skill_id == RK_RUNEMASTERY ) {
  15982. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  15983. data = itemdb_search(nameid);
  15984. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  15985. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  15986. else temp_qty = 1;
  15987. if (data->stack.inventory) {
  15988. for( i = 0; i < MAX_INVENTORY; i++ ) {
  15989. if( sd->status.inventory[i].nameid == nameid ) {
  15990. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  15991. clif_msgtable(sd->fd,0x61b);
  15992. return 0;
  15993. } else {
  15994. /**
  15995. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  15996. **/
  15997. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  15998. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  15999. }
  16000. break;
  16001. }
  16002. }
  16003. }
  16004. qty = temp_qty;
  16005. }
  16006. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  16007. int j,id,x;
  16008. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  16009. continue;
  16010. num++;
  16011. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  16012. do{
  16013. int y=0;
  16014. j = pc_search_inventory(sd,id);
  16015. if(j >= 0){
  16016. y = sd->status.inventory[j].amount;
  16017. if(y>x)y=x;
  16018. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16019. } else {
  16020. ShowError("skill_produce_mix: material item error\n");
  16021. return 0;
  16022. }
  16023. x-=y;
  16024. }while( j>=0 && x>0 );
  16025. }
  16026. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  16027. wlv = itemdb_wlv(nameid);
  16028. if(!equip) {
  16029. switch(skill_id){
  16030. case BS_IRON:
  16031. case BS_STEEL:
  16032. case BS_ENCHANTEDSTONE:
  16033. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16034. i = pc_checkskill(sd,skill_id);
  16035. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16036. switch(nameid){
  16037. case ITEMID_IRON:
  16038. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16039. break;
  16040. case ITEMID_STEEL:
  16041. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16042. break;
  16043. case ITEMID_STAR_CRUMB:
  16044. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16045. break;
  16046. default: // Enchanted Stones
  16047. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  16048. break;
  16049. }
  16050. break;
  16051. case ASC_CDP:
  16052. make_per = (2000 + 40*status->dex + 20*status->luk);
  16053. break;
  16054. case AL_HOLYWATER:
  16055. /**
  16056. * Arch Bishop
  16057. **/
  16058. case AB_ANCILLA:
  16059. make_per = 100000; //100% success
  16060. break;
  16061. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16062. case AM_TWILIGHT1:
  16063. case AM_TWILIGHT2:
  16064. case AM_TWILIGHT3:
  16065. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16066. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16067. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16068. if(hom_is_active(sd->hd)) {//Player got a homun
  16069. int skill;
  16070. if((skill=hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16071. make_per += skill*100; //+1% bonus per level
  16072. }
  16073. switch(nameid){
  16074. case ITEMID_RED_POTION:
  16075. case ITEMID_YELLOW_POTION:
  16076. case ITEMID_WHITE_POTION:
  16077. make_per += (1+rnd()%100)*10 + 2000;
  16078. break;
  16079. case ITEMID_ALCOHOL:
  16080. make_per += (1+rnd()%100)*10 + 1000;
  16081. break;
  16082. case ITEMID_FIRE_BOTTLE:
  16083. case ITEMID_ACID_BOTTLE:
  16084. case ITEMID_MAN_EATER_BOTTLE:
  16085. case ITEMID_MINI_BOTTLE:
  16086. make_per += (1+rnd()%100)*10;
  16087. break;
  16088. case ITEMID_YELLOW_SLIM_POTION:
  16089. make_per -= (1+rnd()%50)*10;
  16090. break;
  16091. case ITEMID_WHITE_SLIM_POTION:
  16092. case ITEMID_COATING_BOTTLE:
  16093. make_per -= (1+rnd()%100)*10;
  16094. break;
  16095. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  16096. case ITEMID_BLUE_POTION:
  16097. case ITEMID_RED_SLIM_POTION:
  16098. case ITEMID_ANODYNE:
  16099. case ITEMID_ALOEBERA:
  16100. default:
  16101. break;
  16102. }
  16103. if(battle_config.pp_rate != 100)
  16104. make_per = make_per * battle_config.pp_rate / 100;
  16105. break;
  16106. case SA_CREATECON: // Elemental Converter Creation
  16107. make_per = 100000; // should be 100% success rate
  16108. break;
  16109. /**
  16110. * Rune Knight
  16111. **/
  16112. case RK_RUNEMASTERY:
  16113. {
  16114. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16115. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16116. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16117. int D = 0;
  16118. switch (nameid) { //rune rank it_diff 9 craftable rune
  16119. case ITEMID_BERKANA:
  16120. D = -2000;
  16121. break; //Rank S
  16122. case ITEMID_NAUTHIZ:
  16123. case ITEMID_URUZ:
  16124. D = -1500;
  16125. break; //Rank A
  16126. case ITEMID_ISA:
  16127. case ITEMID_WYRD:
  16128. D = -1000;
  16129. break; //Rank B
  16130. case ITEMID_RAIDO:
  16131. case ITEMID_THURISAZ:
  16132. case ITEMID_HAGALAZ:
  16133. case ITEMID_OTHILA:
  16134. D = -500;
  16135. break; //Rank C
  16136. default: D = -1500;
  16137. break; //not specified =-15%
  16138. }
  16139. make_per = A + B + C + D;
  16140. break;
  16141. }
  16142. /**
  16143. * Guilotine Cross
  16144. **/
  16145. case GC_CREATENEWPOISON:
  16146. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16147. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16148. break;
  16149. case GN_CHANGEMATERIAL:
  16150. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  16151. if( skill_changematerial_db[i].itemid == nameid ){
  16152. make_per = skill_changematerial_db[i].rate * 10;
  16153. break;
  16154. }
  16155. break;
  16156. case GN_S_PHARMACY:
  16157. {
  16158. int difficulty = 0;
  16159. difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16160. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  16161. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  16162. switch(nameid){// difficulty factor
  16163. case ITEMID_HP_INCREASE_POTION_SMALL: case ITEMID_SP_INCREASE_POTION_SMALL:
  16164. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16165. difficulty += 10;
  16166. break;
  16167. case ITEMID_BOMB_MUSHROOM_SPORE: case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16168. difficulty += 15;
  16169. break;
  16170. case ITEMID_BANANA_BOMB: case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16171. case ITEMID_SP_INCREASE_POTION_LARGE: case ITEMID_VITATA500:
  16172. difficulty += 20;
  16173. break;
  16174. case ITEMID_SEED_OF_HORNY_PLANT: case ITEMID_BLOODSUCK_PLANT_SEED:
  16175. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16176. difficulty += 30;
  16177. break;
  16178. case ITEMID_HP_INCREASE_POTION_LARGE: case ITEMID_CURE_FREE:
  16179. difficulty += 40;
  16180. break;
  16181. }
  16182. if( make_per >= 400 && make_per > difficulty)
  16183. qty = 10;
  16184. else if( make_per >= 300 && make_per > difficulty)
  16185. qty = 7;
  16186. else if( make_per >= 100 && make_per > difficulty)
  16187. qty = 6;
  16188. else if( make_per >= 1 && make_per > difficulty)
  16189. qty = 5;
  16190. else
  16191. qty = 4;
  16192. make_per = 10000;
  16193. }
  16194. break;
  16195. case GN_MAKEBOMB:
  16196. case GN_MIX_COOKING:
  16197. {
  16198. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16199. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster?s Job Level / 4) + (Caster?s LUK / 2) + (Caster?s DEX / 3)
  16200. qty = ~(5 + rnd()%5) + 1;
  16201. switch(nameid){// difficulty factor
  16202. case ITEMID_APPLE_BOMB:
  16203. difficulty += 5;
  16204. break;
  16205. case ITEMID_COCONUT_BOMB: case ITEMID_MELON_BOMB:
  16206. difficulty += 10;
  16207. break;
  16208. case ITEMID_SAVAGE_FULL_ROAST: case ITEMID_COCKTAIL_WARG_BLOOD: case ITEMID_MINOR_STEW:
  16209. case ITEMID_SIROMA_ICED_TEA: case ITEMID_DROSERA_HERB_SALAD: case ITEMID_PETITE_TAIL_NOODLES:
  16210. case ITEMID_PINEAPPLE_BOMB:
  16211. difficulty += 15;
  16212. break;
  16213. case ITEMID_BANANA_BOMB:
  16214. difficulty += 20;
  16215. break;
  16216. }
  16217. if( make_per >= 30 && make_per > difficulty)
  16218. qty = 10 + rnd()%2;
  16219. else if( make_per >= 10 && make_per > difficulty)
  16220. qty = 10;
  16221. else if( make_per == 10 && make_per > difficulty)
  16222. qty = 8;
  16223. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16224. ;// Food/Bomb creation fails.
