skill.c 552 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. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  56. DBMap* skilldb_name2id = NULL;
  57. /**
  58. * Skill Cool Down Delay Saving
  59. * Struct skill_cd is not a member of struct map_session_data
  60. * to keep cooldowns in memory between player log-ins.
  61. * All cooldowns are reset when server is restarted.
  62. **/
  63. DBMap* skillcd_db = NULL; // char_id -> struct skill_cd
  64. struct skill_cd {
  65. int duration[MAX_SKILL_TREE];//milliseconds
  66. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  67. short nameid[MAX_SKILL_TREE];//skill id
  68. unsigned char cursor;
  69. };
  70. /**
  71. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  72. **/
  73. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  74. struct skill_usave {
  75. int skill_num, skill_lv;
  76. };
  77. struct s_skill_db skill_db[MAX_SKILL_DB];
  78. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  79. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  80. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  81. struct s_skill_improvise_db {
  82. int skillid;
  83. short per;//1-10000
  84. };
  85. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  86. bool skill_reproduce_db[MAX_SKILL_DB];
  87. struct s_skill_changematerial_db {
  88. int itemid;
  89. short rate;
  90. int qty[5];
  91. short qty_rate[5];
  92. };
  93. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_PRODUCE_DB];
  94. //Warlock
  95. struct s_skill_spellbook_db {
  96. int nameid;
  97. int skillid;
  98. int point;
  99. };
  100. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  101. //Guillotine Cross
  102. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  103. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  104. int firewall_unit_pos;
  105. int icewall_unit_pos;
  106. int earthstrain_unit_pos;
  107. //early declaration
  108. int skill_block_check(struct block_list *bl, enum sc_type type, int skillid);
  109. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
  110. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
  111. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  112. //Since only mob-casted splash skills can hit ice-walls
  113. static inline int splash_target(struct block_list* bl)
  114. {
  115. #ifndef RENEWAL
  116. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  117. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  118. return BL_SKILL|BL_CHAR;
  119. #endif
  120. }
  121. /// Returns the id of the skill, or 0 if not found.
  122. int skill_name2id(const char* name)
  123. {
  124. if( name == NULL )
  125. return 0;
  126. return strdb_iget(skilldb_name2id, name);
  127. }
  128. /// Maps skill ids to skill db offsets.
  129. /// Returns the skill's array index, or 0 (Unknown Skill).
  130. int skill_get_index( int id )
  131. {
  132. // avoid ranges reserved for mapping guild/homun/mercenary skills
  133. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  134. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  135. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  136. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) )
  137. return 0;
  138. // map skill id to skill db index
  139. if( id >= GD_SKILLBASE )
  140. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  141. else if( id >= EL_SKILLBASE )
  142. id = EL_SKILLRANGEMIN + id - EL_SKILLBASE;
  143. else if( id >= MC_SKILLBASE )
  144. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  145. else if( id >= HM_SKILLBASE )
  146. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  147. // validate result
  148. if( id <= 0 || id >= MAX_SKILL_DB )
  149. return 0;
  150. return id;
  151. }
  152. const char* skill_get_name( int id )
  153. {
  154. return skill_db[skill_get_index(id)].name;
  155. }
  156. const char* skill_get_desc( int id )
  157. {
  158. return skill_db[skill_get_index(id)].desc;
  159. }
  160. // out of bounds error checking [celest]
  161. static void skill_chk(int* id, int lv)
  162. {
  163. *id = skill_get_index(*id); // checks/adjusts id
  164. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  165. }
  166. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  167. // Skill DB
  168. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  169. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  170. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  171. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  172. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  173. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  174. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  175. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  176. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  177. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  178. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  179. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  180. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  181. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  182. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  183. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  184. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  185. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  186. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  187. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  188. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  189. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  190. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  191. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  192. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  193. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  194. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  195. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  196. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  197. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  198. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  199. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  200. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  201. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  202. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  203. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  204. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  205. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  206. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  207. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  208. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  209. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  210. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  211. #ifdef RENEWAL_CAST
  212. int skill_get_fixed_cast( int id ,int lv ){ skill_get (skill_db[id].fixed_cast[lv-1], id, lv); }
  213. #endif
  214. int skill_tree_get_max(int id, int b_class)
  215. {
  216. int i;
  217. b_class = pc_class2idx(b_class);
  218. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  219. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  220. return skill_tree[b_class][i].max;
  221. else
  222. return skill_get_max(id);
  223. }
  224. int skill_frostjoke_scream(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, short skillid);
  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. static int skill_unit_onleft(int 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 (int id)
  239. {
  240. int inf = skill_get_inf(id);
  241. if (inf&(INF_GROUND_SKILL))
  242. return CAST_GROUND;
  243. if (inf&INF_SUPPORT_SKILL)
  244. return CAST_NODAMAGE;
  245. if (inf&INF_SELF_SKILL) {
  246. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  247. return CAST_DAMAGE; //Combo skill.
  248. return CAST_NODAMAGE;
  249. }
  250. if (skill_get_nk(id)&NK_NO_DAMAGE)
  251. return CAST_NODAMAGE;
  252. return CAST_DAMAGE;
  253. }
  254. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  255. int skill_get_range2 (struct block_list *bl, int id, int lv)
  256. {
  257. int range;
  258. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  259. return 9; //Mobs have a range of 9 regardless of skill used.
  260. range = skill_get_range(id, lv);
  261. if( range < 0 )
  262. {
  263. if( battle_config.use_weapon_skill_range&bl->type )
  264. return status_get_range(bl);
  265. range *=-1;
  266. }
  267. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  268. switch( id )
  269. {
  270. case AC_SHOWER: case MA_SHOWER:
  271. case AC_DOUBLE: case MA_DOUBLE:
  272. case HT_BLITZBEAT:
  273. case AC_CHARGEARROW:
  274. case MA_CHARGEARROW:
  275. case SN_FALCONASSAULT:
  276. case HT_POWER:
  277. /**
  278. * Ranger
  279. **/
  280. case RA_ARROWSTORM:
  281. case RA_AIMEDBOLT:
  282. case RA_WUGBITE:
  283. if( bl->type == BL_PC )
  284. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  285. else
  286. range += 10; //Assume level 10?
  287. break;
  288. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  289. case GS_RAPIDSHOWER:
  290. case GS_PIERCINGSHOT:
  291. case GS_FULLBUSTER:
  292. case GS_SPREADATTACK:
  293. case GS_GROUNDDRIFT:
  294. if (bl->type == BL_PC)
  295. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  296. else
  297. range += 10; //Assume level 10?
  298. break;
  299. case NJ_KIRIKAGE:
  300. if (bl->type == BL_PC)
  301. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  302. break;
  303. /**
  304. * Warlock
  305. **/
  306. case WL_WHITEIMPRISON:
  307. case WL_SOULEXPANSION:
  308. case WL_FROSTMISTY:
  309. case WL_MARSHOFABYSS:
  310. case WL_SIENNAEXECRATE:
  311. case WL_DRAINLIFE:
  312. case WL_CRIMSONROCK:
  313. case WL_HELLINFERNO:
  314. case WL_COMET:
  315. case WL_CHAINLIGHTNING:
  316. case WL_TETRAVORTEX:
  317. case WL_RELEASE:
  318. if( bl->type == BL_PC )
  319. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  320. break;
  321. /**
  322. * Ranger Bonus
  323. **/
  324. case HT_LANDMINE:
  325. case HT_FREEZINGTRAP:
  326. case HT_BLASTMINE:
  327. case HT_CLAYMORETRAP:
  328. case RA_CLUSTERBOMB:
  329. case RA_FIRINGTRAP:
  330. case RA_ICEBOUNDTRAP:
  331. if( bl->type == BL_PC )
  332. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  333. }
  334. if( !range && bl->type != BL_PC )
  335. return 9; // Enable non players to use self skills on others. [Skotlex]
  336. return range;
  337. }
  338. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal) {
  339. int skill, hp;
  340. struct map_session_data *sd = BL_CAST(BL_PC, src);
  341. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  342. struct status_change* sc;
  343. switch( skill_id ) {
  344. case BA_APPLEIDUN:
  345. #ifdef RENEWAL
  346. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  347. #else
  348. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  349. #endif
  350. if( sd )
  351. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  352. break;
  353. case PR_SANCTUARY:
  354. hp = (skill_lv>6)?777:skill_lv*100;
  355. break;
  356. case NPC_EVILLAND:
  357. hp = (skill_lv>6)?666:skill_lv*100;
  358. break;
  359. default:
  360. if (skill_lv >= battle_config.max_heal_lv)
  361. return battle_config.max_heal;
  362. #ifdef RENEWAL
  363. /**
  364. * Renewal Heal Formula (from Doddler)
  365. * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
  366. * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
  367. * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
  368. **/
  369. hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rnd()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 3 ) * skill_lv + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) );
  370. #else
  371. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  372. #endif
  373. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  374. hp += hp * skill * 2 / 100;
  375. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  376. hp += hp * skill * 2 / 100;
  377. break;
  378. }
  379. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  380. hp >>= 1;
  381. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  382. hp += hp*skill/100;
  383. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  384. hp += hp*skill/100;
  385. sc = status_get_sc(target);
  386. if( sc && sc->count ) {
  387. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  388. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  389. if( sc->data[SC_DEATHHURT] && heal )
  390. hp -= hp * 20/100;
  391. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  392. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  393. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  394. hp += hp / 10;
  395. }
  396. return hp;
  397. }
  398. // Making plagiarize check its own function [Aru]
  399. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  400. {
  401. // Never copy NPC/Wedding Skills
  402. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  403. return 0;
  404. // High-class skills
  405. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  406. {
  407. if(battle_config.copyskill_restrict == 2)
  408. return 0;
  409. else if(battle_config.copyskill_restrict)
  410. return (sd->status.class_ == JOB_STALKER);
  411. }
  412. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  413. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  414. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  415. skillid == MER_INCAGI || skillid == MER_BLESSING))
  416. return 0;
  417. // Couldn't preserve 3rd Class skills except only when using Reproduce skill. [Jobbie]
  418. if( !(sd->sc.data[SC__REPRODUCE]) && (skillid >= RK_ENCHANTBLADE && skillid <= SR_RIDEINLIGHTNING) )
  419. return 0;
  420. // Reproduce will only copy skills according on the list. [Jobbie]
  421. else if( sd->sc.data[SC__REPRODUCE] && !skill_reproduce_db[skillid] )
  422. return 0;
  423. return 1;
  424. }
  425. // [MouseJstr] - skill ok to cast? and when?
  426. int skillnotok (int skillid, struct map_session_data *sd)
  427. {
  428. int i,m;
  429. nullpo_retr (1, sd);
  430. m = sd->bl.m;
  431. i = skill_get_index(skillid);
  432. if (i == 0)
  433. return 1; // invalid skill id
  434. if (pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  435. return 0; // can do any damn thing they want
  436. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  437. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  438. // Epoque:
  439. // This code will compare the player's attack motion value which is influenced by ASPD before
  440. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  441. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  442. if( !sd->state.autocast && sd->skillitem != skillid && sd->canskill_tick &&
  443. DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  444. {// attempted to cast a skill before the attack motion has finished
  445. return 1;
  446. }
  447. if (sd->blockskill[i] > 0){
  448. clif_skill_fail(sd, skillid, USESKILL_FAIL_SKILLINTERVAL, 0);
  449. return 1;
  450. }
  451. /**
  452. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  453. * 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
  454. **/
  455. if( sd->skillitem == skillid )
  456. return 0;
  457. // Check skill restrictions [Celest]
  458. if( (!map_flag_vs(m) && skill_get_nocast (skillid) & 1) ||
  459. (map[m].flag.pvp && skill_get_nocast (skillid) & 2) ||
  460. (map_flag_gvg(m) && skill_get_nocast (skillid) & 4) ||
  461. (map[m].flag.battleground && skill_get_nocast (skillid) & 8) ||
  462. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone)) ){
  463. clif_msg(sd, 0x536); // This skill cannot be used within this area
  464. return 1;
  465. }
  466. if( sd->sc.option&OPTION_MOUNTING )
  467. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  468. switch (skillid) {
  469. case AL_WARP:
  470. case RETURN_TO_ELDICASTES:
  471. case ALL_GUARDIAN_RECALL:
  472. if(map[m].flag.nowarp) {
  473. clif_skill_teleportmessage(sd,0);
  474. return 1;
  475. }
  476. return 0;
  477. case AL_TELEPORT:
  478. case SC_FATALMENACE:
  479. case SC_DIMENSIONDOOR:
  480. if(map[m].flag.noteleport) {
  481. clif_skill_teleportmessage(sd,0);
  482. return 1;
  483. }
  484. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  485. case WE_CALLPARTNER:
  486. case WE_CALLPARENT:
  487. case WE_CALLBABY:
  488. if (map[m].flag.nomemo) {
  489. clif_skill_teleportmessage(sd,1);
  490. return 1;
  491. }
  492. break;
  493. case MC_VENDING:
  494. case MC_IDENTIFY:
  495. case ALL_BUYING_STORE:
  496. return 0; // always allowed
  497. case WZ_ICEWALL:
  498. // noicewall flag [Valaris]
  499. if (map[m].flag.noicewall) {
  500. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  501. return 1;
  502. }
  503. break;
  504. case GC_DARKILLUSION:
  505. if( map_flag_gvg(m) ) {
  506. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  507. return 1;
  508. }
  509. break;
  510. case GD_EMERGENCYCALL:
  511. if (
  512. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  513. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  514. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  515. ) {
  516. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  517. return 1;
  518. }
  519. break;
  520. case BS_GREED:
  521. case WS_CARTBOOST:
  522. case BS_HAMMERFALL:
  523. case BS_ADRENALINE:
  524. case MC_CARTREVOLUTION:
  525. case MC_MAMMONITE:
  526. case WS_MELTDOWN:
  527. case MG_SIGHT:
  528. case TF_HIDING:
  529. /**
  530. * These skills cannot be used while in mado gear (credits to Xantara)
  531. **/
  532. if( pc_ismadogear(sd) ) {
  533. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  534. return 1;
  535. }
  536. break;
  537. case WM_SIRCLEOFNATURE:
  538. case WM_SOUND_OF_DESTRUCTION:
  539. case SC_MANHOLE:
  540. case WM_LULLABY_DEEPSLEEP:
  541. case WM_SATURDAY_NIGHT_FEVER:
  542. if( !map_flag_vs(m) ) {
  543. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  544. return 1;
  545. }
  546. break;
  547. }
  548. return (map[m].flag.noskill);
  549. }
  550. int skillnotok_hom(int skillid, struct homun_data *hd)
  551. {
  552. int i = skill_get_index(skillid);
  553. nullpo_retr(1,hd);
  554. if (i == 0)
  555. return 1; // invalid skill id
  556. if (hd->blockskill[i] > 0)
  557. return 1;
  558. //Use master's criteria.
  559. return skillnotok(skillid, hd->master);
  560. }
  561. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  562. {
  563. int i = skill_get_index(skillid);
  564. nullpo_retr(1,md);
  565. if( i == 0 )
  566. return 1; // Invalid Skill ID
  567. if( md->blockskill[i] > 0 )
  568. return 1;
  569. return skillnotok(skillid, md->master);
  570. }
  571. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  572. {
  573. int pos = skill_get_unit_layout_type(skillid,skilllv);
  574. int dir;
  575. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  576. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  577. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  578. }
  579. if (pos != -1) // simple single-definition layout
  580. return &skill_unit_layout[pos];
  581. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  582. if (skillid == MG_FIREWALL)
  583. return &skill_unit_layout [firewall_unit_pos + dir];
  584. else if (skillid == WZ_ICEWALL)
  585. return &skill_unit_layout [icewall_unit_pos + dir];
  586. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  587. return &skill_unit_layout [earthstrain_unit_pos + dir];
  588. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  589. return &skill_unit_layout[0]; // default 1x1 layout
  590. }
  591. /*==========================================
  592. *
  593. *------------------------------------------*/
  594. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  595. {
  596. struct map_session_data *sd, *dstsd;
  597. struct mob_data *md, *dstmd;
  598. struct status_data *sstatus, *tstatus;
  599. struct status_change *sc, *tsc;
  600. enum sc_type status;
  601. int skill;
  602. int rate;
  603. nullpo_ret(src);
  604. nullpo_ret(bl);
  605. if(skillid < 0) return 0;
  606. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  607. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  608. return 0;
  609. sd = BL_CAST(BL_PC, src);
  610. md = BL_CAST(BL_MOB, src);
  611. dstsd = BL_CAST(BL_PC, bl);
  612. dstmd = BL_CAST(BL_MOB, bl);
  613. sc = status_get_sc(src);
  614. tsc = status_get_sc(bl);
  615. sstatus = status_get_status_data(src);
  616. tstatus = status_get_status_data(bl);
  617. if (!tsc) //skill additional effect is about adding effects to the target...
  618. //So if the target can't be inflicted with statuses, this is pointless.
  619. return 0;
  620. if( sd )
  621. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  622. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  623. { // Trigger status effects
  624. enum sc_type type;
  625. int i;
  626. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  627. {
  628. rate = sd->addeff[i].rate;
  629. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  630. rate += sd->addeff[i].arrow_rate;
  631. if( !rate ) continue;
  632. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  633. { // Trigger has attack type consideration.
  634. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  635. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  636. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  637. else
  638. continue;
  639. }
  640. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  641. { // Trigger has range consideration.
  642. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  643. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  644. continue; //Range Failed.
  645. }
  646. type = sd->addeff[i].id;
  647. skill = skill_get_time2(status_sc2skill(type),7);
  648. if (sd->addeff[i].flag&ATF_TARGET)
  649. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  650. if (sd->addeff[i].flag&ATF_SELF)
  651. status_change_start(src,type,rate,7,0,0,0,skill,0);
  652. }
  653. }
  654. if( skillid )
  655. { // Trigger status effects on skills
  656. enum sc_type type;
  657. int i;
  658. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  659. {
  660. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  661. continue;
  662. type = sd->addeff3[i].id;
  663. skill = skill_get_time2(status_sc2skill(type),7);
  664. if( sd->addeff3[i].target&ATF_TARGET )
  665. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  666. if( sd->addeff3[i].target&ATF_SELF )
  667. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  668. }
  669. }
  670. }
  671. if( dmg_lv < ATK_DEF ) // no damage, return;
  672. return 0;
  673. switch(skillid)
  674. {
  675. case 0: // Normal attacks (no skill used)
  676. {
  677. if( attack_type&BF_SKILL )
  678. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  679. if(sd) {
  680. // Automatic trigger of Blitz Beat
  681. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  682. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  683. rate=(sd->status.job_level+9)/10;
  684. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  685. }
  686. // Automatic trigger of Warg Strike [Jobbie]
  687. 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 )
  688. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  689. // Gank
  690. if(dstmd && sd->status.weapon != W_BOW &&
  691. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  692. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  693. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  694. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  695. else
  696. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  697. }
  698. // Chance to trigger Taekwon kicks [Dralnu]
  699. if(sc && !sc->data[SC_COMBO]) {
  700. if(sc->data[SC_READYSTORM] &&
  701. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  702. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  703. ; //Stance triggered
  704. else if(sc->data[SC_READYDOWN] &&
  705. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  706. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  707. ; //Stance triggered
  708. else if(sc->data[SC_READYTURN] &&
  709. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  710. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  711. ; //Stance triggered
  712. else if(sc->data[SC_READYCOUNTER])
  713. { //additional chance from SG_FRIEND [Komurka]
  714. rate = 20;
  715. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  716. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  717. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  718. }
  719. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  720. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  721. }
  722. }
  723. }
  724. if (sc) {
  725. struct status_change_entry *sce;
  726. // Enchant Poison gives a chance to poison attacked enemies
  727. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  728. status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  729. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  730. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  731. if((sce=sc->data[SC_EDP]))
  732. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  733. skill_get_time2(ASC_EDP,sce->val1));
  734. // Cancels on normal attack but benefits with the bonuses
  735. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  736. }
  737. }
  738. break;
  739. case SM_BASH:
  740. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  741. //TODO: How much % per base level it actually is?
  742. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  743. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  744. }
  745. break;
  746. case MER_CRASH:
  747. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  748. break;
  749. case AS_VENOMKNIFE:
  750. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  751. skilllv = pc_checkskill(sd, TF_POISON);
  752. case TF_POISON:
  753. case AS_SPLASHER:
  754. if(!sc_start2(bl,SC_POISON,(4*skilllv+10),skilllv,src->id,skill_get_time2(skillid,skilllv))
  755. && sd && skillid==TF_POISON
  756. )
  757. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  758. break;
  759. case AS_SONICBLOW:
  760. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  761. break;
  762. case WZ_FIREPILLAR:
  763. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  764. break;
  765. case MG_FROSTDIVER:
  766. #ifndef RENEWAL
  767. case WZ_FROSTNOVA:
  768. #endif
  769. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  770. break;
  771. #ifdef RENEWAL
  772. case WZ_FROSTNOVA:
  773. sc_start(bl,SC_FREEZE,skilllv*5+33,skilllv,skill_get_time2(skillid,skilllv));
  774. break;
  775. #endif
  776. case WZ_STORMGUST:
  777. /**
  778. * Storm Gust counter was dropped in renewal
  779. **/
  780. #ifdef RENEWAL
  781. sc_start(bl,SC_FREEZE,65-(5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  782. #else
  783. //Tharis pointed out that this is normal freeze chance with a base of 300%
  784. if(tsc->sg_counter >= 3 &&
  785. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  786. tsc->sg_counter = 0;
  787. /**
  788. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  789. **/
  790. else if( tsc->sg_counter > 250 )
  791. tsc->sg_counter = 0;
  792. #endif
  793. break;
  794. case WZ_METEOR:
  795. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  796. break;
  797. case WZ_VERMILION:
  798. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  799. break;
  800. case HT_FREEZINGTRAP:
  801. case MA_FREEZINGTRAP:
  802. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  803. break;
  804. case HT_FLASHER:
  805. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  806. break;
  807. case HT_LANDMINE:
  808. case MA_LANDMINE:
  809. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  810. break;
  811. case HT_SHOCKWAVE:
  812. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  813. break;
  814. case HT_SANDMAN:
  815. case MA_SANDMAN:
  816. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  817. break;
  818. case TF_SPRINKLESAND:
  819. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  820. break;
  821. case TF_THROWSTONE:
  822. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  823. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  824. break;
  825. case NPC_DARKCROSS:
  826. case CR_HOLYCROSS:
  827. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  828. break;
  829. case CR_GRANDCROSS:
  830. case NPC_GRANDDARKNESS:
  831. //Chance to cause blind status vs demon and undead element, but not against players
  832. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  833. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  834. attack_type |= BF_WEAPON;
  835. break;
  836. case AM_ACIDTERROR:
  837. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  838. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  839. clif_emotion(bl,E_OMG);
  840. break;
  841. case AM_DEMONSTRATION:
  842. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  843. break;
  844. case CR_SHIELDCHARGE:
  845. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  846. break;
  847. case PA_PRESSURE:
  848. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  849. break;
  850. case RG_RAID:
  851. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  852. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  853. #ifdef RENEWAL
  854. sc_start(bl,SC_RAID,100,7,5000);
  855. break;
  856. case RG_BACKSTAP:
  857. sc_start(bl,SC_STUN,(5+2*skilllv),skilllv,skill_get_time(skillid,skilllv));
  858. #endif
  859. break;
  860. case BA_FROSTJOKER:
  861. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  862. break;
  863. case DC_SCREAM:
  864. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  865. break;
  866. case BD_LULLABY:
  867. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  868. break;
  869. case DC_UGLYDANCE:
  870. rate = 5+5*skilllv;
  871. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  872. rate += 5+skill;
  873. status_zap(bl, 0, rate);
  874. break;
  875. case SL_STUN:
  876. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  877. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  878. break;
  879. case NPC_PETRIFYATTACK:
  880. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  881. skilllv,0,0,skill_get_time(skillid,skilllv),
  882. skill_get_time2(skillid,skilllv));
  883. break;
  884. case NPC_CURSEATTACK:
  885. case NPC_SLEEPATTACK:
  886. case NPC_BLINDATTACK:
  887. case NPC_POISON:
  888. case NPC_SILENCEATTACK:
  889. case NPC_STUNATTACK:
  890. case NPC_HELLPOWER:
  891. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  892. break;
  893. case NPC_ACIDBREATH:
  894. case NPC_ICEBREATH:
  895. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  896. break;
  897. case NPC_BLEEDING:
  898. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  899. break;
  900. case NPC_MENTALBREAKER:
  901. { //Based on observations by Tharis, Mental Breaker should do SP damage
  902. //equal to Matk*skLevel.