  16225. else if( make_per >= 30 && make_per < difficulty)
  16226. qty = 5;
  16227. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16228. qty = ~qty + 1;
  16229. make_per = 0;
  16230. }else
  16231. make_per = 10000;
  16232. qty = (skill_lv > 1 ? qty : 1);
  16233. }
  16234. break;
  16235. default:
  16236. if (sd->menuskill_id == AM_PHARMACY &&
  16237. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16238. { //Assume Cooking Dish
  16239. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16240. make_per = 10000; //100% Success
  16241. else
  16242. make_per = 1200 * (sd->menuskill_val - 10)
  16243. + 20 * (sd->status.base_level + 1)
  16244. + 20 * (status->dex + 1)
  16245. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16246. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16247. - 10 * (100 - status->luk + 1)
  16248. - 500 * (num - 1)
  16249. - 100 * (rnd()%4 + 1);
  16250. break;
  16251. }
  16252. make_per = 5000;
  16253. break;
  16254. }
  16255. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16256. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16257. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16258. 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
  16259. 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
  16260. if(pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16261. else if(pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16262. else if(pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16263. else if(pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16264. if(battle_config.wp_rate != 100)
  16265. make_per = make_per * battle_config.wp_rate / 100;
  16266. }
  16267. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16268. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16269. if(make_per < 1) make_per = 1;
  16270. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  16271. struct item tmp_item;
  16272. memset(&tmp_item,0,sizeof(tmp_item));
  16273. tmp_item.nameid=nameid;
  16274. tmp_item.amount=1;
  16275. tmp_item.identify=1;
  16276. if(equip){
  16277. tmp_item.card[0]=CARD0_FORGE;
  16278. tmp_item.card[1]=((sc*5)<<8)+ele;
  16279. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16280. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16281. } else {
  16282. //Flag is only used on the end, so it can be used here. [Skotlex]
  16283. switch (skill_id) {
  16284. case BS_DAGGER:
  16285. case BS_SWORD:
  16286. case BS_TWOHANDSWORD:
  16287. case BS_AXE:
  16288. case BS_MACE:
  16289. case BS_KNUCKLE:
  16290. case BS_SPEAR:
  16291. flag = battle_config.produce_item_name_input&0x1;
  16292. break;
  16293. case AM_PHARMACY:
  16294. case AM_TWILIGHT1:
  16295. case AM_TWILIGHT2:
  16296. case AM_TWILIGHT3:
  16297. flag = battle_config.produce_item_name_input&0x2;
  16298. break;
  16299. case AL_HOLYWATER:
  16300. /**
  16301. * Arch Bishop
  16302. **/
  16303. case AB_ANCILLA:
  16304. flag = battle_config.produce_item_name_input&0x8;
  16305. break;
  16306. case ASC_CDP:
  16307. flag = battle_config.produce_item_name_input&0x10;
  16308. break;
  16309. default:
  16310. flag = battle_config.produce_item_name_input&0x80;
  16311. break;
  16312. }
  16313. if (flag) {
  16314. tmp_item.card[0]=CARD0_CREATE;
  16315. tmp_item.card[1]=0;
  16316. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16317. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16318. }
  16319. }
  16320. // if(log_config.produce > 0)
  16321. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  16322. //TODO update PICKLOG
  16323. if(equip){
  16324. clif_produceeffect(sd,0,nameid);
  16325. clif_misceffect(&sd->bl,3);
  16326. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  16327. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  16328. } else {
  16329. int fame = 0;
  16330. tmp_item.amount = 0;
  16331. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  16332. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  16333. tmp_item.amount = qty;
  16334. break;
  16335. }
  16336. if (rnd()%10000 < make_per || qty == 1) { //Success
  16337. tmp_item.amount++;
  16338. if(nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  16339. continue;
  16340. if( skill_id != AM_PHARMACY &&
  16341. skill_id != AM_TWILIGHT1 &&
  16342. skill_id != AM_TWILIGHT2 &&
  16343. skill_id != AM_TWILIGHT3 )
  16344. continue;
  16345. //Add fame as needed.
  16346. switch(++sd->potion_success_counter) {
  16347. case 3:
  16348. fame+=1; // Success to prepare 3 Condensed Potions in a row
  16349. break;
  16350. case 5:
  16351. fame+=3; // Success to prepare 5 Condensed Potions in a row
  16352. break;
  16353. case 7:
  16354. fame+=10; // Success to prepare 7 Condensed Potions in a row
  16355. break;
  16356. case 10:
  16357. fame+=50; // Success to prepare 10 Condensed Potions in a row
  16358. sd->potion_success_counter = 0;
  16359. break;
  16360. }
  16361. } else //Failure
  16362. sd->potion_success_counter = 0;
  16363. }
  16364. if (fame)
  16365. pc_addfame(sd,fame);
  16366. //Visual effects and the like.
  16367. switch (skill_id) {
  16368. case AM_PHARMACY:
  16369. case AM_TWILIGHT1:
  16370. case AM_TWILIGHT2:
  16371. case AM_TWILIGHT3:
  16372. case ASC_CDP:
  16373. clif_produceeffect(sd,2,nameid);
  16374. clif_misceffect(&sd->bl,5);
  16375. break;
  16376. case BS_IRON:
  16377. case BS_STEEL:
  16378. case BS_ENCHANTEDSTONE:
  16379. clif_produceeffect(sd,0,nameid);
  16380. clif_misceffect(&sd->bl,3);
  16381. break;
  16382. case RK_RUNEMASTERY:
  16383. case GC_CREATENEWPOISON:
  16384. clif_produceeffect(sd,2,nameid);
  16385. clif_misceffect(&sd->bl,5);
  16386. break;
  16387. default: //Those that don't require a skill?
  16388. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  16389. { //Cooking items.
  16390. clif_specialeffect(&sd->bl, 608, AREA);
  16391. if( sd->cook_mastery < 1999 )
  16392. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  16393. }
  16394. break;
  16395. }
  16396. }
  16397. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  16398. int j, k = 0;
  16399. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  16400. if( skill_changematerial_db[i].itemid == nameid ){
  16401. for(j=0; j<5; j++){
  16402. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  16403. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  16404. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16405. clif_additem(sd,0,0,flag);
  16406. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16407. }
  16408. k++;
  16409. }
  16410. }
  16411. break;
  16412. }
  16413. if( k ){
  16414. clif_msg_skill(sd,skill_id,0x627);
  16415. return 1;
  16416. }
  16417. } else if (tmp_item.amount) { //Success
  16418. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16419. clif_additem(sd,0,0,flag);
  16420. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16421. }
  16422. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  16423. clif_msg_skill(sd,skill_id,0x627);
  16424. return 1;
  16425. }
  16426. }
  16427. //Failure
  16428. // if(log_config.produce)
  16429. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  16430. //TODO update PICKLOG
  16431. if(equip){
  16432. clif_produceeffect(sd,1,nameid);
  16433. clif_misceffect(&sd->bl,2);
  16434. } else {
  16435. switch (skill_id) {
  16436. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  16437. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  16438. case AM_PHARMACY:
  16439. case AM_TWILIGHT1:
  16440. case AM_TWILIGHT2:
  16441. case AM_TWILIGHT3:
  16442. clif_produceeffect(sd,3,nameid);
  16443. clif_misceffect(&sd->bl,6);
  16444. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  16445. break;
  16446. case BS_IRON:
  16447. case BS_STEEL:
  16448. case BS_ENCHANTEDSTONE:
  16449. clif_produceeffect(sd,1,nameid);
  16450. clif_misceffect(&sd->bl,2);
  16451. break;
  16452. case RK_RUNEMASTERY:
  16453. case GC_CREATENEWPOISON:
  16454. clif_produceeffect(sd,3,nameid);
  16455. clif_misceffect(&sd->bl,6);
  16456. break;
  16457. case GN_MIX_COOKING: {
  16458. struct item tmp_item;
  16459. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  16460. int rate = rnd()%500;
  16461. memset(&tmp_item,0,sizeof(tmp_item));
  16462. if( rate < 50) i = 4;
  16463. else if( rate < 100) i = 2+rnd()%1;
  16464. else if( rate < 250 ) i = 1;
  16465. else if( rate < 500 ) i = 0;
  16466. tmp_item.nameid = compensation[i];
  16467. tmp_item.amount = qty;
  16468. tmp_item.identify = 1;
  16469. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  16470. clif_additem(sd,0,0,flag);
  16471. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16472. }
  16473. clif_msg_skill(sd,skill_id,0x628);
  16474. }
  16475. break;
  16476. case GN_MAKEBOMB:
  16477. case GN_S_PHARMACY:
  16478. case GN_CHANGEMATERIAL:
  16479. clif_msg_skill(sd,skill_id,0x628);
  16480. break;
  16481. default:
  16482. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  16483. { //Cooking items.
  16484. clif_specialeffect(&sd->bl, 609, AREA);
  16485. if( sd->cook_mastery > 0 )
  16486. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  16487. }
  16488. }
  16489. }
  16490. return 0;
  16491. }
  16492. int skill_arrow_create (struct map_session_data *sd, int nameid)
  16493. {
  16494. int i,j,flag,index=-1;
  16495. struct item tmp_item;
  16496. nullpo_ret(sd);
  16497. if(nameid <= 0)
  16498. return 1;
  16499. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  16500. if(nameid == skill_arrow_db[i].nameid) {
  16501. index = i;
  16502. break;
  16503. }
  16504. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  16505. return 1;
  16506. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  16507. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  16508. memset(&tmp_item,0,sizeof(tmp_item));
  16509. tmp_item.identify = 1;
  16510. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  16511. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  16512. if(battle_config.produce_item_name_input&0x4) {
  16513. tmp_item.card[0]=CARD0_CREATE;
  16514. tmp_item.card[1]=0;
  16515. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  16516. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  16517. }
  16518. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  16519. continue;
  16520. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16521. clif_additem(sd,0,0,flag);
  16522. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16523. }
  16524. }
  16525. return 0;
  16526. }
  16527. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  16528. sc_type type;
  16529. int chance, i;
  16530. //uint16 msg = 1443; //Official is using msgstringtable.txt
  16531. char output[CHAT_SIZE_MAX];
  16532. const char *msg;
  16533. nullpo_ret(sd);
  16534. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16535. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16536. return 0;
  16537. }
  16538. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  16539. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  16540. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  16541. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  16542. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  16543. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  16544. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  16545. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  16546. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  16547. default:
  16548. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  16549. return 0;
  16550. }
  16551. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  16552. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  16553. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  16554. sprintf(output, msg_txt(sd,721), msg);
  16555. clif_colormes(sd,color_table[COLOR_WHITE],output);
  16556. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  16557. clif_msg(sd,msg);
  16558. #endif*/
  16559. return 0;
  16560. }
  16561. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  16562. {
  16563. struct status_change *sc = status_get_sc(bl);
  16564. // non-offensive and non-magic skills do not affect the status
  16565. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  16566. return;
  16567. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  16568. if (sc->data[SC_MAGICPOWER]->val4) {
  16569. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  16570. } else {
  16571. sc->data[SC_MAGICPOWER]->val4 = 1;
  16572. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  16573. #ifndef RENEWAL
  16574. if(bl->type == BL_PC){// update current display.
  16575. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  16576. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  16577. }
  16578. #endif
  16579. }
  16580. }
  16581. }
  16582. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  16583. int x, y, i, class_, skill;
  16584. struct mob_data *md;
  16585. nullpo_ret(sd);
  16586. skill = sd->menuskill_val;
  16587. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  16588. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16589. return 0;
  16590. }
  16591. // Spawn Position
  16592. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  16593. x = sd->sc.comet_x;
  16594. y = sd->sc.comet_y;
  16595. sd->sc.comet_x = sd->sc.comet_y = 0;
  16596. sd->menuskill_val = 0;
  16597. // Item picked decides the mob class
  16598. switch(nameid) {
  16599. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  16600. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  16601. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  16602. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  16603. default:
  16604. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  16605. return 0;
  16606. }
  16607. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  16608. if( md ) {
  16609. struct unit_data *ud = unit_bl2ud(&md->bl);
  16610. md->master_id = sd->bl.id;
  16611. md->special_state.ai = AI_FAW;
  16612. if(ud) {
  16613. ud->skill_id = NC_MAGICDECOY;
  16614. ud->skill_lv = skill;
  16615. }
  16616. if( md->deletetimer != INVALID_TIMER )
  16617. delete_timer(md->deletetimer, mob_timer_delete);
  16618. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  16619. mob_spawn(md);
  16620. }
  16621. return 0;
  16622. }
  16623. // Warlock Spellbooks. [LimitLine/3CeAM]
  16624. int skill_spellbook (struct map_session_data *sd, int nameid) {
  16625. int i, max_preserve, skill_id, point;
  16626. struct status_change *sc;
  16627. nullpo_ret(sd);
  16628. sc = status_get_sc(&sd->bl);
  16629. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  16630. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  16631. if( i > SC_MAXSPELLBOOK ) {
  16632. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  16633. return 0;
  16634. }
  16635. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  16636. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  16637. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  16638. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  16639. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  16640. return 0;
  16641. }
  16642. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  16643. point = skill_spellbook_db[i].point;
  16644. if( sc && sc->data[SC_READING_SB] ) {
  16645. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
  16646. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  16647. return 0;
  16648. }
  16649. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  16650. if( !sc->data[i] ){
  16651. sc->data[SC_READING_SB]->val2 += point; // increase points
  16652. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16653. break;
  16654. }
  16655. }
  16656. } else {
  16657. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  16658. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  16659. }
  16660. return 1;
  16661. }
  16662. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  16663. int id, lv, prob, aslvl = 0;
  16664. nullpo_ret(sd);
  16665. if (sd->sc.data[SC_STOP]) {
  16666. aslvl = sd->sc.data[SC_STOP]->val1;
  16667. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  16668. }
  16669. if( !(skill_get_inf2(sd->status.skill[skill_id].id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  16670. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  16671. return 0;
  16672. }
  16673. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  16674. lv = min(lv,sd->status.skill[skill_id].lv);
  16675. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  16676. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  16677. return 0;
  16678. }
  16679. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  16680. int i;
  16681. nullpo_ret(sd);
  16682. nullpo_ret(item_list);
  16683. if( n <= 0 )
  16684. return 1;
  16685. for( i = 0; i < n; i++ ) {
  16686. int nameid, add_amount, del_amount, idx, product;
  16687. struct item tmp_item;
  16688. idx = item_list[i*2+0]-2;
  16689. del_amount = item_list[i*2+1];
  16690. if( skill_lv == 2 )
  16691. del_amount -= (del_amount % 10);
  16692. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  16693. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  16694. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16695. return 1;
  16696. }
  16697. switch( nameid ) {
  16698. // Level 1
  16699. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  16700. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  16701. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  16702. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  16703. // Level 2
  16704. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  16705. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  16706. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  16707. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  16708. default:
  16709. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16710. return 1;
  16711. }
  16712. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  16713. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16714. return 1;
  16715. }
  16716. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  16717. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  16718. return 1;
  16719. }
  16720. memset(&tmp_item,0,sizeof(tmp_item));
  16721. tmp_item.nameid = product;
  16722. tmp_item.amount = add_amount;
  16723. tmp_item.identify = 1;
  16724. if( tmp_item.amount ) {
  16725. int flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  16726. if( flag != 0 ) {
  16727. clif_additem(sd,0,0,flag);
  16728. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16729. }
  16730. }
  16731. }
  16732. return 0;
  16733. }
  16734. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  16735. int i, j, k, c, p = 0, nameid, amount;
  16736. nullpo_ret(sd);
  16737. nullpo_ret(item_list);
  16738. // Search for objects that can be created.
  16739. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  16740. if( skill_produce_db[i].itemlv == 26 ) {
  16741. p = 0;
  16742. do {
  16743. c = 0;
  16744. // Verification of overlap between the objects required and the list submitted.
  16745. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  16746. if( skill_produce_db[i].mat_id[j] > 0 ) {
  16747. for( k = 0; k < n; k++ ) {
  16748. int idx = item_list[k*2+0]-2;
  16749. nameid = sd->status.inventory[idx].nameid;
  16750. amount = item_list[k*2+1];
  16751. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  16752. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  16753. return 0;
  16754. }
  16755. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  16756. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  16757. c++; // match
  16758. }
  16759. }
  16760. else
  16761. break; // No more items required
  16762. }
  16763. p++;
  16764. } while(n == j && c == n);
  16765. p--;
  16766. if ( p > 0 ) {
  16767. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  16768. return 1;
  16769. }
  16770. }
  16771. }
  16772. if( p == 0)
  16773. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  16774. return 0;
  16775. }
  16776. /**
  16777. * for Royal Guard's LG_TRAMPLE
  16778. **/
  16779. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  16780. struct skill_unit *su = (struct skill_unit *)bl;
  16781. struct skill_unit_group *sg;
  16782. unsigned int tick;
  16783. nullpo_ret(su);
  16784. tick = va_arg(ap, unsigned int);
  16785. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  16786. switch( sg->unit_id ) {
  16787. case UNT_CLAYMORETRAP:
  16788. case UNT_FIRINGTRAP:
  16789. case UNT_ICEBOUNDTRAP:
  16790. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  16791. break;
  16792. case UNT_LANDMINE:
  16793. case UNT_BLASTMINE:
  16794. case UNT_SHOCKWAVE:
  16795. case UNT_SANDMAN:
  16796. case UNT_FLASHER:
  16797. case UNT_FREEZINGTRAP:
  16798. case UNT_CLUSTERBOMB:
  16799. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  16800. break;
  16801. }
  16802. // Traps aren't recovered.