  903. rate = sstatus->matk_min;
  904. if (rate < sstatus->matk_max)
  905. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  906. rate*=skilllv;
  907. status_zap(bl, 0, rate);
  908. break;
  909. }
  910. // Equipment breaking monster skills [Celest]
  911. case NPC_WEAPONBRAKER:
  912. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  913. break;
  914. case NPC_ARMORBRAKE:
  915. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  916. break;
  917. case NPC_HELMBRAKE:
  918. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  919. break;
  920. case NPC_SHIELDBRAKE:
  921. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  922. break;
  923. case CH_TIGERFIST:
  924. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  925. break;
  926. case LK_SPIRALPIERCE:
  927. case ML_SPIRALPIERCE:
  928. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  929. break;
  930. case ST_REJECTSWORD:
  931. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  932. break;
  933. case PF_FOGWALL:
  934. if (src != bl && !tsc->data[SC_DELUGE])
  935. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  936. break;
  937. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  938. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  939. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  940. break;
  941. case LK_JOINTBEAT:
  942. status = status_skill2sc(skillid);
  943. if (tsc->jb_flag) {
  944. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  945. tsc->jb_flag = 0;
  946. }
  947. break;
  948. case ASC_METEORASSAULT:
  949. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  950. switch(rnd()%3) {
  951. case 0:
  952. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  953. break;
  954. case 1:
  955. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  956. break;
  957. default:
  958. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  959. }
  960. break;
  961. case HW_NAPALMVULCAN:
  962. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  963. break;
  964. case WS_CARTTERMINATION: // Cart termination
  965. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  966. break;
  967. case CR_ACIDDEMONSTRATION:
  968. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  969. break;
  970. case TK_DOWNKICK:
  971. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  972. break;
  973. case TK_JUMPKICK:
  974. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  975. {// debuff the following statuses
  976. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  977. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  978. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  979. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  980. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  981. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  982. }
  983. break;
  984. case TK_TURNKICK:
  985. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  986. if(attack_type&BF_MISC) //70% base stun chance...
  987. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  988. break;
  989. case GS_BULLSEYE: //0.1% coma rate.
  990. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  991. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  992. break;
  993. case GS_PIERCINGSHOT:
  994. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  995. break;
  996. case NJ_HYOUSYOURAKU:
  997. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  998. break;
  999. case GS_FLING:
  1000. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1001. break;
  1002. case GS_DISARM:
  1003. rate = 3*skilllv;
  1004. if (sstatus->dex > tstatus->dex)
  1005. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1006. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  1007. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1008. break;
  1009. case NPC_EVILLAND:
  1010. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1011. break;
  1012. case NPC_HELLJUDGEMENT:
  1013. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  1014. break;
  1015. case NPC_CRITICALWOUND:
  1016. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  1017. break;
  1018. case RK_HUNDREDSPEAR:
  1019. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  1020. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  1021. rate = 10 + 3 * skilllv;
  1022. if( rnd()%100 < rate )
  1023. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  1024. break;
  1025. case RK_WINDCUTTER:
  1026. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1027. break;
  1028. case RK_DRAGONBREATH:
  1029. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1030. break;
  1031. case AB_ADORAMUS:
  1032. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1033. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  1034. break;
  1035. case WL_CRIMSONROCK:
  1036. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  1037. break;
  1038. case WL_COMET:
  1039. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1040. break;
  1041. case WL_EARTHSTRAIN:
  1042. {
  1043. int rate = 0, i;
  1044. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1045. rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  1046. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  1047. for( i = 0; i < skilllv; i++ )
  1048. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  1049. }
  1050. break;
  1051. case WL_JACKFROST:
  1052. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  1053. break;
  1054. case RA_WUGBITE:
  1055. sc_start(bl, SC_BITE, (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : 0), skilllv, (skill_get_time(skillid,skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : 0)) );
  1056. break;
  1057. case RA_SENSITIVEKEEN:
  1058. if( rnd()%100 < 8 * skilllv )
  1059. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  1060. break;
  1061. case RA_FIRINGTRAP:
  1062. case RA_ICEBOUNDTRAP:
  1063. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1064. break;
  1065. case NC_PILEBUNKER:
  1066. if( rnd()%100 < 5 + 15*skilllv )
  1067. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1068. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1069. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1070. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1071. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1072. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1073. }
  1074. break;
  1075. case NC_FLAMELAUNCHER:
  1076. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  1077. break;
  1078. case NC_COLDSLOWER:
  1079. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1080. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1081. break;
  1082. case NC_POWERSWING:
  1083. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1084. if( rnd()%100 < 5*skilllv )
  1085. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1086. break;
  1087. case GC_WEAPONCRUSH:
  1088. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1089. break;
  1090. case LG_SHIELDPRESS:
  1091. sc_start(bl, SC_STUN, 30 + 8 * skilllv, skilllv, skill_get_time(skillid,skilllv));
  1092. break;
  1093. case LG_PINPOINTATTACK:
  1094. rate = 30 + (((5 * (sd?pc_checkskill(sd,LG_PINPOINTATTACK):skilllv)) + (sstatus->agi + status_get_lv(src))) / 10);
  1095. switch( skilllv ) {
  1096. case 1:
  1097. sc_start(bl,SC_BLEEDING,rate,skilllv,skill_get_time(skillid,skilllv));
  1098. break;
  1099. case 2:
  1100. if( dstsd && dstsd->spiritball && rnd()%100 < rate )
  1101. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  1102. break;
  1103. default:
  1104. skill_break_equip(bl,(skilllv == 3) ? EQP_SHIELD : (skilllv == 4) ? EQP_ARMOR : EQP_WEAPON,rate * 100,BCT_ENEMY);
  1105. break;
  1106. }
  1107. break;
  1108. case LG_MOONSLASHER:
  1109. rate = 32 + 8 * skilllv;
  1110. 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.
  1111. skill_addtimerskill(src,tick+500,bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1112. else if( dstmd && !is_boss(bl) )
  1113. sc_start(bl,SC_STOP,100,skilllv,skill_get_time(skillid,skilllv));
  1114. break;
  1115. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1116. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1117. sc_start(bl, SC_BLIND,50, skilllv, skill_get_time(skillid,skilllv));
  1118. break;
  1119. case LG_EARTHDRIVE:
  1120. skill_break_equip(src, EQP_SHIELD, 500, BCT_SELF);
  1121. sc_start(bl, SC_EARTHDRIVE, 100, skilllv, skill_get_time(skillid, skilllv));
  1122. break;
  1123. case SR_DRAGONCOMBO:
  1124. sc_start(bl, SC_STUN, 1 + skilllv, skilllv, skill_get_time(skillid, skilllv));
  1125. break;
  1126. case SR_FALLENEMPIRE:
  1127. sc_start(bl, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  1128. break;
  1129. case SR_WINDMILL:
  1130. if( dstsd )
  1131. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skillid,skilllv,BF_WEAPON,0);
  1132. else if( dstmd && !is_boss(bl) )
  1133. sc_start(bl, SC_STUN, 100, skilllv, 1000 + 1000 * (rnd() %3));
  1134. break;
  1135. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1136. sc_start(bl, SC_SILENCE, 5 * skilllv + (sstatus->dex + status_get_lv(src)) / 10, skilllv, skill_get_time(skillid, skilllv));
  1137. break;
  1138. case SR_EARTHSHAKER:
  1139. sc_start(bl,SC_STUN, 25 + 5 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  1140. break;
  1141. case SR_HOWLINGOFLION:
  1142. sc_start(bl, SC_FEAR, 5 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1143. break;
  1144. case WM_SOUND_OF_DESTRUCTION:
  1145. if( rnd()%100 < 5 + 5 * skilllv ) { // Temporarly Check Until We Get the Official Formula
  1146. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1147. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1148. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1149. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1150. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1151. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1152. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1153. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1154. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1155. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1156. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1157. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1158. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1159. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1160. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1161. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1162. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1163. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1164. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1165. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1166. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1167. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1168. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1169. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1170. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1171. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1172. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1173. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1174. }
  1175. break;
  1176. case SO_EARTHGRAVE:
  1177. sc_start(bl, SC_BLEEDING, 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv)); // Need official rate. [LimitLine]
  1178. break;
  1179. case SO_DIAMONDDUST:
  1180. rate = 5 + 5 * skilllv;
  1181. if( sc && sc->data[SC_COOLER_OPTION] )
  1182. rate += rate * sc->data[SC_COOLER_OPTION]->val2 / 100;
  1183. sc_start(bl, SC_CRYSTALIZE, rate, skilllv, skill_get_time2(skillid, skilllv));
  1184. break;
  1185. case SO_VARETYR_SPEAR:
  1186. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1187. break;
  1188. case GN_SLINGITEM_RANGEMELEEATK:
  1189. if( sd ) {
  1190. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1191. case 13261:
  1192. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1193. sc_start(bl, SC_BLEEDING, 100, skilllv, skill_get_time2(GN_SLINGITEM, skilllv));
  1194. break;
  1195. case 13262:
  1196. sc_start(bl, SC_MELON_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces ASPD and moviment speed
  1197. break;
  1198. case 13264:
  1199. sc_start(bl, SC_BANANA_BOMB, 100, skilllv, skill_get_time(GN_SLINGITEM, skilllv)); // Reduces LUK ??Needed confirm it, may be it's bugged in kRORE?
  1200. sc_start(bl, SC_BANANA_BOMB_SITDOWN, 75, skilllv, skill_get_time(GN_SLINGITEM_RANGEMELEEATK,skilllv)); // Sitdown for 3 seconds.
  1201. break;
  1202. }
  1203. sd->itemid = -1;
  1204. }
  1205. break;
  1206. case GN_HELLS_PLANT_ATK:
  1207. sc_start(bl, SC_STUN, 5 + 5 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1208. sc_start(bl, SC_BLEEDING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1209. break;
  1210. case EL_WIND_SLASH: // Non confirmed rate.
  1211. sc_start(bl, SC_BLEEDING, 25, skilllv, skill_get_time(skillid,skilllv));
  1212. break;
  1213. case EL_STONE_HAMMER:
  1214. rate = 10 * skilllv;
  1215. sc_start(bl, SC_STUN, rate, skilllv, skill_get_time(skillid,skilllv));
  1216. break;
  1217. case EL_ROCK_CRUSHER:
  1218. case EL_ROCK_CRUSHER_ATK:
  1219. sc_start(bl,status_skill2sc(skillid),50,skilllv,skill_get_time(EL_ROCK_CRUSHER,skilllv));
  1220. break;
  1221. case EL_TYPOON_MIS:
  1222. sc_start(bl,SC_SILENCE,10*skilllv,skilllv,skill_get_time(skillid,skilllv));
  1223. break;
  1224. case MH_LAVA_SLIDE:
  1225. sc_start4(bl,SC_BURNING,10*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1226. break;
  1227. case MH_STAHL_HORN:
  1228. sc_start(bl,SC_STUN,(20 + 4 * skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1229. break;
  1230. case KO_JYUMONJIKIRI: // needs more info
  1231. sc_start(bl,SC_JYUMONJIKIRI,25,skilllv,skill_get_time(skillid,skilllv));
  1232. break;
  1233. case KO_MAKIBISHI:
  1234. sc_start(bl, SC_STUN, 100, skilllv, skill_get_time2(skillid,skilllv));
  1235. break;
  1236. }
  1237. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1238. { //Pass heritage to Master for status causing effects. [Skotlex]
  1239. sd = map_id2sd(md->master_id);
  1240. src = sd?&sd->bl:src;
  1241. }
  1242. if( attack_type&BF_WEAPON )
  1243. { // Coma, Breaking Equipment
  1244. if( sd && sd->special_state.bonus_coma )
  1245. {
  1246. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1247. rate += sd->weapon_coma_race[tstatus->race];
  1248. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1249. if (rate)
  1250. status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
  1251. }
  1252. if( sd && battle_config.equip_self_break_rate )
  1253. { // Self weapon breaking
  1254. rate = battle_config.equip_natural_break_rate;
  1255. if( sc )
  1256. {
  1257. if(sc->data[SC_OVERTHRUST])
  1258. rate += 10;
  1259. if(sc->data[SC_MAXOVERTHRUST])
  1260. rate += 10;
  1261. }
  1262. if( rate )
  1263. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1264. }
  1265. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1266. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1267. // Target weapon breaking
  1268. rate = 0;
  1269. if( sd )
  1270. rate += sd->bonus.break_weapon_rate;
  1271. if( sc && sc->data[SC_MELTDOWN] )
  1272. rate += sc->data[SC_MELTDOWN]->val2;
  1273. if( rate )
  1274. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1275. // Target armor breaking
  1276. rate = 0;
  1277. if( sd )
  1278. rate += sd->bonus.break_armor_rate;
  1279. if( sc && sc->data[SC_MELTDOWN] )
  1280. rate += sc->data[SC_MELTDOWN]->val3;
  1281. if( rate )
  1282. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1283. }
  1284. }
  1285. // Autospell when attacking
  1286. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1287. {
  1288. struct block_list *tbl;
  1289. struct unit_data *ud;
  1290. int i, skilllv, type, notok;
  1291. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1292. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1293. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1294. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1295. continue; // one or more trigger conditions were not fulfilled
  1296. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1297. sd->state.autocast = 1;
  1298. notok = skillnotok(skill, sd);
  1299. sd->state.autocast = 0;
  1300. if ( notok )
  1301. continue;
  1302. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1303. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1304. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1305. if (rnd()%1000 >= rate)
  1306. continue;
  1307. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1308. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1309. int maxcount = 0;
  1310. if( !(BL_PC&battle_config.skill_reiteration) &&
  1311. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1312. skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
  1313. ) {
  1314. continue;
  1315. }
  1316. if( BL_PC&battle_config.skill_nofootset &&
  1317. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1318. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
  1319. ) {
  1320. continue;
  1321. }
  1322. if( BL_PC&battle_config.land_skill_limit &&
  1323. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1324. ) {
  1325. int v;
  1326. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1327. if(sd->ud.skillunit[v]->skill_id == skill)
  1328. maxcount--;
  1329. }
  1330. if( maxcount == 0 ) {
  1331. continue;
  1332. }
  1333. }
  1334. }
  1335. if( battle_config.autospell_check_range &&
  1336. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1337. continue;
  1338. if (skill == AS_SONICBLOW)
  1339. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1340. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1341. type = CAST_GROUND;
  1342. sd->state.autocast = 1;
  1343. skill_consume_requirement(sd,skill,skilllv,1);
  1344. skill_toggle_magicpower(src, skill);
  1345. switch (type) {
  1346. case CAST_GROUND:
  1347. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1348. break;
  1349. case CAST_NODAMAGE:
  1350. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1351. break;
  1352. case CAST_DAMAGE:
  1353. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1354. break;
  1355. }
  1356. sd->state.autocast = 0;
  1357. //Set canact delay. [Skotlex]
  1358. ud = unit_bl2ud(src);
  1359. if (ud) {
  1360. rate = skill_delayfix(src, skill, skilllv);
  1361. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1362. ud->canact_tick = tick+rate;
  1363. if ( battle_config.display_status_timers && sd )
  1364. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1365. }
  1366. }
  1367. }
  1368. }
  1369. //Autobonus when attacking
  1370. if( sd && sd->autobonus[0].rate )
  1371. {
  1372. int i;
  1373. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1374. {
  1375. if( rnd()%1000 >= sd->autobonus[i].rate )
  1376. continue;
  1377. if( sd->autobonus[i].active != INVALID_TIMER )
  1378. continue;
  1379. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1380. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1381. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1382. continue; // one or more trigger conditions were not fulfilled
  1383. pc_exeautobonus(sd,&sd->autobonus[i]);
  1384. }
  1385. }
  1386. //Polymorph
  1387. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1388. dstmd && !(tstatus->mode&MD_BOSS) &&
  1389. (rnd()%10000 < sd->bonus.classchange))
  1390. {
  1391. struct mob_db *mob;
  1392. int class_;
  1393. skill = 0;
  1394. do {
  1395. do {
  1396. class_ = rnd() % MAX_MOB_DB;
  1397. } while (!mobdb_checkid(class_));
  1398. rate = rnd() % 1000000;
  1399. mob = mob_db(class_);
  1400. } while (
  1401. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1402. (skill++) < 2000);
  1403. if (skill < 2000)
  1404. mob_class_change(dstmd,class_);
  1405. }
  1406. return 0;
  1407. }
  1408. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick) {
  1409. int skill, skilllv, i, type, notok;
  1410. struct block_list *tbl;
  1411. if( sd == NULL || skillid <= 0 )
  1412. return 0;
  1413. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1414. if( sd->autospell3[i].flag != skillid )
  1415. continue;
  1416. if( sd->autospell3[i].lock )
  1417. continue; // autospell already being executed
  1418. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1419. sd->state.autocast = 1;
  1420. notok = skillnotok(skill, sd);
  1421. sd->state.autocast = 0;
  1422. if ( notok )
  1423. continue;
  1424. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1425. if( skilllv < 0 ) skilllv = 1 + rnd()%(-skilllv);
  1426. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1427. continue; // No target
  1428. if( rnd()%1000 >= sd->autospell3[i].rate )
  1429. continue;
  1430. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1431. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1432. int maxcount = 0;
  1433. if( !(BL_PC&battle_config.skill_reiteration) &&
  1434. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1435. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1436. ) {
  1437. continue;
  1438. }
  1439. if( BL_PC&battle_config.skill_nofootset &&
  1440. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1441. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1442. ) {
  1443. continue;
  1444. }
  1445. if( BL_PC&battle_config.land_skill_limit &&
  1446. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1447. ) {
  1448. int v;
  1449. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1450. if(sd->ud.skillunit[v]->skill_id == skill)
  1451. maxcount--;
  1452. }
  1453. if( maxcount == 0 ) {
  1454. continue;
  1455. }
  1456. }
  1457. }
  1458. if( battle_config.autospell_check_range &&
  1459. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1460. continue;
  1461. sd->state.autocast = 1;
  1462. sd->autospell3[i].lock = true;
  1463. skill_consume_requirement(sd,skill,skilllv,1);
  1464. switch( type )
  1465. {
  1466. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1467. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1468. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1469. }
  1470. sd->autospell3[i].lock = false;
  1471. sd->state.autocast = 0;
  1472. }
  1473. if( sd && sd->autobonus3[0].rate )
  1474. {
  1475. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1476. {
  1477. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1478. continue;
  1479. if( sd->autobonus3[i].active != INVALID_TIMER )
  1480. continue;
  1481. if( sd->autobonus3[i].atk_type != skillid )
  1482. continue;
  1483. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1484. }
  1485. }
  1486. return 1;
  1487. }
  1488. /* Splitted off from skill_additional_effect, which is never called when the
  1489. * attack skill kills the enemy. Place in this function counter status effects
  1490. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1491. * from cards) that will take effect on the source, not the target. [Skotlex]
  1492. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1493. * type of skills, so not every instance of skill_additional_effect needs a call
  1494. * to this one.
  1495. */
  1496. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1497. {
  1498. int rate;
  1499. struct map_session_data *sd=NULL;
  1500. struct map_session_data *dstsd=NULL;
  1501. nullpo_ret(src);
  1502. nullpo_ret(bl);
  1503. if(skillid < 0) return 0;
  1504. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1505. sd = BL_CAST(BL_PC, src);
  1506. dstsd = BL_CAST(BL_PC, bl);
  1507. if(dstsd && attack_type&BF_WEAPON)
  1508. { //Counter effects.
  1509. enum sc_type type;
  1510. int i, time;
  1511. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1512. {
  1513. rate = dstsd->addeff2[i].rate;
  1514. if (attack_type&BF_LONG)
  1515. rate+=dstsd->addeff2[i].arrow_rate;
  1516. if (!rate) continue;
  1517. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1518. { //Trigger has range consideration.
  1519. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1520. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1521. continue; //Range Failed.
  1522. }
  1523. type = dstsd->addeff2[i].id;
  1524. time = skill_get_time2(status_sc2skill(type),7);
  1525. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1526. status_change_start(src,type,rate,7,0,0,0,time,0);
  1527. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1528. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1529. }
  1530. }
  1531. switch(skillid){
  1532. case MO_EXTREMITYFIST:
  1533. sc_start(src,SC_EXTREMITYFIST,100,skilllv,skill_get_time2(skillid,skilllv));
  1534. break;
  1535. case GS_FULLBUSTER:
  1536. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1537. break;
  1538. case HFLI_SBR44: //[orn]
  1539. case HVAN_EXPLOSION:
  1540. if(src->type == BL_HOM){
  1541. TBL_HOM *hd = (TBL_HOM*)src;
  1542. hd->homunculus.intimacy = 200;
  1543. if (hd->master)
  1544. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1545. }
  1546. break;
  1547. case CR_GRANDCROSS:
  1548. case NPC_GRANDDARKNESS:
  1549. attack_type |= BF_WEAPON;
  1550. break;
  1551. }
  1552. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1553. rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1554. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1555. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1556. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1557. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1558. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1559. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1560. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1561. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1562. }
  1563. if( sd && status_isdead(bl) ) {
  1564. int sp = 0, hp = 0;
  1565. if( attack_type&BF_WEAPON ) {
  1566. sp += sd->bonus.sp_gain_value;
  1567. sp += sd->sp_gain_race[status_get_race(bl)];
  1568. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1569. hp += sd->bonus.hp_gain_value;
  1570. }
  1571. if( attack_type&BF_MAGIC ) {
  1572. sp += sd->bonus.magic_sp_gain_value;
  1573. hp += sd->bonus.magic_hp_gain_value;
  1574. if( skillid == WZ_WATERBALL ) {//(bugreport:5303)
  1575. struct status_change *sc = NULL;
  1576. if( ( sc = status_get_sc(src) ) ) {
  1577. if(sc->data[SC_SPIRIT] &&
  1578. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1579. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1580. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1581. }
  1582. }
  1583. }
  1584. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1585. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1586. }
  1587. }
  1588. // Trigger counter-spells to retaliate against damage causing skills.