  16803. skill_delunit(su);
  16804. }
  16805. return 0;
  16806. }
  16807. /*==========================================
  16808. *
  16809. *------------------------------------------*/
  16810. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  16811. int i;
  16812. nullpo_retr(-1, sd);
  16813. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16814. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  16815. }
  16816. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  16817. struct map_session_data *sd = map_id2sd(id);
  16818. int i = (int) data;
  16819. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  16820. return 0;
  16821. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  16822. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  16823. return 0;
  16824. }
  16825. aFree(sd->scd[i]);
  16826. sd->scd[i] = NULL;
  16827. return 1;
  16828. }
  16829. /**
  16830. * flags a singular skill as being blocked from persistent usage.
  16831. * @param sd the player the skill delay affects
  16832. * @param skill_id the skill which should be delayed
  16833. * @param tick the length of time the delay should last
  16834. * @param load whether this assignment is being loaded upon player login
  16835. * @return 0 if successful, -1 otherwise
  16836. */
  16837. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick) {
  16838. int i;
  16839. nullpo_retr(-1, sd);
  16840. if (skillid == 0 || tick < 1)
  16841. return -1;
  16842. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  16843. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  16844. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16845. aFree(sd->scd[i]);
  16846. sd->scd[i] = NULL;
  16847. }
  16848. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  16849. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  16850. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  16851. sd->scd[i]->skill_id = skillid;
  16852. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  16853. if (battle_config.display_status_timers && tick > 0)
  16854. clif_skill_cooldown(sd, skillid, tick);
  16855. return 1;
  16856. } else {
  16857. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  16858. return 0;
  16859. }
  16860. }
  16861. int skill_blockpc_clear(struct map_session_data *sd) {
  16862. int i;
  16863. nullpo_ret(sd);
  16864. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  16865. if (!sd->scd[i])
  16866. continue;
  16867. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  16868. aFree(sd->scd[i]);
  16869. sd->scd[i] = NULL;
  16870. }
  16871. return 1;
  16872. }
  16873. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16874. {
  16875. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  16876. if (data <= 0 || data >= MAX_SKILL)
  16877. return 0;
  16878. if (hd) hd->blockskill[data] = 0;
  16879. return 1;
  16880. }
  16881. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  16882. {
  16883. uint16 idx = skill_get_index(skill_id);
  16884. nullpo_retr (-1, hd);
  16885. if (idx == 0)
  16886. return -1;
  16887. if (tick < 1) {
  16888. hd->blockskill[idx] = 0;
  16889. return -1;
  16890. }
  16891. hd->blockskill[idx] = 1;
  16892. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  16893. }
  16894. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  16895. {
  16896. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  16897. if( data <= 0 || data >= MAX_SKILL )
  16898. return 0;
  16899. if( md ) md->blockskill[data] = 0;
  16900. return 1;
  16901. }
  16902. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  16903. {
  16904. uint16 idx = skill_get_index(skill_id);
  16905. nullpo_retr (-1, md);
  16906. if (idx == 0)
  16907. return -1;
  16908. if( tick < 1 )
  16909. {
  16910. md->blockskill[idx] = 0;
  16911. return -1;
  16912. }
  16913. md->blockskill[idx] = 1;
  16914. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  16915. }
  16916. /**
  16917. * Adds a new skill unit entry for this player to recast after map load
  16918. **/
  16919. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  16920. struct skill_usave * sus = NULL;
  16921. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  16922. idb_remove(skillusave_db,sd->status.char_id);
  16923. }
  16924. CREATE( sus, struct skill_usave, 1 );
  16925. idb_put( skillusave_db, sd->status.char_id, sus );
  16926. sus->skill_id = skill_id;
  16927. sus->skill_lv = skill_lv;
  16928. return;
  16929. }
  16930. void skill_usave_trigger(struct map_session_data *sd) {
  16931. struct skill_usave * sus = NULL;
  16932. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  16933. return;
  16934. }
  16935. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  16936. idb_remove(skillusave_db,sd->status.char_id);
  16937. return;
  16938. }
  16939. /*
  16940. *
  16941. */
  16942. int skill_split_str (char *str, char **val, int num) {
  16943. int i;
  16944. for( i = 0; i < num && str; i++ ) {
  16945. val[i] = str;
  16946. str = strchr(str,',');
  16947. if( str )
  16948. *str++=0;
  16949. }
  16950. return i;
  16951. }
  16952. /**
  16953. * Split the string with ':' as separator and put each value for a skilllv
  16954. * if no more value found put the latest to fill the array
  16955. * @param str : string to split
  16956. * @param val : array of MAX_SKILL_LEVEL to put value into
  16957. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  16958. */
  16959. int skill_split_atoi (char *str, int *val) {
  16960. int i, j, step = 1;
  16961. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  16962. if (!str) break;
  16963. val[i] = atoi(str);
  16964. str = strchr(str,':');
  16965. if (str)
  16966. *str++=0;
  16967. }
  16968. if(i==0) //No data found.
  16969. return 0;
  16970. if(i==1) { //Single value, have the whole range have the same value.
  16971. for (; i < MAX_SKILL_LEVEL; i++)
  16972. val[i] = val[i-1];
  16973. return i;
  16974. }
  16975. //Check for linear change with increasing steps until we reach half of the data acquired.
  16976. for (step = 1; step <= i/2; step++) {
  16977. int diff = val[i-1] - val[i-step-1];
  16978. for(j = i-1; j >= step; j--)
  16979. if ((val[j]-val[j-step]) != diff)
  16980. break;
  16981. if (j>=step) //No match, try next step.
  16982. continue;
  16983. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  16984. val[i] = val[i-step]+diff;
  16985. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  16986. { val[i] = 1; diff = 0; step = 1; }
  16987. }
  16988. return i;
  16989. }
  16990. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  16991. for (;i<MAX_SKILL_LEVEL; i++)
  16992. val[i] = val[i-1];
  16993. return i;
  16994. }
  16995. /*
  16996. *
  16997. */
  16998. void skill_init_unit_layout (void) {
  16999. int i,j,pos = 0;
  17000. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17001. // standard square layouts go first
  17002. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17003. int size = i*2+1;
  17004. skill_unit_layout[i].count = size*size;
  17005. for (j=0; j<size*size; j++) {
  17006. skill_unit_layout[i].dx[j] = (j%size-i);
  17007. skill_unit_layout[i].dy[j] = (j/size-i);
  17008. }
  17009. }
  17010. // afterwards add special ones
  17011. pos = i;
  17012. for (i=0;i<MAX_SKILL_DB;i++) {
  17013. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  17014. continue;
  17015. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  17016. int skill = i;
  17017. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  17018. skill -= EL_SKILLRANGEMIN;
  17019. skill += EL_SKILLBASE;
  17020. }
  17021. if( skill == EL_FIRE_MANTLE ) {
  17022. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17023. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17024. skill_unit_layout[pos].count = 8;
  17025. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17026. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17027. }
  17028. } else {
  17029. switch (i) {
  17030. case MG_FIREWALL:
  17031. case WZ_ICEWALL:
  17032. case WL_EARTHSTRAIN:
  17033. case RL_FIRE_RAIN:
  17034. // these will be handled later
  17035. break;
  17036. case PR_SANCTUARY:
  17037. case NPC_EVILLAND: {
  17038. static const int dx[] = {
  17039. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17040. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17041. static const int dy[]={
  17042. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17043. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17044. skill_unit_layout[pos].count = 21;
  17045. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17046. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17047. }
  17048. break;
  17049. case PR_MAGNUS: {
  17050. static const int dx[] = {
  17051. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17052. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17053. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17054. static const int dy[] = {
  17055. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17056. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17057. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17058. skill_unit_layout[pos].count = 33;
  17059. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17060. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17061. }
  17062. break;
  17063. case AS_VENOMDUST: {
  17064. static const int dx[] = {-1, 0, 0, 0, 1};
  17065. static const int dy[] = { 0,-1, 0, 1, 0};
  17066. skill_unit_layout[pos].count = 5;
  17067. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17068. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17069. }
  17070. break;
  17071. case CR_GRANDCROSS:
  17072. case NPC_GRANDDARKNESS: {
  17073. static const int dx[] = {
  17074. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17075. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17076. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17077. static const int dy[] = {
  17078. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17079. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17080. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17081. skill_unit_layout[pos].count = 29;
  17082. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17083. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17084. }
  17085. break;
  17086. case PF_FOGWALL: {
  17087. static const int dx[] = {
  17088. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17089. static const int dy[] = {
  17090. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17091. skill_unit_layout[pos].count = 15;
  17092. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17093. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17094. }
  17095. break;
  17096. case PA_GOSPEL: {
  17097. static const int dx[] = {
  17098. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17099. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17100. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17101. -1, 0, 1};
  17102. static const int dy[] = {
  17103. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17104. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17105. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17106. 3, 3, 3};
  17107. skill_unit_layout[pos].count = 33;
  17108. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17109. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17110. }
  17111. break;
  17112. case NJ_KAENSIN: {
  17113. 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};
  17114. 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};
  17115. skill_unit_layout[pos].count = 24;
  17116. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17117. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17118. }
  17119. break;
  17120. case NJ_TATAMIGAESHI: {
  17121. //Level 1 (count 4, cross of 3x3)
  17122. static const int dx1[] = {-1, 1, 0, 0};
  17123. static const int dy1[] = { 0, 0,-1, 1};
  17124. //Level 2-3 (count 8, cross of 5x5)
  17125. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17126. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17127. //Level 4-5 (count 12, cross of 7x7
  17128. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17129. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17130. //lv1
  17131. j = 0;
  17132. skill_unit_layout[pos].count = 4;
  17133. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17134. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17135. skill_db[i].unit_layout_type[j] = pos;
  17136. //lv2/3
  17137. j++;
  17138. pos++;
  17139. skill_unit_layout[pos].count = 8;
  17140. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17141. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17142. skill_db[i].unit_layout_type[j] = pos;
  17143. skill_db[i].unit_layout_type[++j] = pos;
  17144. //lv4/5
  17145. j++;
  17146. pos++;
  17147. skill_unit_layout[pos].count = 12;
  17148. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17149. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17150. skill_db[i].unit_layout_type[j] = pos;
  17151. skill_db[i].unit_layout_type[++j] = pos;
  17152. //Fill in the rest using lv 5.