  1589. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1590. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1591. {
  1592. struct block_list *tbl;
  1593. struct unit_data *ud;
  1594. int i, skillid, skilllv, rate, type, notok;
  1595. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1596. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1597. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1598. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1599. continue; // one or more trigger conditions were not fulfilled
  1600. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1601. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1602. if (skilllv < 0) skilllv = 1+rnd()%(-skilllv);
  1603. rate = dstsd->autospell2[i].rate;
  1604. if (attack_type&BF_LONG)
  1605. rate>>=1;
  1606. dstsd->state.autocast = 1;
  1607. notok = skillnotok(skillid, dstsd);
  1608. dstsd->state.autocast = 0;
  1609. if ( notok )
  1610. continue;
  1611. if (rnd()%1000 >= rate)
  1612. continue;
  1613. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1614. if( (type = skill_get_casttype(skillid)) == CAST_GROUND ) {
  1615. int maxcount = 0;
  1616. if( !(BL_PC&battle_config.skill_reiteration) &&
  1617. skill_get_unit_flag(skillid)&UF_NOREITERATION &&
  1618. skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
  1619. ) {
  1620. continue;
  1621. }
  1622. if( BL_PC&battle_config.skill_nofootset &&
  1623. skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
  1624. skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
  1625. ) {
  1626. continue;
  1627. }
  1628. if( BL_PC&battle_config.land_skill_limit &&
  1629. (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
  1630. ) {
  1631. int v;
  1632. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  1633. if(dstsd->ud.skillunit[v]->skill_id == skillid)
  1634. maxcount--;
  1635. }
  1636. if( maxcount == 0 ) {
  1637. continue;
  1638. }
  1639. }
  1640. }
  1641. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1642. continue;
  1643. dstsd->state.autocast = 1;
  1644. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1645. switch (type) {
  1646. case CAST_GROUND:
  1647. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1648. break;
  1649. case CAST_NODAMAGE:
  1650. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1651. break;
  1652. case CAST_DAMAGE:
  1653. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1654. break;
  1655. }
  1656. dstsd->state.autocast = 0;
  1657. //Set canact delay. [Skotlex]
  1658. ud = unit_bl2ud(bl);
  1659. if (ud) {
  1660. rate = skill_delayfix(bl, skillid, skilllv);
  1661. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1662. ud->canact_tick = tick+rate;
  1663. if ( battle_config.display_status_timers && dstsd )
  1664. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1665. }
  1666. }
  1667. }
  1668. }
  1669. //Autobonus when attacked
  1670. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1671. {
  1672. int i;
  1673. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1674. {
  1675. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  1676. continue;
  1677. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1678. continue;
  1679. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1680. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1681. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1682. continue; // one or more trigger conditions were not fulfilled
  1683. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1684. }
  1685. }
  1686. return 0;
  1687. }
  1688. /*=========================================================================
  1689. Breaks equipment. On-non players causes the corresponding strip effect.
  1690. - rate goes from 0 to 10000 (100.00%)
  1691. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1692. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1693. --------------------------------------------------------------------------*/
  1694. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1695. {
  1696. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1697. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1698. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1699. struct status_change *sc = status_get_sc(bl);
  1700. int i,j;
  1701. TBL_PC *sd;
  1702. sd = BL_CAST(BL_PC, bl);
  1703. if (sc && !sc->count)
  1704. sc = NULL;
  1705. if (sd) {
  1706. if (sd->bonus.unbreakable_equip)
  1707. where &= ~sd->bonus.unbreakable_equip;
  1708. if (sd->bonus.unbreakable)
  1709. rate -= rate*sd->bonus.unbreakable/100;
  1710. if (where&EQP_WEAPON) {
  1711. switch (sd->status.weapon) {
  1712. case W_FIST: //Bare fists should not break :P
  1713. case W_1HAXE:
  1714. case W_2HAXE:
  1715. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1716. case W_2HMACE:
  1717. case W_STAFF:
  1718. case W_2HSTAFF:
  1719. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1720. case W_HUUMA:
  1721. where &= ~EQP_WEAPON;
  1722. }
  1723. }
  1724. }
  1725. if (flag&BCT_ENEMY) {
  1726. if (battle_config.equip_skill_break_rate != 100)
  1727. rate = rate*battle_config.equip_skill_break_rate/100;
  1728. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1729. if (battle_config.equip_self_break_rate != 100)
  1730. rate = rate*battle_config.equip_self_break_rate/100;
  1731. }
  1732. for (i = 0; i < 4; i++) {
  1733. if (where&where_list[i]) {
  1734. if (sc && sc->count && sc->data[scdef[i]])
  1735. where&=~where_list[i];
  1736. else if (rnd()%10000 >= rate)
  1737. where&=~where_list[i];
  1738. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1739. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1740. }
  1741. }
  1742. if (!where) //Nothing to break.
  1743. return 0;
  1744. if (sd) {
  1745. for (i = 0; i < EQI_MAX; i++) {
  1746. j = sd->equip_index[i];
  1747. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1748. continue;
  1749. switch(i) {
  1750. case EQI_HEAD_TOP: //Upper Head
  1751. flag = (where&EQP_HELM);
  1752. break;
  1753. case EQI_ARMOR: //Body
  1754. flag = (where&EQP_ARMOR);
  1755. break;
  1756. case EQI_HAND_R: //Left/Right hands
  1757. case EQI_HAND_L:
  1758. flag = (
  1759. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1760. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1761. break;
  1762. case EQI_SHOES:
  1763. flag = (where&EQP_SHOES);
  1764. break;
  1765. case EQI_GARMENT:
  1766. flag = (where&EQP_GARMENT);
  1767. break;
  1768. default:
  1769. continue;
  1770. }
  1771. if (flag) {
  1772. sd->status.inventory[j].attribute = 1;
  1773. pc_unequipitem(sd, j, 3);
  1774. }
  1775. }
  1776. clif_equiplist(sd);
  1777. }
  1778. return where; //Return list of pieces broken.
  1779. }
  1780. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1781. {
  1782. struct status_change *sc;
  1783. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  1784. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  1785. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, 0};
  1786. int i;
  1787. if (rnd()%100 >= rate)
  1788. return 0;
  1789. sc = status_get_sc(bl);
  1790. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1791. return 0;
  1792. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1793. if (where&pos[i] && sc->data[sc_def[i]])
  1794. where&=~pos[i];
  1795. }
  1796. if (!where) return 0;
  1797. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1798. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1799. where&=~pos[i];
  1800. }
  1801. return where?1:0;
  1802. }
  1803. //Early declaration
  1804. static int skill_area_temp[8];
  1805. /*=========================================================================
  1806. Used to knock back players, monsters, traps, etc
  1807. - 'count' is the number of squares to knock back
  1808. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1809. - if 'flag&0x1', position update packets must not be sent.
  1810. - if 'flag&0x2', skill blown ignores players' special_state.no_knockback
  1811. -------------------------------------------------------------------------*/
  1812. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1813. {
  1814. int dx = 0, dy = 0;
  1815. struct skill_unit* su = NULL;
  1816. nullpo_ret(src);
  1817. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1818. return 0; //No knocking back in WoE
  1819. if (count == 0)
  1820. return 0; //Actual knockback distance is 0.
  1821. switch (target->type) {
  1822. case BL_MOB: {
  1823. struct mob_data* md = BL_CAST(BL_MOB, target);
  1824. if( md->class_ == MOBID_EMPERIUM )
  1825. return 0;
  1826. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1827. return 0;
  1828. }
  1829. break;
  1830. case BL_PC: {
  1831. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1832. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1833. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1834. if( !(flag&0x2) && src != target && sd->special_state.no_knockback )
  1835. return 0;
  1836. }
  1837. break;
  1838. case BL_SKILL:
  1839. su = (struct skill_unit *)target;
  1840. if( su && su->group && su->group->unit_id == UNT_ANKLESNARE )
  1841. return 0; // ankle snare cannot be knocked back
  1842. break;
  1843. }
  1844. if (direction == -1) // <optimized>: do the computation here instead of outside
  1845. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1846. if (direction >= 0 && direction < 8)
  1847. { // take the reversed 'direction' and reverse it
  1848. dx = -dirx[direction];
  1849. dy = -diry[direction];
  1850. }
  1851. return unit_blown(target, dx, dy, count, flag); // send over the proper flag
  1852. }
  1853. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1854. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1855. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1856. {
  1857. struct status_change *sc = status_get_sc(bl);
  1858. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1859. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  1860. return 0;
  1861. // item-based reflection
  1862. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  1863. return 1;
  1864. if( is_boss(src) )
  1865. return 0;
  1866. // status-based reflection
  1867. if( !sc || sc->count == 0 )
  1868. return 0;
  1869. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1870. return 1;
  1871. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1872. {// Kaite only works against non-players if they are low-level.
  1873. clif_specialeffect(bl, 438, AREA);
  1874. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1875. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1876. return 2;
  1877. }
  1878. return 0;
  1879. }
  1880. /*
  1881. * =========================================================================
  1882. * Does a skill attack with the given properties.
  1883. * src is the master behind the attack (player/mob/pet)
  1884. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1885. * bl is the target to be attacked.
  1886. * flag can hold a bunch of information:
  1887. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1888. * (usually holds number of targets, or just 1 for simple splash attacks)
  1889. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1890. * packet shouldn't display a skill animation)
  1891. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1892. * client (causes player characters to not scream skill name)
  1893. *-------------------------------------------------------------------------*/
  1894. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1895. {
  1896. struct Damage dmg;
  1897. struct status_data *sstatus, *tstatus;
  1898. struct status_change *sc;
  1899. struct map_session_data *sd, *tsd;
  1900. int type,damage,rdamage=0;
  1901. if(skillid > 0 && skilllv <= 0) return 0;
  1902. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1903. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1904. nullpo_ret(bl); //Target to be attacked.
  1905. if (src != dsrc) {
  1906. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1907. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1908. return 0;
  1909. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1910. //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]
  1911. if (!status_check_skilluse(src, bl, skillid, 2))
  1912. return 0;
  1913. }
  1914. sd = BL_CAST(BL_PC, src);
  1915. tsd = BL_CAST(BL_PC, bl);
  1916. sstatus = status_get_status_data(src);
  1917. tstatus = status_get_status_data(bl);
  1918. sc= status_get_sc(bl);
  1919. if (sc && !sc->count) sc = NULL; //Don't need it.
  1920. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1921. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1922. return 0;
  1923. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1924. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1925. return 0;
  1926. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1927. //Skotlex: Adjusted to the new system
  1928. if(src->type==BL_PET)
  1929. { // [Valaris]
  1930. struct pet_data *pd = (TBL_PET*)src;
  1931. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1932. {
  1933. int element = skill_get_ele(skillid, skilllv);
  1934. if (skillid == -1)
  1935. element = sstatus->rhw.ele;
  1936. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1937. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1938. else
  1939. dmg.damage= skilllv;
  1940. dmg.damage2=0;
  1941. dmg.div_= pd->a_skill->div_;
  1942. }
  1943. }
  1944. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1945. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1946. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1947. { //Magic reflection, switch caster/target
  1948. struct block_list *tbl = bl;
  1949. bl = src;
  1950. src = tbl;
  1951. sd = BL_CAST(BL_PC, src);
  1952. tsd = BL_CAST(BL_PC, bl);
  1953. sc = status_get_sc(bl);
  1954. if (sc && !sc->count)
  1955. sc = NULL; //Don't need it.
  1956. /* bugreport:2564 flag&2 disables double casting trigger */
  1957. flag |= 2;
  1958. //Spirit of Wizard blocks Kaite's reflection
  1959. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1960. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  1961. type = tsd?pc_search_inventory (tsd, 7321):0;
  1962. if (type >= 0) {
  1963. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  1964. dmg.damage = dmg.damage2 = 0;
  1965. dmg.dmg_lv = ATK_MISS;
  1966. sc->data[SC_SPIRIT]->val3 = skillid;
  1967. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1968. }
  1969. }
  1970. /**
  1971. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  1972. **/
  1973. #if MAGIC_REFLECTION_TYPE
  1974. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  1975. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  1976. #endif
  1977. }
  1978. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1979. int sp = skill_get_sp(skillid,skilllv);
  1980. dmg.damage = dmg.damage2 = 0;
  1981. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1982. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1983. if(skillid == WZ_WATERBALL && skilllv > 1)
  1984. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1985. status_heal(bl, 0, sp, 2);
  1986. }
  1987. }
  1988. damage = dmg.damage + dmg.damage2;
  1989. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  1990. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  1991. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1992. damage = 1;
  1993. if( damage > 0 && (( dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ))
  1994. || (sc && sc->data[SC_REFLECTDAMAGE])) )
  1995. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag, skillid);
  1996. if( damage && sc && sc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  1997. struct block_list *nbl = NULL;
  1998. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  1999. if( nbl ){ // Only one target is chosen.
  2000. damage = damage / 2; // Deflect half of the damage to a target nearby
  2001. 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);
  2002. }
  2003. }
  2004. //Skill hit type
  2005. type=(skillid==0)?5:skill_get_hit(skillid);
  2006. if(damage < dmg.div_
  2007. //Only skills that knockback even when they miss. [Skotlex]
  2008. && skillid != CH_PALMSTRIKE)
  2009. dmg.blewcount = 0;
  2010. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  2011. if(battle_config.gx_disptype) dsrc = src;
  2012. if(src == bl) type = 4;
  2013. else flag|=SD_ANIMATION;
  2014. }
  2015. if(skillid == NJ_TATAMIGAESHI) {
  2016. dsrc = src; //For correct knockback.
  2017. flag|=SD_ANIMATION;
  2018. }
  2019. if(sd) {
  2020. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  2021. struct status_change_entry *sce;
  2022. if ((sce = sd->sc.data[SC_COMBO])) {//End combo state after skill is invoked. [Skotlex]
  2023. switch (skillid) {
  2024. case TK_TURNKICK:
  2025. case TK_STORMKICK:
  2026. case TK_DOWNKICK:
  2027. case TK_COUNTER:
  2028. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2029. sce->val1 = skillid; //Update combo-skill
  2030. sce->val3 = skillid;
  2031. if( sce->timer != INVALID_TIMER )
  2032. delete_timer(sce->timer, status_change_timer);
  2033. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2034. break;
  2035. }
  2036. unit_cancel_combo(src); // Cancel combo wait
  2037. break;
  2038. default:
  2039. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2040. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2041. }
  2042. }
  2043. switch(skillid) {
  2044. case MO_TRIPLEATTACK:
  2045. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2046. flag=1;
  2047. break;
  2048. case MO_CHAINCOMBO:
  2049. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2050. flag=1;
  2051. break;
  2052. case MO_COMBOFINISH:
  2053. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2054. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  2055. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2056. flag=1;
  2057. case CH_TIGERFIST:
  2058. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2059. flag=1;
  2060. case CH_CHAINCRUSH:
  2061. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2062. flag=1;
  2063. break;
  2064. case AC_DOUBLE:
  2065. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  2066. {
  2067. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  2068. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  2069. clif_combo_delay(src,2000);
  2070. }
  2071. break;
  2072. case TK_COUNTER:
  2073. { //bonus from SG_FRIEND [Komurka]
  2074. int level;
  2075. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  2076. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2077. }
  2078. break;
  2079. case SL_STIN:
  2080. case SL_STUN:
  2081. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  2082. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  2083. break;
  2084. case GS_FULLBUSTER:
  2085. //Can't attack nor use items until skill's delay expires. [Skotlex]
  2086. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2087. break;
  2088. case SR_DRAGONCOMBO:
  2089. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2090. flag = 1;
  2091. break;
  2092. case SR_FALLENEMPIRE:
  2093. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2094. flag = 1;
  2095. break;
  2096. } //Switch End
  2097. if (flag) { //Possible to chain
  2098. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  2099. if (flag < 1) flag = 1;
  2100. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  2101. clif_combo_delay(src, flag);
  2102. }
  2103. }
  2104. //Display damage.
  2105. switch( skillid )
  2106. {
  2107. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2108. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2109. break;
  2110. //Skills that need be passed as a normal attack for the client to display correctly.
  2111. case HVAN_EXPLOSION:
  2112. case NPC_SELFDESTRUCTION:
  2113. if(src->type==BL_PC)
  2114. dmg.blewcount = 10;
  2115. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2116. // fall through
  2117. case KN_AUTOCOUNTER:
  2118. case NPC_CRITICALSLASH:
  2119. case TF_DOUBLE:
  2120. case GS_CHAINACTION:
  2121. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  2122. break;
  2123. case AS_SPLASHER:
  2124. if( flag&SD_ANIMATION ) // the surrounding targets
  2125. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  2126. else // the central target doesn't display an animation
  2127. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  2128. break;
  2129. case WL_HELLINFERNO:
  2130. case SR_EARTHSHAKER:
  2131. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  2132. break;
  2133. case WL_SOULEXPANSION:
  2134. case WL_COMET:
  2135. case KO_MUCHANAGE:
  2136. case NJ_HUUMA:
  2137. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  2138. break;
  2139. case WL_CHAINLIGHTNING_ATK:
  2140. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2141. break;
  2142. case LG_OVERBRAND_BRANDISH:
  2143. case LG_OVERBRAND_PLUSATK:
  2144. case EL_FIRE_BOMB:
  2145. case EL_FIRE_BOMB_ATK:
  2146. case EL_FIRE_WAVE:
  2147. case EL_FIRE_WAVE_ATK:
  2148. case EL_FIRE_MANTLE:
  2149. case EL_CIRCLE_OF_FIRE:
  2150. case EL_FIRE_ARROW:
  2151. case EL_ICE_NEEDLE:
  2152. case EL_WATER_SCREW:
  2153. case EL_WATER_SCREW_ATK:
  2154. case EL_WIND_SLASH:
  2155. case EL_TIDAL_WEAPON:
  2156. case EL_ROCK_CRUSHER:
  2157. case EL_ROCK_CRUSHER_ATK:
  2158. case EL_HURRICANE:
  2159. case EL_HURRICANE_ATK:
  2160. case EL_TYPOON_MIS:
  2161. case EL_TYPOON_MIS_ATK:
  2162. case KO_BAKURETSU:
  2163. case GN_CRAZYWEED_ATK:
  2164. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,5);
  2165. break;
  2166. case GN_SLINGITEM_RANGEMELEEATK:
  2167. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2168. break;
  2169. case EL_STONE_RAIN:
  2170. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,-1,(flag&1)?8:5);
  2171. break;
  2172. case WM_SEVERE_RAINSTORM_MELEE:
  2173. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,skilllv,5);
  2174. break;
  2175. case WM_REVERBERATION_MELEE:
  2176. case WM_REVERBERATION_MAGIC:
  2177. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2178. break;
  2179. case HT_CLAYMORETRAP:
  2180. case HT_BLASTMINE:
  2181. case HT_FLASHER:
  2182. case HT_FREEZINGTRAP:
  2183. case RA_CLUSTERBOMB:
  2184. case RA_FIRINGTRAP:
  2185. case RA_ICEBOUNDTRAP:
  2186. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid,flag&SD_LEVEL?-1:skilllv, 5);
  2187. if( dsrc != src ) // avoid damage display redundancy
  2188. break;
  2189. case HT_LANDMINE:
  2190. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, type);
  2191. break;
  2192. case AB_DUPLELIGHT_MELEE:
  2193. case AB_DUPLELIGHT_MAGIC:
  2194. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2195. default:
  2196. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2197. type = 5;
  2198. if( bl->type == BL_SKILL ){
  2199. TBL_SKILL *su = (TBL_SKILL*)bl;
  2200. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2201. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, 5);
  2202. }
  2203. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  2204. break;
  2205. }
  2206. map_freeblock_lock();
  2207. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2208. && pc_checkskill(tsd,RG_PLAGIARISM)
  2209. && (!sc || !sc->data[SC_PRESERVE])
  2210. && damage < tsd->battle_status.hp)
  2211. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2212. int copy_skill = skillid;
  2213. /**
  2214. * Copy Referal: dummy skills should point to their source upon copying
  2215. **/
  2216. switch( skillid ) {
  2217. case AB_DUPLELIGHT_MELEE:
  2218. case AB_DUPLELIGHT_MAGIC:
  2219. copy_skill = AB_DUPLELIGHT;
  2220. break;
  2221. case WL_CHAINLIGHTNING_ATK:
  2222. copy_skill = WL_CHAINLIGHTNING;
  2223. break;
  2224. case WM_REVERBERATION_MELEE:
  2225. case WM_REVERBERATION_MAGIC:
  2226. copy_skill = WM_REVERBERATION;
  2227. break;
  2228. case WM_SEVERE_RAINSTORM_MELEE:
  2229. copy_skill = WM_SEVERE_RAINSTORM;
  2230. break;
  2231. case GN_CRAZYWEED_ATK:
  2232. copy_skill = GN_CRAZYWEED;
  2233. break;
  2234. case GN_HELLS_PLANT_ATK:
  2235. copy_skill = GN_HELLS_PLANT;
  2236. break;
  2237. case LG_OVERBRAND_BRANDISH:
  2238. case LG_OVERBRAND_PLUSATK:
  2239. copy_skill = LG_OVERBRAND;
  2240. break;
  2241. }
  2242. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  2243. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  2244. {
  2245. int lv;
  2246. if( sc && sc->data[SC__REPRODUCE] && (lv = sc->data[SC__REPRODUCE]->val1) ) {
  2247. //Level dependent and limitation.
  2248. lv = min(lv,skill_get_max(copy_skill));
  2249. if( tsd->reproduceskill_id && tsd->status.skill[tsd->reproduceskill_id].flag == SKILL_FLAG_PLAGIARIZED ) {
  2250. tsd->status.skill[tsd->reproduceskill_id].id = 0;
  2251. tsd->status.skill[tsd->reproduceskill_id].lv = 0;
  2252. tsd->status.skill[tsd->reproduceskill_id].flag = 0;
  2253. clif_deleteskill(tsd,tsd->reproduceskill_id);
  2254. }
  2255. tsd->reproduceskill_id = copy_skill;
  2256. pc_setglobalreg(tsd, "REPRODUCE_SKILL", copy_skill);
  2257. pc_setglobalreg(tsd, "REPRODUCE_SKILL_LV", lv);
  2258. tsd->status.skill[copy_skill].id = copy_skill;
  2259. tsd->status.skill[copy_skill].lv = lv;
  2260. tsd->status.skill[copy_skill].flag = SKILL_FLAG_PLAGIARIZED;
  2261. clif_addskill(tsd,copy_skill);
  2262. } else {
  2263. lv = skilllv;
  2264. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  2265. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2266. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2267. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2268. clif_deleteskill(tsd,tsd->cloneskill_id);
  2269. }
  2270. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  2271. lv = type;
  2272. tsd->cloneskill_id = copy_skill;
  2273. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  2274. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  2275. tsd->status.skill[skillid].id = copy_skill;
  2276. tsd->status.skill[skillid].lv = lv;
  2277. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  2278. clif_addskill(tsd,skillid);
  2279. }
  2280. }
  2281. }
  2282. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  2283. { //Skills with can't walk delay also stop normal attacking for that
  2284. //duration when the attack connects. [Skotlex]
  2285. struct unit_data *ud = unit_bl2ud(src);
  2286. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2287. ud->attackabletime = tick + type;
  2288. }
  2289. if( !dmg.amotion )
  2290. { //Instant damage
  2291. if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
  2292. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2293. if( !status_isdead(bl) )
  2294. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  2295. if( damage > 0 ) //Counter status effects [Skotlex]
  2296. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  2297. }
  2298. // Hell Inferno burning status only starts if Fire part hits.
  2299. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  2300. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  2301. // Apply knock back chance in SC_TRIANGLESHOT skill.
  2302. else if( skillid == SC_TRIANGLESHOT && rnd()%100 > (1 + skilllv) )
  2303. dmg.blewcount = 0;
  2304. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2305. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2306. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
  2307. int direction = -1; // default
  2308. switch(skillid) {//direction
  2309. case MG_FIREWALL:
  2310. case PR_SANCTUARY:
  2311. case SC_TRIANGLESHOT:
  2312. case LG_OVERBRAND:
  2313. case SR_KNUCKLEARROW:
  2314. case GN_WALLOFTHORN:
  2315. case EL_FIRE_MANTLE:
  2316. direction = unit_getdir(bl);// backwards
  2317. break;
  2318. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2319. case WZ_STORMGUST:
  2320. direction = rand()%8;
  2321. break;
  2322. case WL_CRIMSONROCK:
  2323. direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]);
  2324. break;
  2325. }
  2326. //blown-specific handling
  2327. switch( skillid ) {
  2328. case LG_OVERBRAND:
  2329. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) ) {
  2330. short dir_x, dir_y;
  2331. dir_x = dirx[(direction+4)%8];
  2332. dir_y = diry[(direction+4)%8];
  2333. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2334. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2335. } else
  2336. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, LG_OVERBRAND_PLUSATK, skilllv, BF_WEAPON, flag );
  2337. break;
  2338. case SR_KNUCKLEARROW:
  2339. if( skill_blown(dsrc,bl,dmg.blewcount,direction,0) && !(flag&4) ) {
  2340. short dir_x, dir_y;
  2341. dir_x = dirx[(direction+4)%8];
  2342. dir_y = diry[(direction+4)%8];
  2343. if( map_getcell(bl->m, bl->x+dir_x, bl->y+dir_y, CELL_CHKNOPASS) != 0 )
  2344. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|4);
  2345. }
  2346. break;
  2347. case GN_WALLOFTHORN:
  2348. unit_stop_walking(bl,1);
  2349. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x2 );
  2350. clif_fixpos(bl);
  2351. break;
  2352. default:
  2353. skill_blown(dsrc,bl,dmg.blewcount,direction, 0x0 );
  2354. if ( !dmg.blewcount && bl->type == BL_SKILL && damage > 0 ){
  2355. TBL_SKILL *su = (TBL_SKILL*)bl;
  2356. if( su->group && su->group->skill_id == HT_BLASTMINE)
  2357. skill_blown(src, bl, 3, -1, 0);
  2358. }
  2359. break;
  2360. }
  2361. }
  2362. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2363. if (dmg.amotion)
  2364. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2365. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  2366. {
  2367. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2368. struct block_list *d_bl = map_id2bl(sce->val1);
  2369. if( d_bl && (
  2370. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2371. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2372. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2373. {
  2374. /**
  2375. * Check for devotion and change targetted dmg.
  2376. * [d_bl = paladin; bl = player; src = source of dmg]
  2377. **/
  2378. bool devo_flag = false; /* false = paladin devoing; true = player */
  2379. if ( src )
  2380. {
  2381. struct status_change *tsc;
  2382. tsc = status_get_sc(src);
  2383. /* Per official standards, following skills should reflect at the bl */
  2384. if( (tsc->data[SC_KAITE] && attack_type == BF_MAGIC) ||
  2385. (tsc->data[SC_REFLECTDAMAGE] && attack_type != BF_MAGIC)
  2386. )
  2387. devo_flag = true;
  2388. }
  2389. clif_damage(
  2390. ( (devo_flag) ? bl:d_bl),
  2391. ( (devo_flag) ? bl:d_bl), gettick(), 0, 0, damage, 0, 0, 0);
  2392. status_fix_damage(
  2393. ( (devo_flag) ? bl:NULL),
  2394. ( (devo_flag) ? bl:d_bl), damage, 0);
  2395. }
  2396. else {
  2397. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2398. if( !dmg.amotion )
  2399. status_fix_damage(src,bl,damage,dmg.dmotion);
  2400. }
  2401. }
  2402. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2403. if( skillid == RG_INTIMIDATE ) {
  2404. int rate = 50 + skilllv * 5;
  2405. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2406. if(rnd()%100 < rate)
  2407. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2408. } else if( skillid == SC_FATALMENACE )
  2409. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skillid,skilllv,0,flag);
  2410. }
  2411. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  2412. dmg.flag |= BF_WEAPON;
  2413. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  2414. (dmg.flag&BF_MISC && (skillid == RA_CLUSTERBOMB || skillid == RA_FIRINGTRAP || skillid == RA_ICEBOUNDTRAP || skillid == RK_DRAGONBREATH)) ) )
  2415. {
  2416. if (battle_config.left_cardfix_to_right)
  2417. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2418. else
  2419. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2420. }
  2421. if( rdamage > 0 ) {
  2422. if( sc && sc->data[SC_REFLECTDAMAGE] ) {
  2423. if( src != bl )// Don't reflect your own damage (Grand Cross)
  2424. map_foreachinshootrange(battle_damage_area,bl,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,tick,bl,dmg.amotion,sstatus->dmotion,rdamage,tstatus->race);
  2425. } else {
  2426. if( dmg.amotion )
  2427. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  2428. else
  2429. status_fix_damage(bl,src,rdamage,0);
  2430. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); // in aegis damage reflected is shown in single hit.
  2431. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2432. if( tsd && src != bl )
  2433. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2434. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2435. }
  2436. }
  2437. if( damage > 0 ) {
  2438. /**
  2439. * Post-damage effects
  2440. **/
  2441. switch( skillid ) {
  2442. case RK_CRUSHSTRIKE:
  2443. skill_break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
  2444. break;
  2445. case GC_VENOMPRESSURE: {
  2446. struct status_change *ssc = status_get_sc(src);
  2447. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skilllv ) {
  2448. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  2449. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  2450. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2451. }
  2452. }
  2453. break;
  2454. case WM_METALICSOUND:
  2455. status_zap(bl, 0, damage*100/(100*(110-pc_checkskill(sd,WM_LESSON)*10)));
  2456. break;
  2457. case SR_TIGERCANNON:
  2458. status_zap(bl, 0, damage/10); // 10% of damage dealt
  2459. break;
  2460. }
  2461. if( sd )
  2462. skill_onskillusage(sd, bl, skillid, tick);
  2463. }
  2464. if (!(flag&2) &&
  2465. (
  2466. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2467. ) &&
  2468. (sc = status_get_sc(src)) &&
  2469. sc->data[SC_DOUBLECAST] &&
  2470. rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2471. {
  2472. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2473. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2474. }
  2475. map_freeblock_unlock();
  2476. return damage;
  2477. }
  2478. /*==========================================
  2479. * sub fonction for recursive skill call.
  2480. * Checking bl battle flag and display dammage
  2481. * then call func with source,target,skillid,skilllv,tick,flag
  2482. *------------------------------------------*/
  2483. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2484. int skill_area_sub (struct block_list *bl, va_list ap)
  2485. {
  2486. struct block_list *src;
  2487. int skill_id,skill_lv,flag;
  2488. unsigned int tick;
  2489. SkillFunc func;
  2490. nullpo_ret(bl);
  2491. src=va_arg(ap,struct block_list *);
  2492. skill_id=va_arg(ap,int);
  2493. skill_lv=va_arg(ap,int);
  2494. tick=va_arg(ap,unsigned int);
  2495. flag=va_arg(ap,int);
  2496. func=va_arg(ap,SkillFunc);
  2497. if(battle_check_target(src,bl,flag) > 0)
  2498. {
  2499. // several splash skills need this initial dummy packet to display correctly
  2500. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2501. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2502. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2503. skill_area_temp[2]++;
  2504. return func(src,bl,skill_id,skill_lv,tick,flag);
  2505. }
  2506. return 0;
  2507. }
  2508. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2509. {
  2510. struct skill_unit *unit;
  2511. int skillid,g_skillid;
  2512. unit = (struct skill_unit *)bl;
  2513. if(bl->prev == NULL || bl->type != BL_SKILL)
  2514. return 0;
  2515. if(!unit->alive)
  2516. return 0;
  2517. skillid = va_arg(ap,int);
  2518. g_skillid = unit->group->skill_id;
  2519. switch (skillid) {
  2520. case MG_SAFETYWALL:
  2521. case AL_PNEUMA:
  2522. case SC_MAELSTROM:
  2523. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA && g_skillid != SC_MAELSTROM)
  2524. return 0;
  2525. break;
  2526. case AL_WARP:
  2527. case HT_SKIDTRAP:
  2528. case MA_SKIDTRAP:
  2529. case HT_LANDMINE:
  2530. case MA_LANDMINE:
  2531. case HT_ANKLESNARE:
  2532. case HT_SHOCKWAVE:
  2533. case HT_SANDMAN:
  2534. case MA_SANDMAN:
  2535. case HT_FLASHER:
  2536. case HT_FREEZINGTRAP:
  2537. case MA_FREEZINGTRAP:
  2538. case HT_BLASTMINE:
  2539. case HT_CLAYMORETRAP:
  2540. case HT_TALKIEBOX:
  2541. case HP_BASILICA:
  2542. case RA_ELECTRICSHOCKER:
  2543. case RA_CLUSTERBOMB:
  2544. case RA_MAGENTATRAP:
  2545. case RA_COBALTTRAP:
  2546. case RA_MAIZETRAP:
  2547. case RA_VERDURETRAP:
  2548. case RA_FIRINGTRAP:
  2549. case RA_ICEBOUNDTRAP:
  2550. case SC_DIMENSIONDOOR:
  2551. case SC_BLOODYLUST:
  2552. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2553. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST && g_skillid != MH_POISON_MIST)
  2554. return 0;
  2555. break;
  2556. default: //Avoid stacking with same kind of trap. [Skotlex]
  2557. if (g_skillid != skillid)
  2558. return 0;
  2559. break;
  2560. }
  2561. return 1;
  2562. }
  2563. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2564. {
  2565. //Non players do not check for the skill's splash-trigger area.
  2566. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2567. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2568. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2569. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2570. return 0;
  2571. }
  2572. range += layout_type;
  2573. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2574. }
  2575. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2576. {
  2577. int skillid;
  2578. if(bl->prev == NULL)
  2579. return 0;
  2580. skillid = va_arg(ap,int);
  2581. if( status_isdead(bl) && skillid != AL_WARP )
  2582. return 0;
  2583. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2584. return 0;
  2585. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2586. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2587. return 1;
  2588. }
  2589. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2590. {
  2591. int range, type;
  2592. switch (skillid) { // to be expanded later
  2593. case WZ_ICEWALL:
  2594. range = 2;
  2595. break;
  2596. default:
  2597. {
  2598. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2599. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2600. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2601. return 0;
  2602. }
  2603. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2604. }
  2605. break;
  2606. }
  2607. // if the caster is a monster/NPC, only check for players
  2608. // otherwise just check characters
  2609. if (bl->type == BL_PC)
  2610. type = BL_CHAR;
  2611. else
  2612. type = BL_PC;
  2613. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2614. x - range, y - range, x + range, y + range,
  2615. type, skillid);
  2616. }
  2617. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2618. {
  2619. if(id == sd->bl.id && battle_config.guild_aura&16)
  2620. return 0; // Do not affect guild leader
  2621. if (sd->sc.data[SC_GUILDAURA]) {
  2622. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2623. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2624. sce->val3 = strvit;
  2625. sce->val4 = agidex;
  2626. status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
  2627. }
  2628. return 0;
  2629. }
  2630. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2631. return 1;
  2632. }
  2633. /*==========================================
  2634. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2635. * Flag:
  2636. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2637. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2638. *------------------------------------------*/
  2639. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2640. {
  2641. struct status_data *status;
  2642. struct map_session_data *sd = NULL;
  2643. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2644. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2645. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2646. return 0;
  2647. nullpo_ret(bl);
  2648. switch( bl->type )
  2649. {
  2650. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2651. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2652. }
  2653. status = status_get_status_data(bl);
  2654. if( (j = skill_get_index(skill)) == 0 )
  2655. return 0;
  2656. // Requeriments
  2657. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2658. {
  2659. itemid[i] = skill_db[j].itemid[i];
  2660. amount[i] = skill_db[j].amount[i];
  2661. }
  2662. hp = skill_db[j].hp[lv-1];
  2663. sp = skill_db[j].sp[lv-1];
  2664. hp_rate = skill_db[j].hp_rate[lv-1];
  2665. sp_rate = skill_db[j].sp_rate[lv-1];
  2666. state = skill_db[j].state;
  2667. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2668. hp += (status->max_hp * mhp) / 100;
  2669. if( hp_rate > 0 )
  2670. hp += (status->hp * hp_rate) / 100;
  2671. else
  2672. hp += (status->max_hp * (-hp_rate)) / 100;
  2673. if( sp_rate > 0 )
  2674. sp += (status->sp * sp_rate) / 100;
  2675. else
  2676. sp += (status->max_sp * (-sp_rate)) / 100;
  2677. if( bl->type == BL_HOM )
  2678. { // Intimacy Requeriments
  2679. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2680. switch( skill )
  2681. {
  2682. case HFLI_SBR44:
  2683. if( hd->homunculus.intimacy <= 200 )
  2684. return 0;
  2685. break;
  2686. case HVAN_EXPLOSION:
  2687. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2688. return 0;
  2689. break;
  2690. }
  2691. }
  2692. if( !(type&2) )
  2693. {
  2694. if( hp > 0 && status->hp <= (unsigned int)hp )
  2695. {
  2696. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  2697. return 0;
  2698. }
  2699. if( sp > 0 && status->sp <= (unsigned int)sp )
  2700. {
  2701. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  2702. return 0;
  2703. }
  2704. }
  2705. if( !type )
  2706. switch( state )
  2707. {
  2708. case ST_MOVE_ENABLE:
  2709. if( !unit_can_move(bl) )
  2710. {
  2711. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2712. return 0;
  2713. }
  2714. break;
  2715. }
  2716. if( !(type&1) )
  2717. return 1;
  2718. // Check item existences
  2719. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2720. {
  2721. index[i] = -1;
  2722. if( itemid[i] < 1 ) continue; // No item
  2723. index[i] = pc_search_inventory(sd, itemid[i]);
  2724. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2725. {
  2726. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  2727. return 0;
  2728. }
  2729. }
  2730. // Consume items
  2731. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2732. {
  2733. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  2734. }
  2735. if( type&2 )
  2736. return 1;
  2737. if( sp || hp )
  2738. status_zap(bl, hp, sp);
  2739. return 1;
  2740. }
  2741. /*==========================================
  2742. *
  2743. *------------------------------------------*/
  2744. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2745. {
  2746. return 1;
  2747. }
  2748. /*==========================================
  2749. *
  2750. *------------------------------------------*/
  2751. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2752. {
  2753. struct block_list *src = map_id2bl(id),*target;
  2754. struct unit_data *ud = unit_bl2ud(src);
  2755. struct skill_timerskill *skl = NULL;
  2756. int range;
  2757. nullpo_ret(src);
  2758. nullpo_ret(ud);
  2759. skl = ud->skilltimerskill[data];
  2760. nullpo_ret(skl);
  2761. ud->skilltimerskill[data] = NULL;
  2762. do {
  2763. if(src->prev == NULL)
  2764. break; // Source not on Map
  2765. if(skl->target_id) {
  2766. target = map_id2bl(skl->target_id);
  2767. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2768. target = src; //Required since it has to warp.
  2769. if(target == NULL)
  2770. break; // Target offline?
  2771. if(target->prev == NULL)
  2772. break; // Target not on Map
  2773. if(src->m != target->m)
  2774. break; // Different Maps
  2775. if(status_isdead(src))
  2776. break; // Caster is Dead
  2777. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2778. break;
  2779. switch(skl->skill_id) {
  2780. case RG_INTIMIDATE:
  2781. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2782. short x,y;
  2783. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2784. if (target != src && !status_isdead(target))
  2785. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2786. }
  2787. break;
  2788. case BA_FROSTJOKER:
  2789. case DC_SCREAM:
  2790. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2791. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2792. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2793. break;
  2794. case NPC_EARTHQUAKE:
  2795. if( skl->type > 1 )
  2796. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2797. 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);
  2798. skill_area_temp[1] = src->id;
  2799. skill_area_temp[2] = 0;
  2800. 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);
  2801. break;
  2802. case WZ_WATERBALL:
  2803. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2804. if (!status_isdead(target))
  2805. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2806. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  2807. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2808. } else {
  2809. struct status_change *sc = status_get_sc(src);
  2810. if(sc) {
  2811. if(sc->data[SC_SPIRIT] &&
  2812. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2813. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2814. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2815. }
  2816. }
  2817. break;
  2818. /**
  2819. * Warlock
  2820. **/
  2821. case WL_CHAINLIGHTNING_ATK:
  2822. {
  2823. struct block_list *nbl = NULL; // Next Target of Chain
  2824. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2825. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2826. if( skl->type > 1 )
  2827. { // Remaining Chains Hit
  2828. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2829. if( nbl == NULL && skl->x > 1 )
  2830. {
  2831. nbl = target;
  2832. skl->x--;
  2833. }
  2834. else skl->x = 3;
  2835. }
  2836. if( nbl )
  2837. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2838. }
  2839. break;
  2840. case WL_TETRAVORTEX_FIRE:
  2841. case WL_TETRAVORTEX_WATER:
  2842. case WL_TETRAVORTEX_WIND:
  2843. case WL_TETRAVORTEX_GROUND:
  2844. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  2845. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  2846. if( skl->type >= 3 )
  2847. { // Final Hit
  2848. if( !status_isdead(target) )
  2849. { // Final Status Effect
  2850. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2851. applyeffects[4] = { 0, 0, 0, 0 },
  2852. i, j = 0, k = 0;
  2853. for( i = 1; i <= 8; i = i + i )
  2854. {
  2855. if( skl->x&i )
  2856. {
  2857. applyeffects[j] = effects[k];
  2858. j++;
  2859. }
  2860. k++;
  2861. }
  2862. if( j )
  2863. {
  2864. i = applyeffects[rnd()%j];
  2865. status_change_start(target, i, 10000, skl->skill_lv,
  2866. (i == SC_BURNING ? 1000 : 0),
  2867. (i == SC_BURNING ? src->id : 0),
  2868. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2869. }
  2870. }
  2871. }
  2872. break;
  2873. case WM_REVERBERATION_MELEE:
  2874. case WM_REVERBERATION_MAGIC:
  2875. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL); // damage should split among targets
  2876. break;
  2877. case SC_FATALMENACE:
  2878. if( src == target ) // Casters Part
  2879. unit_warp(src, -1, skl->x, skl->y, 3);
  2880. else { // Target's Part
  2881. short x = skl->x, y = skl->y;
  2882. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  2883. unit_warp(target,-1,x,y,3);
  2884. }
  2885. break;
  2886. case LG_MOONSLASHER:
  2887. case SR_WINDMILL:
  2888. if( target->type == BL_PC ) {
  2889. struct map_session_data *tsd = NULL;
  2890. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  2891. pc_setsit(tsd);
  2892. skill_sit(tsd,1);
  2893. clif_sitting(&tsd->bl);
  2894. }
  2895. }
  2896. break;
  2897. case LG_OVERBRAND_BRANDISH:
  2898. case LG_OVERBRAND_PLUSATK:
  2899. case SR_KNUCKLEARROW:
  2900. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  2901. break;
  2902. case GN_SPORE_EXPLOSION:
  2903. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  2904. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  2905. break;
  2906. case CH_PALMSTRIKE:
  2907. {
  2908. struct status_change* tsc = status_get_sc(target);
  2909. if( tsc && tsc->option&OPTION_HIDE ){
  2910. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
  2911. break;
  2912. }
  2913. }
  2914. default:
  2915. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2916. break;
  2917. }
  2918. }
  2919. else {
  2920. if(src->m != skl->map)
  2921. break;
  2922. switch( skl->skill_id )
  2923. {
  2924. case WZ_METEOR:
  2925. if( skl->type >= 0 )
  2926. {
  2927. int x = skl->type>>16, y = skl->type&0xFFFF;
  2928. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2929. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2930. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2931. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2932. }
  2933. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2934. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2935. break;
  2936. case GN_CRAZYWEED_ATK:
  2937. {
  2938. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  2939. 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);
  2940. }
  2941. case WL_EARTHSTRAIN:
  2942. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  2943. break;
  2944. }
  2945. }
  2946. } while (0);
  2947. //Free skl now that it is no longer needed.
  2948. ers_free(skill_timer_ers, skl);
  2949. return 0;
  2950. }
  2951. /*==========================================
  2952. *
  2953. *------------------------------------------*/
  2954. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2955. {
  2956. int i;
  2957. struct unit_data *ud;
  2958. nullpo_retr(1, src);
  2959. if (src->prev == NULL)
  2960. return 0;
  2961. ud = unit_bl2ud(src);
  2962. nullpo_retr(1, ud);
  2963. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2964. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2965. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2966. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2967. ud->skilltimerskill[i]->src_id = src->id;
  2968. ud->skilltimerskill[i]->target_id = target;
  2969. ud->skilltimerskill[i]->skill_id = skill_id;
  2970. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2971. ud->skilltimerskill[i]->map = src->m;
  2972. ud->skilltimerskill[i]->x = x;
  2973. ud->skilltimerskill[i]->y = y;
  2974. ud->skilltimerskill[i]->type = type;
  2975. ud->skilltimerskill[i]->flag = flag;
  2976. return 0;
  2977. }
  2978. /*==========================================
  2979. *
  2980. *------------------------------------------*/
  2981. int skill_cleartimerskill (struct block_list *src)
  2982. {
  2983. int i;
  2984. struct unit_data *ud;
  2985. nullpo_ret(src);
  2986. ud = unit_bl2ud(src);
  2987. nullpo_ret(ud);
  2988. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2989. if(ud->skilltimerskill[i]) {
  2990. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2991. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2992. ud->skilltimerskill[i]=NULL;
  2993. }
  2994. }
  2995. return 1;
  2996. }
  2997. static int skill_ative_reverberation( struct block_list *bl, va_list ap) {
  2998. struct skill_unit *su = (TBL_SKILL*)bl;
  2999. struct skill_unit_group *sg;
  3000. if( bl->type != BL_SKILL )
  3001. return 0;
  3002. if( su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION ) {
  3003. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3004. su->limit=DIFF_TICK(gettick(),sg->tick);
  3005. sg->unit_id = UNT_USED_TRAPS;
  3006. }
  3007. return 0;
  3008. }
  3009. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  3010. {
  3011. TBL_SKILL *su = (TBL_SKILL*)bl;
  3012. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3013. { //Reveal trap.