  17153. for (;j<MAX_SKILL_LEVEL;j++)
  17154. skill_db[i].unit_layout_type[j] = pos;
  17155. //Skip, this way the check below will fail and continue to the next skill.
  17156. pos++;
  17157. }
  17158. break;
  17159. case GN_WALLOFTHORN: {
  17160. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17161. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17162. skill_unit_layout[pos].count = 16;
  17163. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17164. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17165. }
  17166. break;
  17167. default:
  17168. ShowError("unknown unit layout at skill %d\n",i);
  17169. break;
  17170. }
  17171. }
  17172. if (!skill_unit_layout[pos].count)
  17173. continue;
  17174. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17175. skill_db[i].unit_layout_type[j] = pos;
  17176. pos++;
  17177. }
  17178. // firewall and icewall have 8 layouts (direction-dependent)
  17179. firewall_unit_pos = pos;
  17180. for (i=0;i<8;i++) {
  17181. if (i&1) {
  17182. skill_unit_layout[pos].count = 5;
  17183. if (i&0x2) {
  17184. int dx[] = {-1,-1, 0, 0, 1};
  17185. int dy[] = { 1, 0, 0,-1,-1};
  17186. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17187. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17188. } else {
  17189. int dx[] = { 1, 1 ,0, 0,-1};
  17190. int dy[] = { 1, 0, 0,-1,-1};
  17191. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17192. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17193. }
  17194. } else {
  17195. skill_unit_layout[pos].count = 3;
  17196. if (i%4==0) {
  17197. int dx[] = {-1, 0, 1};
  17198. int dy[] = { 0, 0, 0};
  17199. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17200. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17201. } else {
  17202. int dx[] = { 0, 0, 0};
  17203. int dy[] = {-1, 0, 1};
  17204. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17205. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17206. }
  17207. }
  17208. pos++;
  17209. }
  17210. icewall_unit_pos = pos;
  17211. for (i=0;i<8;i++) {
  17212. skill_unit_layout[pos].count = 5;
  17213. if (i&1) {
  17214. if (i&0x2) {
  17215. int dx[] = {-2,-1, 0, 1, 2};
  17216. int dy[] = { 2, 1, 0,-1,-2};
  17217. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17218. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17219. } else {
  17220. int dx[] = { 2, 1 ,0,-1,-2};
  17221. int dy[] = { 2, 1, 0,-1,-2};
  17222. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17223. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17224. }
  17225. } else {
  17226. if (i%4==0) {
  17227. int dx[] = {-2,-1, 0, 1, 2};
  17228. int dy[] = { 0, 0, 0, 0, 0};
  17229. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17230. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17231. } else {
  17232. int dx[] = { 0, 0, 0, 0, 0};
  17233. int dy[] = {-2,-1, 0, 1, 2};
  17234. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17235. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17236. }
  17237. }
  17238. pos++;
  17239. }
  17240. earthstrain_unit_pos = pos;
  17241. for( i = 0; i < 8; i++ )
  17242. { // For each Direction
  17243. skill_unit_layout[pos].count = 15;
  17244. switch( i )
  17245. {
  17246. case 0: case 1: case 3: case 4: case 5: case 7:
  17247. {
  17248. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17249. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17250. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17251. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17252. }
  17253. break;
  17254. case 2:
  17255. case 6:
  17256. {
  17257. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17258. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17259. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17260. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17261. }
  17262. break;
  17263. }
  17264. pos++;
  17265. }
  17266. firerain_unit_pos = pos;
  17267. for( i = 0; i < 8; i++ ) {
  17268. skill_unit_layout[pos].count = 3;
  17269. switch( i ) {
  17270. case 0: case 1: case 3: case 4: case 5: case 7:
  17271. {
  17272. static const int dx[] = {-1, 0, 1};
  17273. static const int dy[] = { 0, 0, 0};
  17274. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17275. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17276. }
  17277. break;
  17278. case 2:
  17279. case 6:
  17280. {
  17281. static const int dx[] = { 0, 0, 0};
  17282. static const int dy[] = {-1, 0, 1};
  17283. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17284. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17285. }
  17286. break;
  17287. }
  17288. pos++;
  17289. }
  17290. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  17291. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17292. }
  17293. void skill_init_nounit_layout (void) {
  17294. int i, pos = 0;
  17295. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  17296. overbrand_nounit_pos = pos;
  17297. for( i = 0; i < 8; i++ ) {
  17298. if( i&1 ) {
  17299. skill_nounit_layout[pos].count = 33;
  17300. if( i&2 ) {
  17301. if( i&4 ) { // 7
  17302. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17303. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17304. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17305. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17306. } else { // 3
  17307. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17308. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17309. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17310. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17311. }
  17312. } else {
  17313. if( i&4 ) { // 5
  17314. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  17315. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  17316. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17317. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17318. } else { // 1
  17319. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  17320. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  17321. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17322. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17323. }
  17324. }
  17325. } else {
  17326. skill_nounit_layout[pos].count = 21;
  17327. if( i&2 ) {
  17328. if( i&4 ) { // 6
  17329. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  17330. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17331. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17332. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17333. } else { // 2
  17334. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  17335. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17336. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17337. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17338. }
  17339. } else {
  17340. if( i&4 ) { // 4
  17341. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17342. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  17343. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17344. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17345. } else { // 0
  17346. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17347. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  17348. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17349. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17350. }
  17351. }
  17352. }
  17353. pos++;
  17354. }
  17355. overbrand_brandish_nounit_pos = pos;
  17356. for( i = 0; i < 8; i++ ) {
  17357. if( i&1 ) {
  17358. skill_nounit_layout[pos].count = 74;
  17359. if( i&2 ) {
  17360. if( i&4 ) { // 7
  17361. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17362. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  17363. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  17364. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17365. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17366. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17367. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17368. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17369. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17370. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17371. } else { // 3
  17372. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17373. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17374. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17375. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17376. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17377. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17378. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17379. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17380. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17381. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17382. }
  17383. } else {
  17384. if( i&4 ) { // 5
  17385. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17386. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17387. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17388. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17389. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17390. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17391. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17392. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17393. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17394. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17395. } else { // 1
  17396. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  17397. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  17398. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  17399. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17400. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17401. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  17402. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  17403. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17404. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17405. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17406. }
  17407. }
  17408. } else {
  17409. skill_nounit_layout[pos].count = 44;
  17410. if( i&2 ) {
  17411. if( i&4 ) { // 6
  17412. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  17413. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  17414. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17415. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17416. } else { // 2
  17417. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  17418. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  17419. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17420. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17421. }
  17422. } else {
  17423. if( i&4 ) { // 4
  17424. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17425. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17426. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17427. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17428. } else { // 0
  17429. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17430. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17431. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17432. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17433. }
  17434. }
  17435. }
  17436. pos++;
  17437. }
  17438. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  17439. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17440. }
  17441. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  17442. int inf = 0;
  17443. int inf3 = 0;
  17444. struct status_change *sc = status_get_sc(bl);
  17445. if( !sc || !bl || !skill_id )
  17446. return 0; // Can do it
  17447. inf3 = skill_get_inf3(skill_id);
  17448. switch(type){
  17449. case SC_STASIS:
  17450. inf = skill_get_inf2(skill_id);
  17451. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  17452. return 1; // Can't do it.