  3014. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3015. //clif_changetraplook(bl, su->group->unit_id);
  3016. clif_skill_setunit(su);
  3017. return 1;
  3018. }
  3019. return 0;
  3020. }
  3021. /*==========================================
  3022. *
  3023. *
  3024. *------------------------------------------*/
  3025. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3026. {
  3027. struct map_session_data *sd = NULL;
  3028. struct status_data *tstatus;
  3029. struct status_change *sc;
  3030. if (skillid > 0 && skilllv <= 0) return 0;
  3031. nullpo_retr(1, src);
  3032. nullpo_retr(1, bl);
  3033. if (src->m != bl->m)
  3034. return 1;
  3035. if (bl->prev == NULL)
  3036. return 1;
  3037. sd = BL_CAST(BL_PC, src);
  3038. if (status_isdead(bl))
  3039. return 1;
  3040. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  3041. { //GTB makes all targetted magic display miss with a single bolt.
  3042. sc_type sct = status_skill2sc(skillid);
  3043. if(sct != SC_NONE)
  3044. status_change_end(bl, sct, INVALID_TIMER);
  3045. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  3046. return 1;
  3047. }
  3048. sc = status_get_sc(src);
  3049. if (sc && !sc->count)
  3050. sc = NULL; //Unneeded
  3051. tstatus = status_get_status_data(bl);
  3052. map_freeblock_lock();
  3053. switch(skillid)
  3054. {
  3055. case MER_CRASH:
  3056. case SM_BASH:
  3057. case MS_BASH:
  3058. case MC_MAMMONITE:
  3059. case TF_DOUBLE:
  3060. case AC_DOUBLE:
  3061. case MA_DOUBLE:
  3062. case AS_SONICBLOW:
  3063. case KN_PIERCE:
  3064. case ML_PIERCE:
  3065. case KN_SPEARBOOMERANG:
  3066. case TF_POISON:
  3067. case TF_SPRINKLESAND:
  3068. case AC_CHARGEARROW:
  3069. case MA_CHARGEARROW:
  3070. case RG_INTIMIDATE:
  3071. case AM_ACIDTERROR:
  3072. case BA_MUSICALSTRIKE:
  3073. case DC_THROWARROW:
  3074. case BA_DISSONANCE:
  3075. case CR_HOLYCROSS:
  3076. case NPC_DARKCROSS:
  3077. case CR_SHIELDCHARGE:
  3078. case CR_SHIELDBOOMERANG:
  3079. case NPC_PIERCINGATT:
  3080. case NPC_MENTALBREAKER:
  3081. case NPC_RANGEATTACK:
  3082. case NPC_CRITICALSLASH:
  3083. case NPC_COMBOATTACK:
  3084. case NPC_GUIDEDATTACK:
  3085. case NPC_POISON:
  3086. case NPC_RANDOMATTACK:
  3087. case NPC_WATERATTACK:
  3088. case NPC_GROUNDATTACK:
  3089. case NPC_FIREATTACK:
  3090. case NPC_WINDATTACK:
  3091. case NPC_POISONATTACK:
  3092. case NPC_HOLYATTACK:
  3093. case NPC_DARKNESSATTACK:
  3094. case NPC_TELEKINESISATTACK:
  3095. case NPC_UNDEADATTACK:
  3096. case NPC_ARMORBRAKE:
  3097. case NPC_WEAPONBRAKER:
  3098. case NPC_HELMBRAKE:
  3099. case NPC_SHIELDBRAKE:
  3100. case NPC_BLINDATTACK:
  3101. case NPC_SILENCEATTACK:
  3102. case NPC_STUNATTACK:
  3103. case NPC_PETRIFYATTACK:
  3104. case NPC_CURSEATTACK:
  3105. case NPC_SLEEPATTACK:
  3106. case LK_AURABLADE:
  3107. case LK_SPIRALPIERCE:
  3108. case ML_SPIRALPIERCE:
  3109. case LK_HEADCRUSH:
  3110. case CG_ARROWVULCAN:
  3111. case HW_MAGICCRASHER:
  3112. case ITM_TOMAHAWK:
  3113. case MO_TRIPLEATTACK:
  3114. case CH_CHAINCRUSH:
  3115. case CH_TIGERFIST:
  3116. case PA_SHIELDCHAIN: // Shield Chain
  3117. case PA_SACRIFICE:
  3118. case WS_CARTTERMINATION: // Cart Termination
  3119. case AS_VENOMKNIFE:
  3120. case HT_PHANTASMIC:
  3121. case HT_POWER:
  3122. case TK_DOWNKICK:
  3123. case TK_COUNTER:
  3124. case GS_CHAINACTION:
  3125. case GS_TRIPLEACTION:
  3126. case GS_MAGICALBULLET:
  3127. case GS_TRACKING:
  3128. case GS_PIERCINGSHOT:
  3129. case GS_RAPIDSHOWER:
  3130. case GS_DUST:
  3131. case GS_DISARM: // Added disarm. [Reddozen]
  3132. case GS_FULLBUSTER:
  3133. case NJ_SYURIKEN:
  3134. case NJ_KUNAI:
  3135. case ASC_BREAKER:
  3136. case HFLI_MOON: //[orn]
  3137. case HFLI_SBR44: //[orn]
  3138. case NPC_BLEEDING:
  3139. case NPC_CRITICALWOUND:
  3140. case NPC_HELLPOWER:
  3141. case RK_SONICWAVE:
  3142. case RK_HUNDREDSPEAR:
  3143. case AB_DUPLELIGHT_MELEE:
  3144. case RA_AIMEDBOLT:
  3145. case NC_AXEBOOMERANG:
  3146. case NC_POWERSWING:
  3147. case GC_CROSSIMPACT:
  3148. case GC_VENOMPRESSURE:
  3149. case SC_TRIANGLESHOT:
  3150. case SC_FEINTBOMB:
  3151. case LG_BANISHINGPOINT:
  3152. case LG_SHIELDPRESS:
  3153. case LG_RAGEBURST:
  3154. case LG_RAYOFGENESIS:
  3155. case LG_HESPERUSLIT:
  3156. case SR_FALLENEMPIRE:
  3157. case SR_CRESCENTELBOW_AUTOSPELL:
  3158. case SR_GATEOFHELL:
  3159. case SR_GENTLETOUCH_QUIET:
  3160. case WM_SEVERE_RAINSTORM_MELEE:
  3161. case WM_GREAT_ECHO:
  3162. case GN_SLINGITEM_RANGEMELEEATK:
  3163. case MH_STAHL_HORN:
  3164. case KO_JYUMONJIKIRI:
  3165. case KO_SETSUDAN:
  3166. case KO_KAIHOU:
  3167. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3168. break;
  3169. /**
  3170. * Mechanic (MADO GEAR)
  3171. **/
  3172. case NC_BOOSTKNUCKLE:
  3173. case NC_PILEBUNKER:
  3174. case NC_VULCANARM:
  3175. case NC_COLDSLOWER:
  3176. case NC_ARMSCANNON:
  3177. if (sd) pc_overheat(sd,1);
  3178. case RK_WINDCUTTER:
  3179. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3180. break;
  3181. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3182. switch( rnd()%6 ){
  3183. case 0: flag |= BREAK_ANKLE; break;
  3184. case 1: flag |= BREAK_WRIST; break;
  3185. case 2: flag |= BREAK_KNEE; break;
  3186. case 3: flag |= BREAK_SHOULDER; break;
  3187. case 4: flag |= BREAK_WAIST; break;
  3188. case 5: flag |= BREAK_NECK; break;
  3189. }
  3190. //TODO: is there really no cleaner way to do this?
  3191. sc = status_get_sc(bl);
  3192. if (sc) sc->jb_flag = flag;
  3193. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3194. break;
  3195. case MO_COMBOFINISH:
  3196. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3197. { //Becomes a splash attack when Soul Linked.
  3198. map_foreachinrange(skill_area_sub, bl,
  3199. skill_get_splash(skillid, skilllv),splash_target(src),
  3200. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3201. skill_castend_damage_id);
  3202. } else
  3203. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3204. break;
  3205. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3206. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3207. skill_area_temp[1] = 0;
  3208. map_foreachinrange(skill_attack_area, src,
  3209. skill_get_splash(skillid, skilllv), splash_target(src),
  3210. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3211. break;
  3212. case KN_CHARGEATK:
  3213. {
  3214. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3215. unsigned int dist = distance_bl(src, bl);
  3216. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  3217. // teleport to target (if not on WoE grounds)
  3218. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3219. clif_slide(src, bl->x, bl->y);
  3220. // cause damage and knockback if the path to target was a straight one
  3221. if( path )
  3222. {
  3223. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  3224. skill_blown(src, bl, dist, dir, 0);
  3225. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3226. // make the caster look in the direction of the target
  3227. unit_setdir(src, (dir+4)%8);
  3228. }
  3229. }
  3230. break;
  3231. case NC_FLAMELAUNCHER:
  3232. if (sd) pc_overheat(sd,1);
  3233. case SN_SHARPSHOOTING:
  3234. case MA_SHARPSHOOTING:
  3235. case NJ_KAMAITACHI:
  3236. case LG_CANNONSPEAR:
  3237. //It won't shoot through walls since on castend there has to be a direct
  3238. //line of sight between caster and target.
  3239. skill_area_temp[1] = bl->id;
  3240. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3241. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3242. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3243. break;
  3244. case NPC_ACIDBREATH:
  3245. case NPC_DARKNESSBREATH:
  3246. case NPC_FIREBREATH:
  3247. case NPC_ICEBREATH:
  3248. case NPC_THUNDERBREATH:
  3249. skill_area_temp[1] = bl->id;
  3250. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3251. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  3252. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  3253. break;
  3254. case MO_INVESTIGATE:
  3255. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3256. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3257. break;
  3258. case RG_BACKSTAP:
  3259. {
  3260. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3261. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3262. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3263. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3264. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3265. unit_setdir(bl,dir);
  3266. }
  3267. else if (sd)
  3268. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3269. }
  3270. break;
  3271. case MO_FINGEROFFENSIVE:
  3272. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3273. if (battle_config.finger_offensive_type && sd) {
  3274. int i;
  3275. for (i = 1; i < sd->spiritball_old; i++)
  3276. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3277. }
  3278. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3279. break;
  3280. case MO_CHAINCOMBO:
  3281. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3282. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3283. break;
  3284. case NJ_ISSEN:
  3285. status_change_end(src, SC_NEN, INVALID_TIMER);
  3286. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3287. // fall through
  3288. case MO_EXTREMITYFIST:
  3289. if( skillid == MO_EXTREMITYFIST )
  3290. {
  3291. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3292. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3293. #ifdef RENEWAL
  3294. sc_start(src,SC_EXTREMITYFIST2,100,skilllv,skill_get_time(skillid,skilllv));
  3295. #endif
  3296. }
  3297. //Client expects you to move to target regardless of distance
  3298. {
  3299. struct unit_data *ud = unit_bl2ud(src);
  3300. short dx,dy;
  3301. int i,speed;
  3302. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  3303. dx = bl->x - src->x;
  3304. dy = bl->y - src->y;
  3305. if (dx < 0) dx-=i;
  3306. else if (dx > 0) dx+=i;
  3307. if (dy < 0) dy-=i;
  3308. else if (dy > 0) dy+=i;
  3309. if (!dx && !dy) dy++;
  3310. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  3311. {
  3312. dx = bl->x;
  3313. dy = bl->y;
  3314. } else {
  3315. dx = src->x + dx;
  3316. dy = src->y + dy;
  3317. }
  3318. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3319. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  3320. //Increase can't walk delay to not alter your walk path
  3321. ud->canmove_tick = tick;
  3322. speed = status_get_speed(src);
  3323. for (i = 0; i < ud->walkpath.path_len; i ++)
  3324. {
  3325. if(ud->walkpath.path[i]&1)
  3326. ud->canmove_tick+=7*speed/5;
  3327. else
  3328. ud->canmove_tick+=speed;
  3329. }
  3330. }
  3331. }
  3332. break;
  3333. //Splash attack skills.
  3334. case AS_GRIMTOOTH:
  3335. case MC_CARTREVOLUTION:
  3336. case NPC_SPLASHATTACK:
  3337. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  3338. case AS_SPLASHER:
  3339. case SM_MAGNUM:
  3340. case MS_MAGNUM:
  3341. case HT_BLITZBEAT:
  3342. case AC_SHOWER:
  3343. case MA_SHOWER:
  3344. case MG_NAPALMBEAT:
  3345. case MG_FIREBALL:
  3346. case RG_RAID:
  3347. case HW_NAPALMVULCAN:
  3348. case NJ_HUUMA:
  3349. case NJ_BAKUENRYU:
  3350. case ASC_METEORASSAULT:
  3351. case GS_DESPERADO:
  3352. case GS_SPREADATTACK:
  3353. case NPC_EARTHQUAKE:
  3354. case NPC_PULSESTRIKE:
  3355. case NPC_HELLJUDGEMENT:
  3356. case NPC_VAMPIRE_GIFT:
  3357. case RK_IGNITIONBREAK:
  3358. case AB_JUDEX:
  3359. case WL_SOULEXPANSION:
  3360. case WL_CRIMSONROCK:
  3361. case WL_COMET:
  3362. case WL_JACKFROST:
  3363. case RA_ARROWSTORM:
  3364. case RA_WUGDASH:
  3365. case NC_SELFDESTRUCTION:
  3366. case NC_AXETORNADO:
  3367. case GC_ROLLINGCUTTER:
  3368. case GC_COUNTERSLASH:
  3369. case LG_MOONSLASHER:
  3370. case LG_EARTHDRIVE:
  3371. case SR_TIGERCANNON:
  3372. case SR_RAMPAGEBLASTER:
  3373. case SR_SKYNETBLOW:
  3374. case SR_WINDMILL:
  3375. case SR_RIDEINLIGHTNING:
  3376. case WM_SOUND_OF_DESTRUCTION:
  3377. case WM_REVERBERATION_MELEE:
  3378. case WM_REVERBERATION_MAGIC:
  3379. case SO_VARETYR_SPEAR:
  3380. case GN_CART_TORNADO:
  3381. case GN_CARTCANNON:
  3382. case MH_LAVA_SLIDE:
  3383. case KO_HAPPOKUNAI:
  3384. case KO_HUUMARANKA:
  3385. case KO_MUCHANAGE:
  3386. case KO_BAKURETSU:
  3387. if( flag&1 ) {//Recursive invocation
  3388. // skill_area_temp[0] holds number of targets in area
  3389. // skill_area_temp[1] holds the id of the original target
  3390. // skill_area_temp[2] counts how many targets have already been processed
  3391. int sflag = skill_area_temp[0] & 0xFFF, heal;
  3392. if( flag&SD_LEVEL )
  3393. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  3394. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  3395. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  3396. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  3397. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 ) {
  3398. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3399. status_heal(src,heal,0,0);
  3400. }
  3401. } else {
  3402. switch ( skillid ) {
  3403. case NJ_BAKUENRYU:
  3404. case LG_EARTHDRIVE:
  3405. case GN_CARTCANNON:
  3406. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3407. break;
  3408. case LG_MOONSLASHER:
  3409. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3410. break;
  3411. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  3412. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  3413. default:
  3414. break;
  3415. }
  3416. skill_area_temp[0] = 0;
  3417. skill_area_temp[1] = bl->id;
  3418. skill_area_temp[2] = 0;
  3419. if( skillid == WL_CRIMSONROCK ) {
  3420. skill_area_temp[4] = bl->x;
  3421. skill_area_temp[5] = bl->y;
  3422. }
  3423. if( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )
  3424. skill_area_temp[1] = 0;
  3425. // if skill damage should be split among targets, count them
  3426. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  3427. //special case: Venom Splasher uses a different range for searching than for splashing
  3428. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  3429. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  3430. // recursive invocation of skill_castend_damage_id() with flag|1
  3431. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), ( skillid == WM_REVERBERATION_MELEE || skillid == WM_REVERBERATION_MAGIC )?BL_CHAR:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3432. }
  3433. break;
  3434. case KN_BRANDISHSPEAR:
  3435. case ML_BRANDISH:
  3436. //Coded apart for it needs the flag passed to the damage calculation.
  3437. if (skill_area_temp[1] != bl->id)
  3438. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  3439. else
  3440. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3441. break;
  3442. case KN_BOWLINGBASH:
  3443. case MS_BOWLINGBASH:
  3444. if(flag&1){
  3445. if(bl->id==skill_area_temp[1])
  3446. break;
  3447. //two hits for 500%
  3448. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3449. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3450. } else {
  3451. int i,c;
  3452. c = skill_get_blewcount(skillid,skilllv);
  3453. // keep moving target in the direction that src is looking, square by square
  3454. for(i=0;i<c;i++){
  3455. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3456. break; //Can't knockback
  3457. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  3458. if( skill_area_temp[0] > 1 ) break; // collision
  3459. }
  3460. clif_blown(bl); //Update target pos.
  3461. if (i!=c) { //Splash
  3462. skill_area_temp[1] = bl->id;
  3463. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3464. }
  3465. //Weirdo dual-hit property, two attacks for 500%
  3466. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3467. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3468. }
  3469. break;
  3470. case KN_SPEARSTAB:
  3471. if(flag&1) {
  3472. if (bl->id==skill_area_temp[1])
  3473. break;
  3474. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  3475. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3476. } else {
  3477. int x=bl->x,y=bl->y,i,dir;
  3478. dir = map_calc_dir(bl,src->x,src->y);
  3479. skill_area_temp[1] = bl->id;
  3480. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  3481. // all the enemies between the caster and the target are hit, as well as the target
  3482. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  3483. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3484. for (i=0;i<4;i++) {
  3485. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3486. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3487. x += dirx[dir];
  3488. y += diry[dir];
  3489. }
  3490. }
  3491. break;
  3492. case TK_TURNKICK:
  3493. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3494. {
  3495. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3496. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  3497. map_foreachinrange(skill_area_sub,bl,
  3498. skill_get_splash(skillid, skilllv),BL_CHAR,
  3499. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  3500. skill_castend_nodamage_id);
  3501. }
  3502. break;
  3503. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3504. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  3505. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3506. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3507. break;
  3508. case PR_TURNUNDEAD:
  3509. case ALL_RESURRECTION:
  3510. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3511. break;
  3512. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3513. break;
  3514. case MG_SOULSTRIKE:
  3515. case NPC_DARKSTRIKE:
  3516. case MG_COLDBOLT:
  3517. case MG_FIREBOLT:
  3518. case MG_LIGHTNINGBOLT:
  3519. case WZ_EARTHSPIKE:
  3520. case AL_HEAL:
  3521. case AL_HOLYLIGHT:
  3522. case WZ_JUPITEL:
  3523. case NPC_DARKTHUNDER:
  3524. case PR_ASPERSIO:
  3525. case MG_FROSTDIVER:
  3526. case WZ_SIGHTBLASTER:
  3527. case WZ_SIGHTRASHER:
  3528. case NJ_KOUENKA:
  3529. case NJ_HYOUSENSOU:
  3530. case NJ_HUUJIN:
  3531. case AB_ADORAMUS:
  3532. case AB_RENOVATIO:
  3533. case AB_HIGHNESSHEAL:
  3534. case AB_DUPLELIGHT_MAGIC:
  3535. case WM_METALICSOUND:
  3536. case MH_ERASER_CUTTER:
  3537. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3538. break;
  3539. case NPC_MAGICALATTACK:
  3540. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3541. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3542. break;
  3543. case HVAN_CAPRICE: //[blackhole89]
  3544. {
  3545. int ran=rnd()%4;
  3546. int sid = 0;
  3547. switch(ran)
  3548. {
  3549. case 0: sid=MG_COLDBOLT; break;
  3550. case 1: sid=MG_FIREBOLT; break;
  3551. case 2: sid=MG_LIGHTNINGBOLT; break;
  3552. case 3: sid=WZ_EARTHSPIKE; break;
  3553. }
  3554. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3555. }
  3556. break;
  3557. case WZ_WATERBALL:
  3558. {
  3559. int range = skilllv / 2;
  3560. int maxlv = skill_get_max(skillid); // learnable level
  3561. int count = 0;
  3562. int x, y;
  3563. struct skill_unit* unit;
  3564. if( skilllv > maxlv )
  3565. {
  3566. if( src->type == BL_MOB && skilllv == 10 )
  3567. range = 4;
  3568. else
  3569. range = maxlv / 2;
  3570. }
  3571. for( y = src->y - range; y <= src->y + range; ++y )
  3572. for( x = src->x - range; x <= src->x + range; ++x )
  3573. {
  3574. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  3575. {
  3576. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3577. count++; // natural water cell
  3578. 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 )
  3579. {
  3580. count++; // skill-induced water cell
  3581. skill_delunit(unit); // consume cell
  3582. }
  3583. }
  3584. }
  3585. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3586. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3587. }
  3588. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3589. break;
  3590. case PR_BENEDICTIO:
  3591. //Should attack undead and demons. [Skotlex]
  3592. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3593. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3594. break;
  3595. case SL_SMA:
  3596. status_change_end(src, SC_SMA, INVALID_TIMER);
  3597. case SL_STIN:
  3598. case SL_STUN:
  3599. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3600. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3601. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3602. break;
  3603. }
  3604. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3605. break;
  3606. case NPC_DARKBREATH:
  3607. clif_emotion(src,E_AG);
  3608. case SN_FALCONASSAULT:
  3609. case PA_PRESSURE:
  3610. case CR_ACIDDEMONSTRATION:
  3611. case TF_THROWSTONE:
  3612. case NPC_SMOKING:
  3613. case GS_FLING:
  3614. case NJ_ZENYNAGE:
  3615. case GN_THORNS_TRAP:
  3616. case GN_HELLS_PLANT_ATK:
  3617. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3618. break;
  3619. /**
  3620. * Rune Knight
  3621. **/
  3622. case RK_DRAGONBREATH: {
  3623. struct status_change *tsc = NULL;
  3624. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3625. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3626. } else
  3627. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3628. }
  3629. break;
  3630. case NPC_SELFDESTRUCTION: {
  3631. struct status_change *tsc = NULL;
  3632. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3633. break;
  3634. }
  3635. case HVAN_EXPLOSION:
  3636. if (src != bl)
  3637. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3638. break;
  3639. // Celest
  3640. case PF_SOULBURN:
  3641. if (rnd()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3642. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3643. if (skilllv == 5)
  3644. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3645. status_percent_damage(src, bl, 0, 100, false);
  3646. } else {
  3647. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3648. if (skilllv == 5)
  3649. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3650. status_percent_damage(src, src, 0, 100, false);
  3651. }
  3652. break;
  3653. case NPC_BLOODDRAIN:
  3654. case NPC_ENERGYDRAIN:
  3655. {
  3656. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3657. src, src, bl, skillid, skilllv, tick, flag);
  3658. if (heal > 0){
  3659. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3660. status_heal(src, heal, 0, 0);
  3661. }
  3662. }
  3663. break;
  3664. case GS_BULLSEYE:
  3665. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3666. break;
  3667. case NJ_KASUMIKIRI:
  3668. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3669. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3670. break;
  3671. case NJ_KIRIKAGE:
  3672. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3673. { //You don't move on GVG grounds.
  3674. short x, y;
  3675. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3676. if (unit_movepos(src, x, y, 0, 0))
  3677. clif_slide(src,src->x,src->y);
  3678. }
  3679. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3680. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3681. break;
  3682. case RK_PHANTOMTHRUST:
  3683. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3684. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3685. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3686. if( battle_check_target(src,bl,BCT_ENEMY) )
  3687. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3688. break;
  3689. case RK_STORMBLAST:
  3690. case RK_CRUSHSTRIKE:
  3691. if( sd ) {
  3692. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3693. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3694. else
  3695. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3696. } else //non-sd support
  3697. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3698. break;
  3699. case GC_DARKILLUSION:
  3700. {
  3701. short x, y;
  3702. short dir = map_calc_dir(src,bl->x,bl->y);
  3703. if( dir > 4 ) x = -1;
  3704. else if( dir > 0 && dir < 4 ) x = 1;
  3705. else x = 0;
  3706. if( dir < 3 || dir > 5 ) y = -1;
  3707. else if( dir > 3 && dir < 5 ) y = 1;
  3708. else y = 0;
  3709. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3710. {
  3711. clif_slide(src,bl->x+x,bl->y+y);
  3712. clif_fixpos(src); // the official server send these two packts.
  3713. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3714. if( rnd()%100 < 4 * skilllv )
  3715. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3716. }
  3717. }
  3718. break;
  3719. case GC_WEAPONCRUSH:
  3720. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3721. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3722. else if( sd )
  3723. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  3724. break;
  3725. case GC_CROSSRIPPERSLASHER:
  3726. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3727. clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
  3728. else
  3729. {
  3730. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3731. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  3732. }
  3733. break;
  3734. case GC_PHANTOMMENACE:
  3735. if( flag&1 )
  3736. { // Only Hits Invisible Targets
  3737. struct status_change *tsc = status_get_sc(bl);
  3738. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3739. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3740. }
  3741. break;
  3742. case WL_CHAINLIGHTNING:
  3743. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3744. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3745. break;
  3746. case WL_DRAINLIFE:
  3747. {
  3748. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3749. int rate = 70 + 5 * skilllv;
  3750. heal = heal * (5 + 5 * skilllv) / 100;
  3751. if( bl->type == BL_SKILL )
  3752. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3753. if( heal && rnd()%100 < rate )
  3754. {
  3755. status_heal(src, heal, 0, 0);
  3756. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3757. }
  3758. }
  3759. break;
  3760. case WL_TETRAVORTEX:
  3761. if( sd )
  3762. {
  3763. int spheres[5] = { 0, 0, 0, 0, 0 },
  3764. positions[5] = {-1,-1,-1,-1,-1 },
  3765. i, j = 0, k, subskill = 0;
  3766. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3767. if( sc && sc->data[i] )
  3768. {
  3769. spheres[j] = i;
  3770. positions[j] = sc->data[i]->val2;
  3771. j++; //
  3772. }
  3773. if( j < 4 )
  3774. { // Need 4 spheres minimum
  3775. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  3776. break;
  3777. }
  3778. // Sphere Sort, this time from new to old
  3779. for( i = 0; i <= j - 2; i++ )
  3780. for( k = i + 1; k <= j - 1; k++ )
  3781. if( positions[i] < positions[k] )
  3782. {
  3783. swap(positions[i],positions[k]);
  3784. swap(spheres[i],spheres[k]);
  3785. }
  3786. k = 0;
  3787. for( i = 0; i < 4; i++ )
  3788. {
  3789. switch( sc->data[spheres[i]]->val1 )
  3790. {
  3791. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3792. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3793. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3794. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3795. }
  3796. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skilllv, i, flag);
  3797. clif_skill_nodamage(src, bl, subskill, skilllv, 1);
  3798. status_change_end(src, spheres[i], INVALID_TIMER);
  3799. }
  3800. }
  3801. break;
  3802. case WL_RELEASE:
  3803. if( sd )
  3804. {
  3805. int i;
  3806. // Priority is to release SpellBook
  3807. if( sc && sc->data[SC_READING_SB] )
  3808. { // SpellBook
  3809. int skill_id, skill_lv, point, s = 0;
  3810. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  3811. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  3812. if( sc->data[i] ) spell[s++] = i;
  3813. if ( s == 0 )
  3814. break;
  3815. i = spell[s==1?0:rand()%s];// Random select of spell to be released.
  3816. if( s && sc->data[i] ){// Now extract the data from the preserved spell
  3817. skill_id = sc->data[i]->val1;
  3818. skill_lv = sc->data[i]->val2;
  3819. point = sc->data[i]->val3;
  3820. status_change_end(src, (sc_type)i, INVALID_TIMER);
  3821. }else //something went wrong :(
  3822. break;
  3823. if( sc->data[SC_READING_SB]->val2 > point )
  3824. sc->data[SC_READING_SB]->val2 -= point;
  3825. else // Last spell to be released
  3826. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3827. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3828. if( !skill_check_condition_castbegin(sd, skill_id, skill_lv) )
  3829. break;
  3830. switch( skill_get_casttype(skill_id) )
  3831. {
  3832. case CAST_GROUND:
  3833. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  3834. break;
  3835. case CAST_NODAMAGE:
  3836. skill_castend_nodamage_id(src, bl, skill_id, skill_lv, tick, 0);
  3837. break;
  3838. case CAST_DAMAGE:
  3839. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  3840. break;
  3841. }
  3842. sd->ud.canact_tick = tick + skill_delayfix(src, skill_id, skill_lv);
  3843. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, skill_id, skill_lv), 0, 0, 0);
  3844. }
  3845. else
  3846. { // Summon Balls
  3847. int j = 0, k, skele;
  3848. int spheres[5] = { 0, 0, 0, 0, 0 },
  3849. positions[5] = {-1,-1,-1,-1,-1 };
  3850. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3851. if( sc && sc->data[i] )
  3852. {
  3853. spheres[j] = i;
  3854. positions[j] = sc->data[i]->val2;
  3855. sc->data[i]->val2--; // Prepares for next position
  3856. j++;
  3857. }
  3858. if( j == 0 )
  3859. { // No Spheres
  3860. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON_NONE,0);
  3861. break;
  3862. }
  3863. // Sphere Sort
  3864. for( i = 0; i <= j - 2; i++ )
  3865. for( k = i + 1; k <= j - 1; k++ )
  3866. if( positions[i] > positions[k] )
  3867. {
  3868. swap(positions[i],positions[k]);
  3869. swap(spheres[i],spheres[k]);
  3870. }
  3871. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3872. for( i = 0; i < j; i++ )
  3873. {
  3874. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3875. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3876. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3877. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3878. }
  3879. clif_skill_nodamage(src,bl,skillid,0,1);
  3880. }
  3881. }
  3882. break;
  3883. case WL_FROSTMISTY:
  3884. // Causes Freezing status through walls.
  3885. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3886. // Doesn't deal damage through non-shootable walls.
  3887. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3888. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  3889. break;
  3890. case WL_HELLINFERNO:
  3891. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3892. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag|ELE_DARK);
  3893. break;
  3894. case RA_WUGSTRIKE:
  3895. if( sd && pc_isridingwug(sd) ){
  3896. short x[8]={0,-1,-1,-1,0,1,1,1};
  3897. short y[8]={1,1,0,-1,-1,-1,0,1};
  3898. int dir = map_calc_dir(bl, src->x, src->y);
  3899. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) )
  3900. {
  3901. clif_slide(src, bl->x+x[dir], bl->y+y[dir]);
  3902. clif_fixpos(src);
  3903. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  3904. }
  3905. break;
  3906. }
  3907. case RA_WUGBITE:
  3908. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3909. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3910. }else if( sd && skillid == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  3911. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  3912. break;
  3913. case RA_SENSITIVEKEEN:
  3914. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3915. struct status_change * tsc = status_get_sc(bl);
  3916. if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
  3917. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3918. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  3919. }
  3920. }
  3921. else
  3922. {
  3923. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3924. struct skill_unit_group* sg;
  3925. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP )
  3926. {
  3927. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3928. {
  3929. struct item item_tmp;
  3930. memset(&item_tmp,0,sizeof(item_tmp));
  3931. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  3932. item_tmp.identify = 1;
  3933. if( item_tmp.nameid )
  3934. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  3935. }
  3936. skill_delunit(su);
  3937. }
  3938. }
  3939. break;
  3940. case NC_INFRAREDSCAN:
  3941. if( flag&1 )
  3942. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  3943. if( rnd()%100 < 50 )
  3944. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  3945. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  3946. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  3947. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  3948. }
  3949. else
  3950. {
  3951. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3952. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3953. if( sd ) pc_overheat(sd,1);
  3954. }
  3955. break;
  3956. case NC_MAGNETICFIELD:
  3957. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  3958. break;
  3959. case SC_FATALMENACE:
  3960. if( flag&1 )
  3961. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3962. else
  3963. {
  3964. short x, y;
  3965. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  3966. // Destination area
  3967. skill_area_temp[4] = x;
  3968. skill_area_temp[5] = y;
  3969. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3970. skill_addtimerskill(src,tick + 800,src->id,x,y,skillid,skilllv,0,flag); // To teleport Self
  3971. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  3972. }
  3973. break;
  3974. case LG_PINPOINTATTACK:
  3975. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  3976. clif_slide(src,bl->x,bl->y);
  3977. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3978. break;
  3979. case LG_SHIELDSPELL:
  3980. // flag&1: Phisycal Attack, flag&2: Magic Attack.
  3981. skill_attack((flag&1)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3982. break;
  3983. case LG_OVERBRAND:
  3984. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  3985. break;
  3986. case LG_OVERBRAND_BRANDISH:
  3987. skill_addtimerskill(src, tick + status_get_amotion(src)*8/10, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL);
  3988. break;
  3989. case SR_DRAGONCOMBO:
  3990. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3991. break;
  3992. case SR_KNUCKLEARROW:
  3993. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  3994. clif_slide(src,bl->x,bl->y);
  3995. clif_fixpos(src); // Aegis send this packet too.
  3996. }
  3997. if( flag&1 )
  3998. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_LEVEL);
  3999. else
  4000. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag|SD_LEVEL|2);
  4001. break;
  4002. case SR_HOWLINGOFLION:
  4003. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4004. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4005. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4006. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4007. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4008. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4009. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4010. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4011. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4012. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4013. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4014. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4015. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4016. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  4017. break;
  4018. case SR_EARTHSHAKER:
  4019. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4020. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4021. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4022. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  4023. } else{
  4024. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4025. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4026. }
  4027. break;
  4028. case WM_LULLABY_DEEPSLEEP:
  4029. if( bl != src && rnd()%100 < 88 + 2 * skilllv )
  4030. sc_start(bl,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  4031. break;
  4032. case SO_POISON_BUSTER: {
  4033. struct status_change *tsc = status_get_sc(bl);
  4034. if( tsc && tsc->data[SC_POISON] ) {
  4035. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4036. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4037. }
  4038. else if( sd )
  4039. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4040. }
  4041. break;
  4042. case GN_SPORE_EXPLOSION:
  4043. if( flag&1 )
  4044. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  4045. else {
  4046. clif_skill_nodamage(src, bl, skillid, 0, 1);
  4047. skill_addtimerskill(src, gettick() + skill_get_time(skillid, skilllv) - 1000, bl->id, 0, 0, skillid, skilllv, 0, 0);
  4048. }
  4049. break;
  4050. case EL_FIRE_BOMB:
  4051. case EL_FIRE_WAVE:
  4052. case EL_WATER_SCREW:
  4053. case EL_HURRICANE:
  4054. case EL_TYPOON_MIS:
  4055. if( flag&1 )
  4056. skill_attack(skill_get_type(skillid+1),src,src,bl,skillid+1,skilllv,tick,flag);
  4057. else {
  4058. int i = skill_get_splash(skillid,skilllv);
  4059. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4060. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4061. if( rnd()%100 < 30 )
  4062. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4063. else
  4064. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4065. }
  4066. break;
  4067. case EL_ROCK_CRUSHER:
  4068. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4069. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4070. if( rnd()%100 < 50 )
  4071. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  4072. else
  4073. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skilllv,tick,flag);
  4074. break;
  4075. case EL_STONE_RAIN:
  4076. if( flag&1 )
  4077. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4078. else {
  4079. int i = skill_get_splash(skillid,skilllv);
  4080. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4081. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4082. if( rnd()%100 < 30 )
  4083. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4084. else
  4085. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4086. }
  4087. break;
  4088. case EL_FIRE_ARROW:
  4089. case EL_ICE_NEEDLE:
  4090. case EL_WIND_SLASH:
  4091. case EL_STONE_HAMMER:
  4092. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4093. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4094. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4095. break;
  4096. case EL_TIDAL_WEAPON:
  4097. if( src->type == BL_ELEM ) {
  4098. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4099. struct status_change *sc = status_get_sc(&ele->bl);
  4100. struct status_change *tsc = status_get_sc(bl);
  4101. sc_type type = status_skill2sc(skillid), type2;
  4102. type2 = type-1;
  4103. clif_skill_nodamage(src,battle_get_master(src),skillid,skilllv,1);
  4104. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4105. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  4106. elemental_clean_single_effect(ele, skillid);
  4107. }
  4108. if( rnd()%100 < 50 )
  4109. skill_attack(skill_get_type(skillid),src,src,bl,skillid,skilllv,tick,flag);
  4110. else {
  4111. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  4112. sc_start(battle_get_master(src),type,100,ele->bl.id,skill_get_time(skillid,skilllv));
  4113. }
  4114. clif_skill_nodamage(src,src,skillid,skilllv,1);
  4115. }
  4116. break;
  4117. case 0:/* no skill - basic/normal attack */
  4118. if(sd) {
  4119. if (flag & 3){
  4120. if (bl->id != skill_area_temp[1])
  4121. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  4122. } else {
  4123. skill_area_temp[1] = bl->id;
  4124. map_foreachinrange(skill_area_sub, bl,
  4125. sd->bonus.splash_range, BL_CHAR,
  4126. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  4127. skill_castend_damage_id);
  4128. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  4129. }
  4130. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  4131. }
  4132. break;
  4133. default:
  4134. if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
  4135. if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
  4136. clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported");
  4137. } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */
  4138. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  4139. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  4140. 0, abs(skill_get_num(skillid, skilllv)),
  4141. skillid, skilllv, skill_get_hit(skillid));
  4142. map_freeblock_unlock();
  4143. return 1;
  4144. }
  4145. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  4146. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  4147. map_freeblock_unlock();
  4148. if( sd && !(flag&1) )
  4149. {// ensure that the skill last-cast tick is recorded
  4150. sd->canskill_tick = gettick();
  4151. if( sd->state.arrow_atk )
  4152. {// consume arrow on last invocation to this skill.
  4153. battle_consume_ammo(sd, skillid, skilllv);
  4154. }
  4155. // perform skill requirement consumption
  4156. skill_consume_requirement(sd,skillid,skilllv,2);
  4157. }
  4158. return 0;
  4159. }
  4160. /*==========================================
  4161. *
  4162. *------------------------------------------*/
  4163. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  4164. {
  4165. struct map_session_data *sd, *dstsd;
  4166. struct mob_data *md, *dstmd;
  4167. struct homun_data *hd;
  4168. struct mercenary_data *mer;
  4169. struct status_data *sstatus, *tstatus;
  4170. struct status_change *tsc;
  4171. struct status_change_entry *tsce;
  4172. int i = 0;
  4173. enum sc_type type;
  4174. if(skillid > 0 && skilllv <= 0) return 0; // celest
  4175. nullpo_retr(1, src);
  4176. nullpo_retr(1, bl);
  4177. if (src->m != bl->m)
  4178. return 1;
  4179. sd = BL_CAST(BL_PC, src);
  4180. hd = BL_CAST(BL_HOM, src);
  4181. md = BL_CAST(BL_MOB, src);
  4182. mer = BL_CAST(BL_MER, src);
  4183. dstsd = BL_CAST(BL_PC, bl);
  4184. dstmd = BL_CAST(BL_MOB, bl);
  4185. if(bl->prev == NULL)
  4186. return 1;
  4187. if(status_isdead(src))
  4188. return 1;
  4189. if( src != bl && status_isdead(bl) ) {
  4190. /**
  4191. * Skills that may be cast on dead targets
  4192. **/
  4193. switch( skillid ) {
  4194. case NPC_WIDESOULDRAIN:
  4195. case PR_REDEMPTIO:
  4196. case ALL_RESURRECTION:
  4197. case WM_DEADHILLHERE:
  4198. break;
  4199. default:
  4200. return 1;
  4201. }
  4202. }
  4203. tstatus = status_get_status_data(bl);
  4204. sstatus = status_get_status_data(src);
  4205. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  4206. switch (skillid) {
  4207. case HLIF_HEAL: //[orn]
  4208. if (bl->type != BL_HOM) {
  4209. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0) ;
  4210. break ;
  4211. }
  4212. case AL_HEAL:
  4213. case ALL_RESURRECTION:
  4214. case PR_ASPERSIO:
  4215. /**
  4216. * Arch Bishop
  4217. **/
  4218. case AB_RENOVATIO:
  4219. case AB_HIGHNESSHEAL:
  4220. //Apparently only player casted skills can be offensive like this.
  4221. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  4222. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  4223. //Offensive heal does not works on non-enemies. [Skotlex]
  4224. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4225. return 0;
  4226. }
  4227. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4228. }
  4229. break;
  4230. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  4231. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  4232. default:
  4233. //Skill is actually ground placed.
  4234. if (src == bl && skill_get_unit_id(skillid,0))
  4235. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  4236. }
  4237. type = status_skill2sc(skillid);
  4238. tsc = status_get_sc(bl);
  4239. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  4240. if (src!=bl && type > -1 &&
  4241. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  4242. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  4243. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  4244. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  4245. map_freeblock_lock();
  4246. switch(skillid)
  4247. {
  4248. case HLIF_HEAL: //[orn]
  4249. case AL_HEAL:
  4250. /**
  4251. * Arch Bishop
  4252. **/
  4253. case AB_HIGHNESSHEAL:
  4254. {
  4255. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  4256. int heal_get_jobexp;
  4257. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  4258. if( skillid == AB_HIGHNESSHEAL ) {
  4259. heal = heal * ( 15 + 5 * skilllv ) / 10;
  4260. }
  4261. if( status_isimmune(bl) ||
  4262. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  4263. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  4264. heal=0;
  4265. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  4266. heal = heal*2;
  4267. if( tsc && tsc->count )
  4268. {
  4269. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  4270. { //Bounce back heal
  4271. if (--tsc->data[SC_KAITE]->val2 <= 0)
  4272. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  4273. if (src == bl)
  4274. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  4275. else {
  4276. bl = src;
  4277. dstsd = sd;
  4278. }
  4279. }
  4280. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC__BLOODYLUST])
  4281. heal = 0; //Needed so that it actually displays 0 when healing.
  4282. }
  4283. clif_skill_nodamage (src, bl, skillid, heal, 1);
  4284. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skillid != HLIF_HEAL )
  4285. heal = ~heal + 1;
  4286. heal_get_jobexp = status_heal(bl,heal,0,0);
  4287. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  4288. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  4289. if (heal_get_jobexp <= 0)
  4290. heal_get_jobexp = 1;
  4291. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  4292. }
  4293. }
  4294. break;
  4295. case PR_REDEMPTIO:
  4296. if (sd && !(flag&1)) {
  4297. if (sd->status.party_id == 0) {
  4298. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4299. break;
  4300. }
  4301. skill_area_temp[0] = 0;
  4302. party_foreachsamemap(skill_area_sub,
  4303. sd,skill_get_splash(skillid, skilllv),
  4304. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4305. skill_castend_nodamage_id);
  4306. if (skill_area_temp[0] == 0) {
  4307. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4308. break;
  4309. }
  4310. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  4311. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  4312. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  4313. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  4314. clif_updatestatus(sd,SP_BASEEXP);
  4315. clif_updatestatus(sd,SP_JOBEXP);
  4316. }
  4317. status_set_hp(src, 1, 0);
  4318. status_set_sp(src, 0, 0);
  4319. break;
  4320. } else if (status_isdead(bl) && flag&1) { //Revive
  4321. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  4322. skilllv = 3; //Resurrection level 3 is used
  4323. } else //Invalid target, skip resurrection.
  4324. break;
  4325. case ALL_RESURRECTION:
  4326. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  4327. { //No reviving in WoE grounds!