  17453. if( inf3&INF3_STATIS_BL)
  17454. return 1;
  17455. break;
  17456. case SC_KAGEHUMI:
  17457. if( inf3&INF3_KAGEHUMI_BL)
  17458. return 1;
  17459. break;
  17460. }
  17461. return 0;
  17462. }
  17463. /* Determines whether a skill is currently active or not
  17464. * Used for purposes of cancelling SP usage when disabling a skill
  17465. */
  17466. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  17467. {
  17468. switch( skill_id ){ // HP & SP Consumption Check
  17469. case BS_MAXIMIZE:
  17470. case NV_TRICKDEAD:
  17471. case TF_HIDING:
  17472. case AS_CLOAKING:
  17473. case GC_CLOAKINGEXCEED:
  17474. case ST_CHASEWALK:
  17475. case CR_DEFENDER:
  17476. case CR_SHRINK:
  17477. case CR_AUTOGUARD:
  17478. case ML_DEFENDER:
  17479. case ML_AUTOGUARD:
  17480. case PA_GOSPEL:
  17481. case GS_GATLINGFEVER:
  17482. case TK_READYCOUNTER:
  17483. case TK_READYDOWN:
  17484. case TK_READYSTORM:
  17485. case TK_READYTURN:
  17486. case TK_RUN:
  17487. case SG_FUSION:
  17488. case KO_YAMIKUMO:
  17489. case RA_WUGDASH:
  17490. case RA_CAMOUFLAGE:
  17491. if( sc->data[status_skill2sc(skill_id)] )
  17492. return 1;
  17493. break;
  17494. // These 2 skills contain a master and are not correctly pulled using skill2sc
  17495. case NC_NEUTRALBARRIER:
  17496. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  17497. return 1;
  17498. break;
  17499. case NC_STEALTHFIELD:
  17500. if( sc->data[SC_STEALTHFIELD_MASTER] )
  17501. return 1;
  17502. break;
  17503. }
  17504. return 0;
  17505. }
  17506. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  17507. int type = 0;
  17508. switch( skill_id ) {
  17509. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  17510. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  17511. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  17512. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  17513. }
  17514. type += skill_lv - 1;
  17515. return type;
  17516. }
  17517. /*==========================================
  17518. * sub-function of DB reading.
  17519. * skill_db.txt
  17520. *------------------------------------------*/
  17521. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  17522. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  17523. uint16 skill_id = atoi(split[0]);
  17524. uint16 idx;
  17525. if( (skill_id >= GD_SKILLRANGEMIN && skill_id <= GD_SKILLRANGEMAX)
  17526. || (skill_id >= HM_SKILLRANGEMIN && skill_id <= HM_SKILLRANGEMAX)
  17527. || (skill_id >= MC_SKILLRANGEMIN && skill_id <= MC_SKILLRANGEMAX)
  17528. || (skill_id >= EL_SKILLRANGEMIN && skill_id <= EL_SKILLRANGEMAX) ) {
  17529. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", skill_id);
  17530. return false;
  17531. }
  17532. idx = skill_get_index(skill_id);
  17533. if( !idx ) // invalid skill id
  17534. return false;
  17535. skill_split_atoi(split[1],skill_db[idx].range);
  17536. skill_db[idx].hit = atoi(split[2]);
  17537. skill_db[idx].inf = atoi(split[3]);
  17538. skill_split_atoi(split[4],skill_db[idx].element);
  17539. skill_db[idx].nk = (int)strtol(split[5], NULL, 0);
  17540. skill_split_atoi(split[6],skill_db[idx].splash);
  17541. skill_db[idx].max = atoi(split[7]);
  17542. skill_split_atoi(split[8],skill_db[idx].num);
  17543. if( strcmpi(split[9],"yes") == 0 )
  17544. skill_db[idx].castcancel = 1;
  17545. else
  17546. skill_db[idx].castcancel = 0;
  17547. skill_db[idx].cast_def_rate = atoi(split[10]);
  17548. skill_db[idx].inf2 = (int)strtol(split[11], NULL, 0);
  17549. skill_split_atoi(split[12],skill_db[idx].maxcount);
  17550. if( strcmpi(split[13],"weapon") == 0 )
  17551. skill_db[idx].skill_type = BF_WEAPON;
  17552. else if( strcmpi(split[13],"magic") == 0 )
  17553. skill_db[idx].skill_type = BF_MAGIC;
  17554. else if( strcmpi(split[13],"misc") == 0 )
  17555. skill_db[idx].skill_type = BF_MISC;
  17556. else
  17557. skill_db[idx].skill_type = 0;
  17558. skill_split_atoi(split[14],skill_db[idx].blewcount);
  17559. skill_db[idx].inf3 = (int)strtol(split[15], NULL,0);
  17560. safestrncpy(skill_db[idx].name, trim(split[16]), sizeof(skill_db[idx].name));
  17561. safestrncpy(skill_db[idx].desc, trim(split[17]), sizeof(skill_db[idx].desc));
  17562. strdb_iput(skilldb_name2id, skill_db[idx].name, skill_id);
  17563. return true;
  17564. }
  17565. /** Split string to int or constanta value (const.txt)
  17566. * @param *str: String input
  17567. * @param *val: Temporary storage
  17568. * @param *delim: Delimiter (for multiple value support)
  17569. * @param useConst: 'true' uses const.txt as reference, 'false' uses atoi()
  17570. * @param min: Min value of each const. Example: SC has min value SC_NONE (-1), so the value that less or equal won't be counted
  17571. * @return count: Number of success
  17572. */
  17573. uint8 skill_split2(char *str, int *val, const char *delim, bool useConst, short min) {
  17574. uint8 i = 0;
  17575. char *p = strtok(str,delim);
  17576. while (p != NULL) {
  17577. int n = -1;
  17578. if (useConst)
  17579. script_get_constant(trim(p),&n);
  17580. else
  17581. n = atoi(p);
  17582. if (n > min) {
  17583. val[i] = n;
  17584. i++;
  17585. }
  17586. p = strtok(NULL,delim);
  17587. }
  17588. return i;
  17589. }
  17590. /// Clear status data from skill requirement
  17591. static void skill_destroy_requirement(void) {
  17592. uint16 i;
  17593. for (i = 0; i < MAX_SKILL; i++) {
  17594. if (skill_db[i].require.status_count)
  17595. aFree(skill_db[i].require.status);
  17596. if (skill_db[i].require.eqItem_count)
  17597. aFree(skill_db[i].require.eqItem);
  17598. }
  17599. }
  17600. /**
  17601. * Read skill requirement from skill_require_db.txt
  17602. **/
  17603. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  17604. {// skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  17605. char* p;
  17606. uint16 skill_id = atoi(split[0]), idx, i;
  17607. if (!skill_get_index(skill_id)) // invalid skill id
  17608. return false;
  17609. idx = skill_get_index(skill_id);
  17610. skill_split_atoi(split[1],skill_db[idx].require.hp);
  17611. skill_split_atoi(split[2],skill_db[idx].require.mhp);
  17612. skill_split_atoi(split[3],skill_db[idx].require.sp);
  17613. skill_split_atoi(split[4],skill_db[idx].require.hp_rate);
  17614. skill_split_atoi(split[5],skill_db[idx].require.sp_rate);
  17615. skill_split_atoi(split[6],skill_db[idx].require.zeny);
  17616. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  17617. p = split[7];
  17618. while (p) {
  17619. int l = atoi(p);
  17620. if( l == 99 ) { // Any weapon
  17621. skill_db[idx].require.weapon = 0;
  17622. break;
  17623. } else
  17624. skill_db[idx].require.weapon |= 1<<l;
  17625. p = strchr(p,':');
  17626. if(!p)
  17627. break;
  17628. p++;
  17629. }
  17630. //Ammo type that required, see doc/item_db for ammo types (View column)
  17631. p = split[8];
  17632. while (p) {
  17633. int l = atoi(p);
  17634. if( l == 99 ) { // Any ammo type
  17635. skill_db[idx].require.ammo = 0xFFFFFFFF;
  17636. break;
  17637. } else if( l ) // 0 stands for no requirement
  17638. skill_db[idx].require.ammo |= 1<<l;
  17639. p = strchr(p,':');
  17640. if( !p )
  17641. break;
  17642. p++;
  17643. }
  17644. skill_split_atoi(split[9],skill_db[idx].require.ammo_qty);
  17645. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx].require.state = ST_HIDDEN;
  17646. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx].require.state = ST_RIDING;
  17647. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx].require.state = ST_FALCON;
  17648. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx].require.state = ST_CART;
  17649. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx].require.state = ST_SHIELD;
  17650. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx].require.state = ST_RECOV_WEIGHT_RATE;
  17651. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx].require.state = ST_MOVE_ENABLE;
  17652. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx].require.state = ST_WATER;
  17653. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx].require.state = ST_RIDINGDRAGON;
  17654. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx].require.state = ST_WUG;
  17655. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx].require.state = ST_RIDINGWUG;
  17656. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx].require.state = ST_MADO;
  17657. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx].require.state = ST_ELEMENTALSPIRIT;
  17658. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx].require.state = ST_PECO;
  17659. else skill_db[idx].require.state = ST_NONE; // Unknown or no state
  17660. //Status requirements
  17661. trim(split[11]);
  17662. if (split[11][0] != '\0') {
  17663. int require[MAX_SKILL_STATUS_REQUIRE];
  17664. if ((skill_db[idx].require.status_count = skill_split2(split[11],require,":",true,SC_NONE))) {
  17665. skill_db[idx].require.status = aMalloc(skill_db[idx].require.status_count * sizeof(sc_type));
  17666. for (i = 0; i < skill_db[idx].require.status_count; i++)
  17667. skill_db[idx].require.status[i] = (sc_type)require[i];
  17668. }
  17669. }
  17670. skill_split_atoi(split[12],skill_db[idx].require.spiritball);
  17671. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  17672. skill_db[idx].require.itemid[i] = atoi(split[13+ 2*i]);
  17673. skill_db[idx].require.amount[i] = atoi(split[14+ 2*i]);
  17674. }
  17675. //Equipped Item requirements.