  4328. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4329. break;
  4330. }
  4331. if (!status_isdead(bl))
  4332. break;
  4333. {
  4334. int per = 0, sper = 0;
  4335. if (tsc && tsc->data[SC_HELLPOWER])
  4336. break;
  4337. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  4338. break;
  4339. switch(skilllv){
  4340. case 1: per=10; break;
  4341. case 2: per=30; break;
  4342. case 3: per=50; break;
  4343. case 4: per=80; break;
  4344. }
  4345. if(dstsd && dstsd->special_state.restart_full_recover)
  4346. per = sper = 100;
  4347. if (status_revive(bl, per, sper))
  4348. {
  4349. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  4350. if(sd && dstsd && battle_config.resurrection_exp > 0)
  4351. {
  4352. int exp = 0,jexp = 0;
  4353. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  4354. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  4355. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4356. if (exp < 1) exp = 1;
  4357. }
  4358. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  4359. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  4360. if (jexp < 1) jexp = 1;
  4361. }
  4362. if(exp > 0 || jexp > 0)
  4363. pc_gainexp (sd, bl, exp, jexp, false);
  4364. }
  4365. }
  4366. }
  4367. break;
  4368. case AL_DECAGI:
  4369. case MER_DECAGI:
  4370. clif_skill_nodamage (src, bl, skillid, skilllv,
  4371. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  4372. break;
  4373. case AL_CRUCIS:
  4374. if (flag&1)
  4375. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  4376. else {
  4377. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  4378. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  4379. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4380. }
  4381. break;
  4382. case PR_LEXDIVINA:
  4383. case MER_LEXDIVINA:
  4384. if( tsce )
  4385. status_change_end(bl,type, INVALID_TIMER);
  4386. else
  4387. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4388. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4389. break;
  4390. case SA_ABRACADABRA:
  4391. {
  4392. int abra_skillid = 0, abra_skilllv;
  4393. do {
  4394. i = rnd() % MAX_SKILL_ABRA_DB;
  4395. abra_skillid = skill_abra_db[i].skillid;
  4396. } while (abra_skillid == 0 ||
  4397. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  4398. rnd()%10000 >= skill_abra_db[i].per
  4399. );
  4400. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  4401. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  4402. if( sd )
  4403. {// player-casted
  4404. sd->state.abra_flag = 1;
  4405. sd->skillitem = abra_skillid;
  4406. sd->skillitemlv = abra_skilllv;
  4407. clif_item_skill(sd, abra_skillid, abra_skilllv);
  4408. }
  4409. else
  4410. {// mob-casted
  4411. struct unit_data *ud = unit_bl2ud(src);
  4412. int inf = skill_get_inf(abra_skillid);
  4413. int target_id = 0;
  4414. if (!ud) break;
  4415. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  4416. if (src->type == BL_PET)
  4417. bl = (struct block_list*)((TBL_PET*)src)->msd;
  4418. if (!bl) bl = src;
  4419. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  4420. } else { //Assume offensive skills
  4421. if (ud->target)
  4422. target_id = ud->target;
  4423. else switch (src->type) {
  4424. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  4425. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  4426. }
  4427. if (!target_id)
  4428. break;
  4429. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  4430. bl = map_id2bl(target_id);
  4431. if (!bl) bl = src;
  4432. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  4433. } else
  4434. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  4435. }
  4436. }
  4437. }
  4438. break;
  4439. case SA_COMA:
  4440. clif_skill_nodamage(src,bl,skillid,skilllv,
  4441. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  4442. break;
  4443. case SA_FULLRECOVERY:
  4444. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4445. if (status_isimmune(bl))
  4446. break;
  4447. status_percent_heal(bl, 100, 100);
  4448. break;
  4449. case NPC_ALLHEAL:
  4450. {
  4451. int heal;
  4452. if( status_isimmune(bl) )
  4453. break;
  4454. heal = status_percent_heal(bl, 100, 0);
  4455. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  4456. if( dstmd )
  4457. { // Reset Damage Logs
  4458. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  4459. dstmd->tdmg = 0;
  4460. }
  4461. }
  4462. break;
  4463. case SA_SUMMONMONSTER:
  4464. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4465. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  4466. break;
  4467. case SA_LEVELUP:
  4468. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4469. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  4470. break;
  4471. case SA_INSTANTDEATH:
  4472. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4473. status_set_hp(bl,1,0);
  4474. break;
  4475. case SA_QUESTION:
  4476. case SA_GRAVITY:
  4477. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4478. break;
  4479. case SA_CLASSCHANGE:
  4480. case SA_MONOCELL:
  4481. if (dstmd)
  4482. {
  4483. int class_;
  4484. if ( sd && dstmd->status.mode&MD_BOSS )
  4485. {
  4486. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4487. break;
  4488. }
  4489. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  4490. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4491. mob_class_change(dstmd,class_);
  4492. if( tsc && dstmd->status.mode&MD_BOSS )
  4493. {
  4494. 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 };
  4495. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  4496. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  4497. for (i = 0; i < ARRAYLENGTH(scs); i++)
  4498. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  4499. }
  4500. }
  4501. break;
  4502. case SA_DEATH:
  4503. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  4504. {
  4505. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4506. break;
  4507. }
  4508. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4509. status_kill(bl);
  4510. break;
  4511. case SA_REVERSEORCISH:
  4512. clif_skill_nodamage(src,bl,skillid,skilllv,
  4513. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4514. break;
  4515. case SA_FORTUNE:
  4516. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4517. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  4518. break;
  4519. case SA_TAMINGMONSTER:
  4520. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4521. if (sd && dstmd) {
  4522. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  4523. if( i < MAX_PET_DB )
  4524. pet_catch_process1(sd, dstmd->class_);
  4525. }
  4526. break;
  4527. case CR_PROVIDENCE:
  4528. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  4529. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  4530. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4531. map_freeblock_unlock();
  4532. return 1;
  4533. }
  4534. }
  4535. clif_skill_nodamage(src,bl,skillid,skilllv,
  4536. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4537. break;
  4538. case CG_MARIONETTE:
  4539. {
  4540. struct status_change* sc = status_get_sc(src);
  4541. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  4542. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  4543. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4544. map_freeblock_unlock();
  4545. return 1;
  4546. }
  4547. if( sc && tsc )
  4548. {
  4549. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  4550. {
  4551. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  4552. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  4553. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4554. }
  4555. else
  4556. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  4557. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  4558. {
  4559. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  4560. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  4561. }
  4562. else
  4563. {
  4564. if( sd )
  4565. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4566. map_freeblock_unlock();
  4567. return 1;
  4568. }
  4569. }
  4570. }
  4571. break;
  4572. case RG_CLOSECONFINE:
  4573. clif_skill_nodamage(src,bl,skillid,skilllv,
  4574. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  4575. break;
  4576. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  4577. case SA_FROSTWEAPON:
  4578. case SA_LIGHTNINGLOADER:
  4579. case SA_SEISMICWEAPON:
  4580. if (dstsd) {
  4581. if(dstsd->status.weapon == W_FIST ||
  4582. (dstsd->sc.count && !dstsd->sc.data[type] &&
  4583. ( //Allow re-enchanting to lenghten time. [Skotlex]
  4584. dstsd->sc.data[SC_FIREWEAPON] ||
  4585. dstsd->sc.data[SC_WATERWEAPON] ||
  4586. dstsd->sc.data[SC_WINDWEAPON] ||
  4587. dstsd->sc.data[SC_EARTHWEAPON] ||
  4588. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4589. dstsd->sc.data[SC_GHOSTWEAPON] ||
  4590. dstsd->sc.data[SC_ENCPOISON]
  4591. ))
  4592. ) {
  4593. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4594. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4595. break;
  4596. }
  4597. }
  4598. // 100% success rate at lv4 & 5, but lasts longer at lv5
  4599. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  4600. if (sd)
  4601. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4602. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  4603. clif_displaymessage(sd->fd, msg_txt(669));
  4604. }
  4605. break;
  4606. case PR_ASPERSIO:
  4607. if (sd && dstmd) {
  4608. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4609. break;
  4610. }
  4611. clif_skill_nodamage(src,bl,skillid,skilllv,
  4612. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4613. break;
  4614. case ITEM_ENCHANTARMS:
  4615. clif_skill_nodamage(src,bl,skillid,skilllv,
  4616. sc_start2(bl,type,100,skilllv,
  4617. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  4618. break;
  4619. case TK_SEVENWIND:
  4620. switch(skill_get_ele(skillid,skilllv)) {
  4621. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4622. case ELE_WIND : type = SC_WINDWEAPON; break;
  4623. case ELE_WATER : type = SC_WATERWEAPON; break;
  4624. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4625. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4626. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4627. case ELE_HOLY : type = SC_ASPERSIO; break;
  4628. }
  4629. clif_skill_nodamage(src,bl,skillid,skilllv,
  4630. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4631. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  4632. break;
  4633. case PR_KYRIE:
  4634. case MER_KYRIE:
  4635. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4636. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4637. break;
  4638. //Passive Magnum, should had been casted on yourself.
  4639. case SM_MAGNUM:
  4640. case MS_MAGNUM:
  4641. skill_area_temp[1] = 0;
  4642. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  4643. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4644. clif_skill_nodamage (src,src,skillid,skilllv,1);
  4645. // Initiate 10% of your damage becomes fire element.
  4646. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  4647. if( sd )
  4648. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  4649. else if( bl->type == BL_MER )
  4650. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  4651. break;
  4652. case TK_JUMPKICK:
  4653. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  4654. if( battle_check_target(src, bl, BCT_ENEMY) > 0 )
  4655. {
  4656. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4657. {
  4658. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  4659. clif_slide(src,bl->x,bl->y);
  4660. }
  4661. }
  4662. else
  4663. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  4664. break;
  4665. case AL_INCAGI:
  4666. case AL_BLESSING:
  4667. case MER_INCAGI:
  4668. case MER_BLESSING:
  4669. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4670. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  4671. break;
  4672. }
  4673. case PR_SLOWPOISON:
  4674. case PR_IMPOSITIO:
  4675. case PR_LEXAETERNA:
  4676. case PR_SUFFRAGIUM:
  4677. case PR_BENEDICTIO:
  4678. case LK_BERSERK:
  4679. case MS_BERSERK:
  4680. case KN_AUTOCOUNTER:
  4681. case KN_TWOHANDQUICKEN:
  4682. case KN_ONEHAND:
  4683. case MER_QUICKEN:
  4684. case CR_SPEARQUICKEN:
  4685. case CR_REFLECTSHIELD:
  4686. case MS_REFLECTSHIELD:
  4687. case AS_POISONREACT:
  4688. case MC_LOUD:
  4689. case MG_ENERGYCOAT:
  4690. case MO_EXPLOSIONSPIRITS:
  4691. case MO_STEELBODY:
  4692. case MO_BLADESTOP:
  4693. case LK_AURABLADE:
  4694. case LK_PARRYING:
  4695. case MS_PARRYING:
  4696. case LK_CONCENTRATION:
  4697. case WS_CARTBOOST:
  4698. case SN_SIGHT:
  4699. case WS_MELTDOWN:
  4700. case WS_OVERTHRUSTMAX:
  4701. case ST_REJECTSWORD:
  4702. case HW_MAGICPOWER:
  4703. case PF_MEMORIZE:
  4704. case PA_SACRIFICE:
  4705. case ASC_EDP:
  4706. case PF_DOUBLECASTING:
  4707. case SG_SUN_COMFORT:
  4708. case SG_MOON_COMFORT:
  4709. case SG_STAR_COMFORT:
  4710. case NPC_HALLUCINATION:
  4711. case GS_MADNESSCANCEL:
  4712. case GS_ADJUSTMENT:
  4713. case GS_INCREASING:
  4714. case NJ_KASUMIKIRI:
  4715. case NJ_UTSUSEMI:
  4716. case NJ_NEN:
  4717. case NPC_DEFENDER:
  4718. case NPC_MAGICMIRROR:
  4719. case ST_PRESERVE:
  4720. case NPC_INVINCIBLE:
  4721. case NPC_INVINCIBLEOFF:
  4722. case RK_DEATHBOUND:
  4723. case AB_RENOVATIO:
  4724. case AB_EXPIATIO:
  4725. case AB_DUPLELIGHT:
  4726. case AB_SECRAMENT:
  4727. case NC_ACCELERATION:
  4728. case NC_HOVERING:
  4729. case NC_SHAPESHIFT:
  4730. case WL_RECOGNIZEDSPELL:
  4731. case GC_VENOMIMPRESS:
  4732. case SC_DEADLYINFECT:
  4733. case LG_EXEEDBREAK:
  4734. case LG_PRESTIGE:
  4735. case SR_CRESCENTELBOW:
  4736. case SR_LIGHTNINGWALK:
  4737. case SR_GENTLETOUCH_ENERGYGAIN:
  4738. case GN_CARTBOOST:
  4739. case KO_MEIKYOUSISUI:
  4740. clif_skill_nodamage(src,bl,skillid,skilllv,
  4741. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4742. break;
  4743. case SO_STRIKING:
  4744. if (sd) {
  4745. int bonus = 25 + 10 * skilllv;
  4746. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  4747. clif_skill_nodamage( src, bl, skillid, skilllv,
  4748. battle_check_target(src,bl,BCT_PARTY) ?
  4749. sc_start2(bl, type, 100, skilllv, bonus, skill_get_time(skillid,skilllv)) :
  4750. 0
  4751. );
  4752. }
  4753. break;
  4754. case NPC_STOP:
  4755. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4756. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4757. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4758. break;
  4759. case HP_ASSUMPTIO:
  4760. if( sd && dstmd )
  4761. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4762. else
  4763. clif_skill_nodamage(src,bl,skillid,skilllv,
  4764. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4765. break;
  4766. case MG_SIGHT:
  4767. case MER_SIGHT:
  4768. case AL_RUWACH:
  4769. case WZ_SIGHTBLASTER:
  4770. case NPC_WIDESIGHT:
  4771. case NPC_STONESKIN:
  4772. case NPC_ANTIMAGIC:
  4773. clif_skill_nodamage(src,bl,skillid,skilllv,
  4774. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4775. break;
  4776. case HLIF_AVOID:
  4777. case HAMI_DEFENCE:
  4778. i = skill_get_time(skillid,skilllv);
  4779. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4780. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4781. break;
  4782. case NJ_BUNSINJYUTSU:
  4783. clif_skill_nodamage(src,bl,skillid,skilllv,
  4784. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4785. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4786. break;
  4787. /* Was modified to only affect targetted char. [Skotlex]
  4788. case HP_ASSUMPTIO:
  4789. if (flag&1)
  4790. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4791. else
  4792. {
  4793. map_foreachinrange(skill_area_sub, bl,
  4794. skill_get_splash(skillid, skilllv), BL_PC,
  4795. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4796. skill_castend_nodamage_id);
  4797. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4798. }
  4799. break;
  4800. */
  4801. case SM_ENDURE:
  4802. clif_skill_nodamage(src,bl,skillid,skilllv,
  4803. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4804. if (sd)
  4805. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4806. break;
  4807. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4808. if (sd && dstsd && dstsd->sc.count) {
  4809. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4810. dstsd->sc.data[SC_WATERWEAPON] ||
  4811. dstsd->sc.data[SC_WINDWEAPON] ||
  4812. dstsd->sc.data[SC_EARTHWEAPON] ||
  4813. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4814. dstsd->sc.data[SC_GHOSTWEAPON]
  4815. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4816. ) {
  4817. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4818. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4819. break;
  4820. }
  4821. }
  4822. clif_skill_nodamage(src,bl,skillid,skilllv,
  4823. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4824. break;
  4825. case LK_TENSIONRELAX:
  4826. clif_skill_nodamage(src,bl,skillid,skilllv,
  4827. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4828. skill_get_time(skillid,skilllv)));
  4829. break;
  4830. case MC_CHANGECART:
  4831. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4832. break;
  4833. case TK_MISSION:
  4834. if (sd) {
  4835. int id;
  4836. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  4837. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4838. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4839. break;
  4840. }
  4841. id = mob_get_random_id(0,0xF, sd->status.base_level);
  4842. if (!id) {
  4843. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4844. break;
  4845. }
  4846. sd->mission_mobid = id;
  4847. sd->mission_count = 0;
  4848. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4849. clif_mission_info(sd, id, 0);
  4850. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4851. }
  4852. break;
  4853. case AC_CONCENTRATION:
  4854. {
  4855. clif_skill_nodamage(src,bl,skillid,skilllv,
  4856. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4857. map_foreachinrange( status_change_timer_sub, src,
  4858. skill_get_splash(skillid, skilllv), BL_CHAR,
  4859. src,NULL,type,tick);
  4860. }
  4861. break;
  4862. case SM_PROVOKE:
  4863. case SM_SELFPROVOKE:
  4864. case MER_PROVOKE:
  4865. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4866. {
  4867. map_freeblock_unlock();
  4868. return 1;
  4869. }
  4870. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4871. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4872. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  4873. if( !i )
  4874. {
  4875. if( sd )
  4876. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4877. map_freeblock_unlock();
  4878. return 0;
  4879. }
  4880. unit_skillcastcancel(bl, 2);
  4881. if( tsc && tsc->count )
  4882. {
  4883. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4884. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4885. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4886. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4887. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4888. }
  4889. if( dstmd )
  4890. {
  4891. dstmd->state.provoke_flag = src->id;
  4892. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4893. }
  4894. break;
  4895. case ML_DEVOTION:
  4896. case CR_DEVOTION:
  4897. {
  4898. int count, lv;
  4899. if( !dstsd || (!sd && !mer) )
  4900. { // Only players can be devoted
  4901. if( sd )
  4902. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4903. break;
  4904. }
  4905. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4906. lv = -lv;
  4907. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4908. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4909. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4910. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4911. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4912. {
  4913. if( sd )
  4914. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  4915. map_freeblock_unlock();
  4916. return 1;
  4917. }
  4918. i = 0;
  4919. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  4920. if( sd )
  4921. { // Player Devoting Player
  4922. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  4923. if( i == count )
  4924. {
  4925. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  4926. if( i == count )
  4927. { // No free slots, skill Fail
  4928. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  4929. map_freeblock_unlock();
  4930. return 1;
  4931. }
  4932. }
  4933. sd->devotion[i] = bl->id;
  4934. }
  4935. else
  4936. mer->devotion_flag = 1; // Mercenary Devoting Owner
  4937. clif_skill_nodamage(src, bl, skillid, skilllv,
  4938. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  4939. clif_devotion(src, NULL);
  4940. }
  4941. break;
  4942. case MO_CALLSPIRITS:
  4943. if(sd) {
  4944. int limit = skilllv;
  4945. if( sd->sc.data[SC_RAISINGDRAGON] )
  4946. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  4947. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4948. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  4949. }
  4950. break;
  4951. case CH_SOULCOLLECT:
  4952. if(sd) {
  4953. int limit = 5;
  4954. if( sd->sc.data[SC_RAISINGDRAGON] )
  4955. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  4956. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4957. for (i = 0; i < limit; i++)
  4958. pc_addspiritball(sd,skill_get_time(skillid,skilllv),limit);
  4959. }
  4960. break;
  4961. case MO_KITRANSLATION:
  4962. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  4963. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  4964. }
  4965. break;
  4966. case TK_TURNKICK:
  4967. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  4968. if (skill_area_temp[1] != bl->id) {
  4969. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  4970. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  4971. }
  4972. break;
  4973. case MO_ABSORBSPIRITS:
  4974. i = 0;
  4975. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  4976. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  4977. i = dstsd->spiritball * 7;
  4978. pc_delspiritball(dstsd,dstsd->spiritball,0);
  4979. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  4980. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  4981. i = 2 * dstmd->level;
  4982. mob_target(dstmd,src,0);
  4983. }
  4984. if (i) status_heal(src, 0, i, 3);
  4985. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  4986. break;
  4987. case AC_MAKINGARROW:
  4988. if(sd) {
  4989. clif_arrow_create_list(sd);
  4990. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4991. }
  4992. break;
  4993. case AM_PHARMACY:
  4994. if(sd) {
  4995. clif_skill_produce_mix_list(sd,skillid,22);
  4996. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4997. }
  4998. break;
  4999. case SA_CREATECON:
  5000. if(sd) {
  5001. clif_elementalconverter_list(sd);
  5002. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5003. }
  5004. break;
  5005. case BS_HAMMERFALL:
  5006. clif_skill_nodamage(src,bl,skillid,skilllv,
  5007. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  5008. break;
  5009. case RG_RAID:
  5010. skill_area_temp[1] = 0;
  5011. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5012. map_foreachinrange(skill_area_sub, bl,
  5013. skill_get_splash(skillid, skilllv), splash_target(src),
  5014. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5015. skill_castend_damage_id);
  5016. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5017. break;
  5018. case ASC_METEORASSAULT:
  5019. case GS_SPREADATTACK:
  5020. case RK_STORMBLAST:
  5021. case NC_AXETORNADO:
  5022. case GC_COUNTERSLASH:
  5023. case SR_SKYNETBLOW:
  5024. case SR_RAMPAGEBLASTER:
  5025. case SR_HOWLINGOFLION:
  5026. case KO_HAPPOKUNAI:
  5027. skill_area_temp[1] = 0;
  5028. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5029. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  5030. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5031. if( !i && ( skillid == NC_AXETORNADO || skillid == SR_SKYNETBLOW || skillid == KO_HAPPOKUNAI ) )
  5032. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  5033. break;
  5034. case NC_EMERGENCYCOOL:
  5035. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5036. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  5037. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  5038. break;
  5039. case SR_WINDMILL:
  5040. case GN_CART_TORNADO:
  5041. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5042. case SR_EARTHSHAKER:
  5043. case NC_INFRAREDSCAN:
  5044. case NPC_EARTHQUAKE:
  5045. case NPC_VAMPIRE_GIFT:
  5046. case NPC_HELLJUDGEMENT:
  5047. case NPC_PULSESTRIKE:
  5048. case LG_MOONSLASHER:
  5049. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  5050. break;
  5051. case KN_BRANDISHSPEAR:
  5052. case ML_BRANDISH:
  5053. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  5054. break;
  5055. case WZ_SIGHTRASHER:
  5056. //Passive side of the attack.
  5057. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  5058. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5059. map_foreachinrange(skill_area_sub,src,
  5060. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  5061. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5062. skill_castend_damage_id);
  5063. break;
  5064. case NJ_HYOUSYOURAKU:
  5065. case NJ_RAIGEKISAI:
  5066. case WZ_FROSTNOVA:
  5067. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5068. skill_area_temp[1] = 0;
  5069. map_foreachinrange(skill_attack_area, src,
  5070. skill_get_splash(skillid, skilllv), splash_target(src),
  5071. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  5072. break;
  5073. case HVAN_EXPLOSION: //[orn]
  5074. case NPC_SELFDESTRUCTION:
  5075. //Self Destruction hits everyone in range (allies+enemies)
  5076. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  5077. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  5078. BCT_ENEMY:BCT_ALL;
  5079. clif_skill_nodamage(src, src, skillid, -1, 1);
  5080. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  5081. map_foreachinrange(skill_area_sub, bl,
  5082. skill_get_splash(skillid, skilllv), splash_target(src),
  5083. src, skillid, skilllv, tick, flag|i,
  5084. skill_castend_damage_id);
  5085. map_addblock(src);
  5086. status_damage(src, src, sstatus->max_hp,0,0,1);
  5087. break;
  5088. case AL_ANGELUS:
  5089. case PR_MAGNIFICAT:
  5090. case PR_GLORIA:
  5091. case SN_WINDWALK:
  5092. case CASH_BLESSING:
  5093. case CASH_INCAGI:
  5094. case CASH_ASSUMPTIO:
  5095. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  5096. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5097. else if( sd )
  5098. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5099. break;
  5100. case MER_MAGNIFICAT:
  5101. if( mer != NULL )
  5102. {
  5103. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5104. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  5105. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  5106. else if( mer->master && !(flag&1) )
  5107. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5108. }
  5109. break;
  5110. case BS_ADRENALINE:
  5111. case BS_ADRENALINE2:
  5112. case BS_WEAPONPERFECT:
  5113. case BS_OVERTHRUST:
  5114. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  5115. clif_skill_nodamage(bl,bl,skillid,skilllv,
  5116. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  5117. } else if (sd) {
  5118. party_foreachsamemap(skill_area_sub,
  5119. sd,skill_get_splash(skillid, skilllv),
  5120. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  5121. skill_castend_nodamage_id);
  5122. }
  5123. break;
  5124. case BS_MAXIMIZE:
  5125. case NV_TRICKDEAD:
  5126. case CR_DEFENDER:
  5127. case ML_DEFENDER:
  5128. case CR_AUTOGUARD:
  5129. case ML_AUTOGUARD:
  5130. case TK_READYSTORM:
  5131. case TK_READYDOWN:
  5132. case TK_READYTURN:
  5133. case TK_READYCOUNTER:
  5134. case TK_DODGE:
  5135. case CR_SHRINK:
  5136. case SG_FUSION:
  5137. case GS_GATLINGFEVER:
  5138. if( tsce )
  5139. {
  5140. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5141. map_freeblock_unlock();
  5142. return 0;
  5143. }
  5144. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5145. break;
  5146. case SL_KAITE:
  5147. case SL_KAAHI:
  5148. case SL_KAIZEL:
  5149. case SL_KAUPE:
  5150. if (sd) {
  5151. if (!dstsd || !(
  5152. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  5153. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  5154. dstsd->status.char_id == sd->status.char_id ||
  5155. dstsd->status.char_id == sd->status.partner_id ||
  5156. dstsd->status.char_id == sd->status.child
  5157. )) {
  5158. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  5159. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5160. break;
  5161. }
  5162. }
  5163. clif_skill_nodamage(src,bl,skillid,skilllv,
  5164. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  5165. break;
  5166. case SM_AUTOBERSERK:
  5167. case MER_AUTOBERSERK:
  5168. if( tsce )
  5169. i = status_change_end(bl, type, INVALID_TIMER);
  5170. else
  5171. i = sc_start(bl,type,100,skilllv,60000);
  5172. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5173. break;
  5174. case TF_HIDING:
  5175. case ST_CHASEWALK:
  5176. case KO_YAMIKUMO:
  5177. if (tsce)
  5178. {
  5179. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  5180. map_freeblock_unlock();
  5181. return 0;
  5182. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  5183. //Mado Gear cannot hide
  5184. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5185. map_freeblock_unlock();
  5186. return 0;
  5187. }
  5188. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5189. break;
  5190. case TK_RUN:
  5191. if (tsce)
  5192. {
  5193. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  5194. map_freeblock_unlock();
  5195. return 0;
  5196. }
  5197. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  5198. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  5199. clif_walkok(sd); // So aegis has to resend the walk ok.