  17676. //NOTE: We don't check the item is exist or not here
  17677. trim(split[33]);
  17678. if (split[33][0] != '\0') {
  17679. int require[MAX_SKILL_EQUIP_REQUIRE];
  17680. if ((skill_db[idx].require.eqItem_count = skill_split2(split[33],require,":",false,501))) {
  17681. skill_db[idx].require.eqItem = aMalloc(skill_db[idx].require.eqItem_count * sizeof(short));
  17682. for (i = 0; i < skill_db[idx].require.eqItem_count; i++)
  17683. skill_db[idx].require.eqItem[i] = require[i];
  17684. }
  17685. }
  17686. return true;
  17687. }
  17688. /** Reads skill cast db
  17689. * SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  17690. */
  17691. static bool skill_parse_row_castdb(char* split[], int columns, int current) {
  17692. uint16 skill_id = atoi(split[0]);
  17693. uint16 idx = skill_get_index(skill_id);
  17694. if( !idx ) // invalid skill id
  17695. return false;
  17696. skill_split_atoi(split[1],skill_db[idx].cast);
  17697. skill_split_atoi(split[2],skill_db[idx].delay);
  17698. skill_split_atoi(split[3],skill_db[idx].walkdelay);
  17699. skill_split_atoi(split[4],skill_db[idx].upkeep_time);
  17700. skill_split_atoi(split[5],skill_db[idx].upkeep_time2);
  17701. skill_split_atoi(split[6],skill_db[idx].cooldown);
  17702. #ifdef RENEWAL_CAST
  17703. skill_split_atoi(split[7],skill_db[idx].fixed_cast);
  17704. #endif
  17705. return true;
  17706. }
  17707. /** Reads skill cast no dex db
  17708. * SkillID,Cast,Delay (optional)
  17709. */
  17710. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current) {
  17711. uint16 skill_id = atoi(split[0]);
  17712. uint16 idx = skill_get_index(skill_id);
  17713. if( !idx ) // invalid skill id
  17714. return false;
  17715. skill_split_atoi(split[1],skill_db[idx].castnodex);
  17716. if( split[2] ) // optional column
  17717. skill_split_atoi(split[2],skill_db[idx].delaynodex);
  17718. return true;
  17719. }
  17720. /** Reads skill no cast db
  17721. * SkillID,Flag
  17722. */
  17723. static bool skill_parse_row_nocastdb(char* split[], int columns, int current) {
  17724. uint16 skill_id = atoi(split[0]);
  17725. uint16 idx = skill_get_index(skill_id);
  17726. if( !idx ) // invalid skill id
  17727. return false;
  17728. skill_db[idx].nocast |= atoi(split[1]);
  17729. return true;
  17730. }
  17731. /** Reads skill unit db
  17732. * ID,unit ID,unit ID 2,layout,range,interval,target,flag
  17733. */
  17734. static bool skill_parse_row_unitdb(char* split[], int columns, int current) {
  17735. uint16 skill_id = atoi(split[0]);
  17736. uint16 idx = skill_get_index(skill_id);
  17737. if( !idx ) // invalid skill id
  17738. return false;
  17739. skill_db[idx].unit_id[0] = strtol(split[1],NULL,16);
  17740. skill_db[idx].unit_id[1] = strtol(split[2],NULL,16);
  17741. skill_split_atoi(split[3],skill_db[idx].unit_layout_type);
  17742. skill_split_atoi(split[4],skill_db[idx].unit_range);
  17743. skill_db[idx].unit_interval = atoi(split[5]);
  17744. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17745. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx].unit_target = BCT_NOENEMY;
  17746. else if( strcmpi(split[6],"party")==0 ) skill_db[idx].unit_target = BCT_PARTY;
  17747. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx].unit_target = BCT_PARTY|BCT_GUILD;
  17748. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx].unit_target = BCT_GUILD;
  17749. else if( strcmpi(split[6],"all")==0 ) skill_db[idx].unit_target = BCT_ALL;
  17750. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx].unit_target = BCT_ENEMY;
  17751. else if( strcmpi(split[6],"self")==0 ) skill_db[idx].unit_target = BCT_SELF;
  17752. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx].unit_target = BCT_GUILD|BCT_SAMEGUILD;
  17753. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx].unit_target = BCT_NOONE;
  17754. else skill_db[idx].unit_target = strtol(split[6],NULL,16);
  17755. skill_db[idx].unit_flag = strtol(split[7],NULL,16);
  17756. if (skill_db[idx].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  17757. skill_db[idx].unit_target = BCT_NOENEMY;
  17758. //By default, target just characters.
  17759. skill_db[idx].unit_target |= BL_CHAR;
  17760. if (skill_db[idx].unit_flag&UF_NOPC)
  17761. skill_db[idx].unit_target &= ~BL_PC;
  17762. if (skill_db[idx].unit_flag&UF_NOMOB)
  17763. skill_db[idx].unit_target &= ~BL_MOB;
  17764. if (skill_db[idx].unit_flag&UF_SKILL)
  17765. skill_db[idx].unit_target |= BL_SKILL;
  17766. return true;
  17767. }
  17768. /** Reads Produce db
  17769. * ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,......
  17770. */
  17771. static bool skill_parse_row_producedb(char* split[], int columns, int current) {
  17772. int x,y;
  17773. int i = atoi(split[0]);
  17774. if( !i )
  17775. return false;
  17776. skill_produce_db[current].nameid = i;
  17777. skill_produce_db[current].itemlv = atoi(split[1]);
  17778. skill_produce_db[current].req_skill = atoi(split[2]);
  17779. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  17780. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ ) {
  17781. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  17782. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  17783. }
  17784. return true;
  17785. }
  17786. /** Reads create arrow db
  17787. * SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  17788. */
  17789. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current) {
  17790. int x,y;
  17791. int i = atoi(split[0]);
  17792. if( !i )
  17793. return false;
  17794. skill_arrow_db[current].nameid = i;
  17795. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ ) {
  17796. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  17797. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  17798. }
  17799. return true;
  17800. }
  17801. /** Reads Spell book db
  17802. * SkillID,PreservePoints
  17803. */
  17804. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current) {
  17805. uint16 skill_id = atoi(split[0]);
  17806. int points = atoi(split[1]);
  17807. int nameid = atoi(split[2]);
  17808. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17809. ShowError("spellbook_db: Invalid skill ID %d\n", skill_id);
  17810. if ( !skill_get_inf(skill_id) )
  17811. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17812. if( points < 1 )
  17813. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17814. else {
  17815. skill_spellbook_db[current].skill_id = skill_id;
  17816. skill_spellbook_db[current].point = points;
  17817. skill_spellbook_db[current].nameid = nameid;
  17818. return true;
  17819. }
  17820. return false;
  17821. }
  17822. /** Reads improvise db
  17823. * SkillID,Rate
  17824. */
  17825. static bool skill_parse_row_improvisedb(char* split[], int columns, int current) {
  17826. uint16 skill_id = atoi(split[0]);
  17827. short j = atoi(split[1]);
  17828. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  17829. ShowError("skill_improvise_db: Invalid skill ID %d\n", skill_id);
  17830. return false;
  17831. }
  17832. if ( !skill_get_inf(skill_id) ) {
  17833. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17834. return false;
  17835. }
  17836. if( j < 1 ) {
  17837. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17838. return false;
  17839. }
  17840. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  17841. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  17842. }
  17843. skill_improvise_db[current].skill_id = skill_id;
  17844. skill_improvise_db[current].per = j; // Still need confirm it.
  17845. return true;
  17846. }
  17847. /** Reads Magic mushroom db
  17848. * SkillID
  17849. */
  17850. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current) {
  17851. uint16 skill_id = atoi(split[0]);
  17852. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17853. {
  17854. ShowError("magicmushroom_db: Invalid skill ID %d\n", skill_id);
  17855. return false;
  17856. }
  17857. if ( !skill_get_inf(skill_id) )
  17858. {
  17859. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17860. return false;
  17861. }
  17862. skill_magicmushroom_db[current].skill_id = skill_id;
  17863. return true;
  17864. }
  17865. /** Reads db of copyable skill
  17866. * SkillName,Option{,JobAllowed{,RequirementRemoved}}
  17867. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  17868. */
  17869. static bool skill_parse_row_copyabledb(char* split[], int column, int current) {
  17870. int16 id;
  17871. uint8 option;
  17872. trim(split[0]);
  17873. if(ISDIGIT(split[0][0]))
  17874. id = atoi(split[0]);
  17875. else
  17876. id = skill_name2id(split[0]);
  17877. if ((id = skill_get_index(id)) < 0) {
  17878. ShowError("skill_parse_row_copyabledb: Invalid skill '%s'\n",split[0]);
  17879. return false;
  17880. }
  17881. if ((option = atoi(split[1])) > 3) {
  17882. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  17883. return false;
  17884. }
  17885. skill_db[id].copyable.option = option;
  17886. skill_db[id].copyable.joballowed = 63;
  17887. if (atoi(split[2]))
  17888. skill_db[id].copyable.joballowed = cap_value(atoi(split[2]),1,63);
  17889. skill_db[id].copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  17890. return true;
  17891. }
  17892. /** Reads additional range for distance checking from NPC [Cydh]
  17893. * SkillName,AdditionalRange{,NPC Type}
  17894. * SkillID,AdditionalRange{,NPC Type}
  17895. */
  17896. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current) {
  17897. int16 id;
  17898. trim(split[0]);
  17899. if(ISDIGIT(split[0][0]))
  17900. id = atoi(split[0]);
  17901. else
  17902. id = skill_name2id(split[0]);
  17903. if ((id = skill_get_index(id)) < 0) { // invalid skill id
  17904. ShowError("skill_parse_row_nonearnpcrangedb: Invalid skill '%s'\n",split[0]);
  17905. return false;
  17906. }
  17907. skill_db[id].unit_nonearnpc_range = max(atoi(split[1]),0);
  17908. skill_db[id].unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  17909. return true;
  17910. }
  17911. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  17912. * SkillID,DummyName,RatePerLvl
  17913. */
  17914. static bool skill_parse_row_abradb(char* split[], int columns, int current) {
  17915. uint16 skill_id = atoi(split[0]);
  17916. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) )
  17917. {
  17918. ShowError("abra_db: Invalid skill ID %d\n", skill_id);
  17919. return false;
  17920. }
  17921. if ( !skill_get_inf(skill_id) )
  17922. {
  17923. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  17924. return false;
  17925. }
  17926. skill_abra_db[current].skill_id = skill_id;
  17927. safestrncpy(skill_abra_db[current].name, trim(split[1]), sizeof(skill_abra_db[current].name)); //store dummyname
  17928. skill_split_atoi(split[2],skill_abra_db[current].per);
  17929. return true;
  17930. }
  17931. /** Reads change material db
  17932. * ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  17933. */
  17934. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current) {
  17935. uint16 skill_id = atoi(split[0]);
  17936. short j = atoi(split[1]);
  17937. int x,y;
  17938. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  17939. if( skill_produce_db[x].nameid == skill_id )
  17940. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  17941. break;
  17942. }
  17943. if( x >= MAX_SKILL_PRODUCE_DB ){
  17944. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", skill_id);
  17945. return false;
  17946. }
  17947. if( current >= MAX_SKILL_PRODUCE_DB ) {
  17948. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  17949. }
  17950. skill_changematerial_db[current].itemid = skill_id;
  17951. skill_changematerial_db[current].rate = j;
  17952. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ ) {
  17953. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  17954. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  17955. }
  17956. return true;
  17957. }
  17958. /*==========================================
  17959. * Manage Skill Damage database [Lilith]
  17960. *------------------------------------------*/
  17961. #ifdef ADJUST_SKILL_DAMAGE
  17962. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  17963. {
  17964. uint16 skill_id = skill_name2id(split[0]), idx;
  17965. if ((idx = skill_get_index(skill_id)) < 0) { // invalid skill id
  17966. ShowWarning("skill_parse_row_skilldamage: Invalid skill '%s'. Skipping..",split[0]);
  17967. return false;
  17968. }
  17969. memset(&skill_db[idx].damage,0,sizeof(struct s_skill_damage));
  17970. skill_db[idx].damage.caster |= atoi(split[1]);
  17971. skill_db[idx].damage.map |= atoi(split[2]);
  17972. skill_db[idx].damage.pc = cap_value(atoi(split[3]),-100,MAX_SKILL_DAMAGE_RATE);
  17973. if (split[3])
  17974. skill_db[idx].damage.mob = cap_value(atoi(split[4]),-100,MAX_SKILL_DAMAGE_RATE);
  17975. if (split[4])
  17976. skill_db[idx].damage.boss = cap_value(atoi(split[5]),-100,MAX_SKILL_DAMAGE_RATE);
  17977. if (split[5])
  17978. skill_db[idx].damage.other = cap_value(atoi(split[6]),-100,MAX_SKILL_DAMAGE_RATE);
  17979. return true;
  17980. }
  17981. #endif
  17982. /*===============================
  17983. * DB reading.
  17984. * skill_db.txt
  17985. * skill_require_db.txt
  17986. * skill_cast_db.txt
  17987. * skill_castnodex_db.txt
  17988. * skill_nocast_db.txt
  17989. * skill_unit_db.txt
  17990. * produce_db.txt
  17991. * create_arrow_db.txt
  17992. * abra_db.txt
  17993. *------------------------------*/
  17994. static void skill_readdb(void) {
  17995. int i;
  17996. const char* dbsubpath[] = {
  17997. "",
  17998. "/"DBIMPORT,
  17999. //add other path here
  18000. };
  18001. // init skill db structures
  18002. db_clear(skilldb_name2id);
  18003. memset(skill_db,0,sizeof(skill_db));
  18004. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18005. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18006. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18007. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18008. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18009. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18010. // load skill databases
  18011. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  18012. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  18013. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18014. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18015. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18016. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18017. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18018. if(i==0) {
  18019. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18020. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18021. }
  18022. else {
  18023. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18024. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18025. }
  18026. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, MAX_SKILL_DB, skill_parse_row_skilldb, i);
  18027. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, MAX_SKILL_DB, skill_parse_row_requiredb, i);
  18028. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, MAX_SKILL_DB, skill_parse_row_castdb, i);
  18029. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb, i);
  18030. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb, i);
  18031. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb, i);
  18032. sv_readdb(dbsubpath1, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18033. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18034. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18035. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i); //Warlock
  18036. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i); //Guillotine Cross
  18037. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, MAX_SKILL_DB, skill_parse_row_copyabledb, i);
  18038. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18039. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb, i);
  18040. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, MAX_SKILL_DB, skill_parse_row_nonearnpcrangedb, i);
  18041. #ifdef ADJUST_SKILL_DAMAGE
  18042. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, MAX_SKILL_DB, skill_parse_row_skilldamage, i);
  18043. #endif
  18044. aFree(dbsubpath1);
  18045. aFree(dbsubpath2);
  18046. }
  18047. skill_init_unit_layout();
  18048. skill_init_nounit_layout();
  18049. }
  18050. void skill_reload (void) {
  18051. struct s_mapiterator *iter;
  18052. struct map_session_data *sd;
  18053. skill_destroy_requirement();
  18054. skill_readdb();
  18055. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  18056. iter = mapit_getallusers();
  18057. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) )
  18058. clif_skillinfoblock(sd);
  18059. mapit_free(iter);
  18060. }
  18061. /*==========================================
  18062. *
  18063. *------------------------------------------*/
  18064. void do_init_skill (void){
  18065. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  18066. skill_readdb();
  18067. group_db = idb_alloc(DB_OPT_BASE);
  18068. skillunit_db = idb_alloc(DB_OPT_BASE);
  18069. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  18070. bowling_db = idb_alloc(DB_OPT_BASE);
  18071. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  18072. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  18073. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  18074. add_timer_func_list(skill_castend_id,"skill_castend_id");
  18075. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  18076. add_timer_func_list(skill_timerskill,"skill_timerskill");
  18077. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  18078. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  18079. }
  18080. void do_final_skill(void){
  18081. skill_destroy_requirement();
  18082. db_destroy(skilldb_name2id);
  18083. db_destroy(group_db);
  18084. db_destroy(skillunit_db);
  18085. db_destroy(skillusave_db);
  18086. db_destroy(bowling_db);
  18087. ers_destroy(skill_unit_ers);
  18088. ers_destroy(skill_timer_ers);
  18089. }