  5200. break;
  5201. case AS_CLOAKING:
  5202. case GC_CLOAKINGEXCEED:
  5203. case LG_FORCEOFVANGUARD:
  5204. case SC_REPRODUCE:
  5205. case SC_INVISIBILITY:
  5206. if (tsce) {
  5207. i = status_change_end(bl, type, INVALID_TIMER);
  5208. if( i )
  5209. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5210. else if( sd )
  5211. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5212. map_freeblock_unlock();
  5213. return 0;
  5214. }
  5215. case RA_CAMOUFLAGE:
  5216. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5217. if( i )
  5218. clif_skill_nodamage(src,bl,skillid,( skillid == LG_FORCEOFVANGUARD ) ? skilllv : -1,i);
  5219. else if( sd )
  5220. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5221. break;
  5222. case BD_ADAPTATION:
  5223. if(tsc && tsc->data[SC_DANCING]){
  5224. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5225. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  5226. }
  5227. break;
  5228. case BA_FROSTJOKER:
  5229. case DC_SCREAM:
  5230. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5231. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  5232. if (md) {
  5233. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  5234. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  5235. char temp[70];
  5236. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  5237. clif_message(&md->bl,temp);
  5238. }
  5239. break;
  5240. case BA_PANGVOICE:
  5241. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  5242. break;
  5243. case DC_WINKCHARM:
  5244. if( dstsd )
  5245. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  5246. else
  5247. if( dstmd )
  5248. {
  5249. if( status_get_lv(src) > status_get_lv(bl)
  5250. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  5251. && !(tstatus->mode&MD_BOSS) )
  5252. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv)));
  5253. else
  5254. {
  5255. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5256. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5257. }
  5258. }
  5259. break;
  5260. case TF_STEAL:
  5261. if(sd) {
  5262. if(pc_steal_item(sd,bl,skilllv))
  5263. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5264. else
  5265. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  5266. }
  5267. break;
  5268. case RG_STEALCOIN:
  5269. if(sd) {
  5270. if(pc_steal_coin(sd,bl))
  5271. {
  5272. dstmd->state.provoke_flag = src->id;
  5273. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  5274. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5275. }
  5276. else
  5277. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5278. }
  5279. break;
  5280. case MG_STONECURSE:
  5281. {
  5282. if (tstatus->mode&MD_BOSS) {
  5283. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5284. break;
  5285. }
  5286. if(status_isimmune(bl) || !tsc)
  5287. break;
  5288. if (tsc->data[SC_STONE]) {
  5289. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5290. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5291. break;
  5292. }
  5293. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  5294. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  5295. skill_get_time2(skillid,skilllv)))
  5296. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5297. else if(sd) {
  5298. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5299. // Level 6-10 doesn't consume a red gem if it fails [celest]
  5300. if (skilllv > 5)
  5301. { // not to consume items
  5302. map_freeblock_unlock();
  5303. return 0;
  5304. }
  5305. }
  5306. }
  5307. break;
  5308. case NV_FIRSTAID:
  5309. clif_skill_nodamage(src,bl,skillid,5,1);
  5310. status_heal(bl,5,0,0);
  5311. break;
  5312. case AL_CURE:
  5313. if(status_isimmune(bl)) {
  5314. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5315. break;
  5316. }
  5317. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5318. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5319. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5320. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5321. break;
  5322. case TF_DETOXIFY:
  5323. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5324. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5325. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  5326. break;
  5327. case PR_STRECOVERY:
  5328. if(status_isimmune(bl)) {
  5329. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5330. break;
  5331. }
  5332. if (tsc && tsc->opt1) {
  5333. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5334. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5335. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5336. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5337. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  5338. }
  5339. //Is this equation really right? It looks so... special.
  5340. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  5341. {
  5342. status_change_start(bl, SC_BLIND,
  5343. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  5344. 1,0,0,0,
  5345. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  5346. }
  5347. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5348. if(dstmd)
  5349. mob_unlocktarget(dstmd,tick);
  5350. break;
  5351. // Mercenary Supportive Skills
  5352. case MER_BENEDICTION:
  5353. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5354. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5355. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5356. break;
  5357. case MER_COMPRESS:
  5358. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  5359. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5360. break;
  5361. case MER_MENTALCURE:
  5362. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  5363. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5364. break;
  5365. case MER_RECUPERATE:
  5366. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5367. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  5368. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5369. break;
  5370. case MER_REGAIN:
  5371. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5372. status_change_end(bl, SC_STUN, INVALID_TIMER);
  5373. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5374. break;
  5375. case MER_TENDER:
  5376. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5377. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5378. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5379. break;
  5380. case MER_SCAPEGOAT:
  5381. if( mer && mer->master )
  5382. {
  5383. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  5384. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  5385. }
  5386. break;
  5387. case MER_ESTIMATION:
  5388. if( !mer )
  5389. break;
  5390. sd = mer->master;
  5391. case WZ_ESTIMATION:
  5392. if( sd == NULL )
  5393. break;
  5394. if( dstsd )
  5395. { // Fail on Players
  5396. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5397. break;
  5398. }
  5399. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  5400. break; // Cannot be Used on Emperium
  5401. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5402. clif_skill_estimation(sd, bl);
  5403. if( skillid == MER_ESTIMATION )
  5404. sd = NULL;
  5405. break;
  5406. case BS_REPAIRWEAPON:
  5407. if(sd && dstsd)
  5408. clif_item_repair_list(sd,dstsd,skilllv);
  5409. break;
  5410. case MC_IDENTIFY:
  5411. if(sd)
  5412. clif_item_identify_list(sd);
  5413. break;
  5414. // Weapon Refining [Celest]
  5415. case WS_WEAPONREFINE:
  5416. if(sd)
  5417. clif_item_refine_list(sd);
  5418. break;
  5419. case MC_VENDING:
  5420. if(sd)
  5421. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  5422. if ( !pc_can_give_items(sd) )
  5423. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5424. else {
  5425. sd->state.prevend = 1;
  5426. clif_openvendingreq(sd,2+skilllv);
  5427. }
  5428. }
  5429. break;
  5430. case AL_TELEPORT:
  5431. if(sd)
  5432. {
  5433. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  5434. clif_skill_teleportmessage(sd,0);
  5435. break;
  5436. }
  5437. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  5438. char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_TELEPORT));
  5439. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  5440. break;
  5441. }
  5442. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  5443. {
  5444. if( skilllv == 1 )
  5445. pc_randomwarp(sd,CLR_TELEPORT);
  5446. else
  5447. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  5448. break;
  5449. }
  5450. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5451. if( skilllv == 1 )
  5452. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  5453. else
  5454. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  5455. } else
  5456. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5457. break;
  5458. case NPC_EXPULSION:
  5459. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5460. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  5461. break;
  5462. case AL_HOLYWATER:
  5463. if(sd) {
  5464. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  5465. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5466. else
  5467. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5468. }
  5469. break;
  5470. case TF_PICKSTONE:
  5471. if(sd) {
  5472. int eflag;
  5473. struct item item_tmp;
  5474. struct block_list tbl;
  5475. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5476. memset(&item_tmp,0,sizeof(item_tmp));
  5477. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  5478. item_tmp.nameid = ITEMID_STONE;
  5479. item_tmp.identify = 1;
  5480. tbl.id = 0;
  5481. clif_takeitem(&sd->bl,&tbl);
  5482. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  5483. if(eflag) {
  5484. clif_additem(sd,0,0,eflag);
  5485. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5486. }
  5487. }
  5488. break;
  5489. case ASC_CDP:
  5490. if(sd) {
  5491. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5492. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  5493. }
  5494. break;
  5495. case RG_STRIPWEAPON:
  5496. case RG_STRIPSHIELD:
  5497. case RG_STRIPARMOR:
  5498. case RG_STRIPHELM:
  5499. case ST_FULLSTRIP:
  5500. case GC_WEAPONCRUSH:
  5501. case SC_STRIPACCESSARY: {
  5502. unsigned short location = 0;
  5503. int d = 0;
  5504. //Rate in percent
  5505. if ( skillid == ST_FULLSTRIP ) {
  5506. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  5507. } else if( skillid == SC_STRIPACCESSARY ) {
  5508. i = 12 + 2 * skilllv + (sstatus->dex - tstatus->dex)/5;
  5509. } else {
  5510. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  5511. }
  5512. if (i < 5) i = 5; //Minimum rate 5%
  5513. //Duration in ms
  5514. if( skillid == GC_WEAPONCRUSH){
  5515. d = skill_get_time(skillid,skilllv);
  5516. if(bl->type == BL_PC)
  5517. d += skilllv * 15 + (sstatus->dex - tstatus->dex);
  5518. else
  5519. d += skilllv * 30 + (sstatus->dex - tstatus->dex) / 2;
  5520. }else
  5521. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  5522. if (d < 0) d = 0; //Minimum duration 0ms
  5523. switch (skillid) {
  5524. case RG_STRIPWEAPON:
  5525. case GC_WEAPONCRUSH:
  5526. location = EQP_WEAPON;
  5527. break;
  5528. case RG_STRIPSHIELD:
  5529. location = EQP_SHIELD;
  5530. break;
  5531. case RG_STRIPARMOR:
  5532. location = EQP_ARMOR;
  5533. break;
  5534. case RG_STRIPHELM:
  5535. location = EQP_HELM;
  5536. break;
  5537. case ST_FULLSTRIP:
  5538. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  5539. break;
  5540. case SC_STRIPACCESSARY:
  5541. location = EQP_ACC;
  5542. break;
  5543. }
  5544. //Special message when trying to use strip on FCP [Jobbie]
  5545. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  5546. {
  5547. clif_gospel_info(sd, 0x28);
  5548. break;
  5549. }
  5550. //Attempts to strip at rate i and duration d
  5551. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  5552. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  5553. //Nothing stripped.
  5554. if( sd && !i )
  5555. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5556. break;
  5557. }
  5558. case AM_BERSERKPITCHER:
  5559. case AM_POTIONPITCHER: {
  5560. int i,x,hp = 0,sp = 0,bonus=100;
  5561. if( dstmd && dstmd->class_ == MOBID_EMPERIUM ) {
  5562. map_freeblock_unlock();
  5563. return 1;
  5564. }
  5565. if( sd ) {
  5566. x = skilllv%11 - 1;
  5567. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  5568. if( i < 0 || skill_db[skillid].itemid[x] <= 0 ) {
  5569. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5570. map_freeblock_unlock();
  5571. return 1;
  5572. }
  5573. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  5574. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5575. map_freeblock_unlock();
  5576. return 1;
  5577. }
  5578. if( skillid == AM_BERSERKPITCHER ) {
  5579. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv ) {
  5580. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5581. map_freeblock_unlock();
  5582. return 1;
  5583. }
  5584. }
  5585. potion_flag = 1;
  5586. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  5587. potion_target = bl->id;
  5588. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  5589. potion_flag = potion_target = 0;
  5590. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  5591. bonus += sd->status.base_level;
  5592. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  5593. hp = tstatus->max_hp * potion_per_hp / 100;
  5594. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5595. if( dstsd ) {
  5596. sp = dstsd->status.max_sp * potion_per_sp / 100;
  5597. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5598. }
  5599. } else {
  5600. if( potion_hp > 0 ) {
  5601. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5602. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5603. if( dstsd )
  5604. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5605. }
  5606. if( potion_sp > 0 ) {
  5607. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  5608. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  5609. if( dstsd )
  5610. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  5611. }
  5612. }
  5613. if (sd->itemgrouphealrate[IG_POTION]>0) {
  5614. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  5615. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  5616. }
  5617. if( (i = pc_skillheal_bonus(sd, skillid)) ) {
  5618. hp += hp * i / 100;
  5619. sp += sp * i / 100;
  5620. }
  5621. } else {
  5622. hp = (1 + rnd()%400) * (100 + skilllv*10) / 100;
  5623. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5624. if( dstsd )
  5625. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5626. }
  5627. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) ) {
  5628. hp += hp * i / 100;
  5629. sp += sp * i / 100;
  5630. }
  5631. if( tsc && tsc->count ) {
  5632. if( tsc->data[SC_CRITICALWOUND] ) {
  5633. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5634. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5635. }
  5636. if( tsc->data[SC_DEATHHURT] ) {
  5637. hp -= hp * 20 / 100;
  5638. sp -= sp * 20 / 100;
  5639. }
  5640. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  5641. hp += hp / 10;
  5642. sp += sp / 10;
  5643. }
  5644. }
  5645. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5646. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  5647. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5648. if( sp > 0 )
  5649. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5650. status_heal(bl,hp,sp,0);
  5651. }
  5652. break;
  5653. case AM_CP_WEAPON:
  5654. case AM_CP_SHIELD:
  5655. case AM_CP_ARMOR:
  5656. case AM_CP_HELM:
  5657. {
  5658. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  5659. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skillid - AM_CP_WEAPON]) < 0 ) ) ){
  5660. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5661. map_freeblock_unlock(); // Don't consume item requirements
  5662. return 0;
  5663. }
  5664. clif_skill_nodamage(src,bl,skillid,skilllv,
  5665. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5666. }
  5667. break;
  5668. case AM_TWILIGHT1:
  5669. if (sd) {
  5670. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5671. //Prepare 200 White Potions.
  5672. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  5673. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5674. }
  5675. break;
  5676. case AM_TWILIGHT2:
  5677. if (sd) {
  5678. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5679. //Prepare 200 Slim White Potions.
  5680. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  5681. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5682. }
  5683. break;
  5684. case AM_TWILIGHT3:
  5685. if (sd) {
  5686. int ebottle = pc_search_inventory(sd,713);
  5687. if( ebottle >= 0 )
  5688. ebottle = sd->status.inventory[ebottle].amount;
  5689. //check if you can produce all three, if not, then fail:
  5690. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5691. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5692. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5693. || ebottle < 200 //200 empty bottle are required at total.
  5694. ) {
  5695. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5696. break;
  5697. }
  5698. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5699. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  5700. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  5701. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  5702. }
  5703. break;
  5704. case SA_DISPELL:
  5705. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  5706. {
  5707. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5708. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5709. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5710. || rnd()%100 >= 50+10*skilllv
  5711. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5712. {
  5713. if (sd)
  5714. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5715. break;
  5716. }
  5717. if(status_isimmune(bl) || !tsc || !tsc->count)
  5718. break;
  5719. for(i=0;i<SC_MAX;i++)
  5720. {
  5721. if (!tsc->data[i])
  5722. continue;
  5723. switch (i) {
  5724. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5725. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5726. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5727. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5728. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5729. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5730. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5731. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5732. case SC_EDP: case SC_AUTOBERSERK:
  5733. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5734. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5735. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5736. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5737. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5738. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5739. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5740. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5741. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5742. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5743. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5744. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5745. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5746. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5747. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5748. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5749. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5750. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  5751. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  5752. //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  5753. //case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  5754. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  5755. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  5756. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  5757. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  5758. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  5759. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  5760. #ifdef RENEWAL
  5761. case SC_EXTREMITYFIST2:
  5762. #endif
  5763. continue;
  5764. /**
  5765. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5766. **/
  5767. case SC_WHISTLE:
  5768. case SC_ASSNCROS:
  5769. case SC_POEMBRAGI:
  5770. case SC_APPLEIDUN:
  5771. case SC_HUMMING:
  5772. case SC_DONTFORGETME:
  5773. case SC_FORTUNE:
  5774. case SC_SERVICE4U:
  5775. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5776. continue;
  5777. break;
  5778. case SC_ASSUMPTIO:
  5779. if( bl->type == BL_MOB )
  5780. continue;
  5781. break;
  5782. }
  5783. 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.
  5784. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5785. }
  5786. break;
  5787. }
  5788. //Affect all targets on splash area.
  5789. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5790. src, skillid, skilllv, tick, flag|1,
  5791. skill_castend_damage_id);
  5792. break;
  5793. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5794. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5795. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5796. break;
  5797. case TK_HIGHJUMP:
  5798. {
  5799. int x,y, dir = unit_getdir(src);
  5800. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5801. if( map[src->m].flag.noteleport &&
  5802. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5803. ) {
  5804. x = src->x;
  5805. y = src->y;
  5806. } else {
  5807. x = src->x + dirx[dir]*skilllv*2;
  5808. y = src->y + diry[dir]*skilllv*2;
  5809. }
  5810. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5811. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5812. clif_slide(src,x,y);
  5813. unit_movepos(src, x, y, 1, 0);
  5814. }
  5815. }
  5816. break;
  5817. case SA_CASTCANCEL:
  5818. case SO_SPELLFIST:
  5819. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5820. unit_skillcastcancel(src,1);
  5821. if(sd) {
  5822. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5823. if( skillid == SO_SPELLFIST ){
  5824. sc_start4(src,type,100,skilllv+1,skilllv,sd->skillid_old,sd->skilllv_old,skill_get_time(skillid,skilllv));
  5825. sd->skillid_old = sd->skilllv_old = 0;
  5826. break;
  5827. }
  5828. sp = sp * (90 - (skilllv-1)*20) / 100;
  5829. if(sp < 0) sp = 0;
  5830. status_zap(src, 0, sp);
  5831. }
  5832. break;
  5833. case SA_SPELLBREAKER:
  5834. {
  5835. int sp;
  5836. if(tsc && tsc->data[SC_MAGICROD]) {
  5837. sp = skill_get_sp(skillid,skilllv);
  5838. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5839. if(sp < 1) sp = 1;
  5840. status_heal(bl,0,sp,2);
  5841. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5842. } else {
  5843. struct unit_data *ud = unit_bl2ud(bl);
  5844. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5845. if (!ud || ud->skilltimer == INVALID_TIMER)
  5846. break; //Nothing to cancel.
  5847. bl_skillid = ud->skillid;
  5848. bl_skilllv = ud->skilllv;
  5849. if (tstatus->mode & MD_BOSS)
  5850. { //Only 10% success chance against bosses. [Skotlex]
  5851. if (rnd()%100 < 90)
  5852. {
  5853. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  5854. break;
  5855. }
  5856. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5857. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5858. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5859. unit_skillcastcancel(bl,0);
  5860. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5861. status_zap(bl, hp, sp);
  5862. if (hp && skilllv >= 5)
  5863. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5864. else
  5865. hp = 0;
  5866. if (sp) //Recover some of the SP used
  5867. sp = sp*(25*(skilllv-1))/100;
  5868. if(hp || sp)
  5869. status_heal(src, hp, sp, 2);
  5870. }
  5871. }
  5872. break;
  5873. case SA_MAGICROD:
  5874. clif_skill_nodamage(src,src,SA_MAGICROD,skilllv,1);
  5875. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5876. break;
  5877. case SA_AUTOSPELL:
  5878. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5879. if(sd)
  5880. clif_autospell(sd,skilllv);
  5881. else {
  5882. int maxlv=1,spellid=0;
  5883. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5884. if(skilllv >= 10) {
  5885. spellid = MG_FROSTDIVER;
  5886. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5887. // maxlv = 10;
  5888. // else
  5889. maxlv = skilllv - 9;
  5890. }
  5891. else if(skilllv >=8) {
  5892. spellid = MG_FIREBALL;
  5893. maxlv = skilllv - 7;
  5894. }
  5895. else if(skilllv >=5) {
  5896. spellid = MG_SOULSTRIKE;
  5897. maxlv = skilllv - 4;
  5898. }
  5899. else if(skilllv >=2) {
  5900. int i = rnd()%3;
  5901. spellid = spellarray[i];
  5902. maxlv = skilllv - 1;
  5903. }
  5904. else if(skilllv > 0) {
  5905. spellid = MG_NAPALMBEAT;
  5906. maxlv = 3;
  5907. }
  5908. if(spellid > 0)
  5909. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  5910. skill_get_time(SA_AUTOSPELL,skilllv));
  5911. }
  5912. break;
  5913. case BS_GREED:
  5914. if(sd){
  5915. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5916. map_foreachinrange(skill_greed,bl,
  5917. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  5918. }
  5919. break;
  5920. case SA_ELEMENTWATER:
  5921. case SA_ELEMENTFIRE:
  5922. case SA_ELEMENTGROUND:
  5923. case SA_ELEMENTWIND:
  5924. if(sd && !dstmd) //Only works on monsters.
  5925. break;
  5926. if(tstatus->mode&MD_BOSS)
  5927. break;
  5928. case NPC_ATTRICHANGE:
  5929. case NPC_CHANGEWATER:
  5930. case NPC_CHANGEGROUND:
  5931. case NPC_CHANGEFIRE:
  5932. case NPC_CHANGEWIND:
  5933. case NPC_CHANGEPOISON:
  5934. case NPC_CHANGEHOLY:
  5935. case NPC_CHANGEDARKNESS:
  5936. case NPC_CHANGETELEKINESIS:
  5937. clif_skill_nodamage(src,bl,skillid,skilllv,
  5938. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5939. skill_get_time(skillid, skilllv)));
  5940. break;
  5941. case NPC_CHANGEUNDEAD:
  5942. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  5943. //TO-DO This is ugly, fix it
  5944. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  5945. clif_skill_nodamage(src,bl,skillid,skilllv,
  5946. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5947. skill_get_time(skillid, skilllv)));
  5948. break;
  5949. case NPC_PROVOCATION:
  5950. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5951. if (md) mob_unlocktarget(md, tick);
  5952. break;
  5953. case NPC_KEEPING:
  5954. case NPC_BARRIER:
  5955. {
  5956. int skill_time = skill_get_time(skillid,skilllv);
  5957. struct unit_data *ud = unit_bl2ud(bl);
  5958. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  5959. sc_start(bl,type,100,skilllv,skill_time))
  5960. && ud) { //Disable attacking/acting/moving for skill's duration.
  5961. ud->attackabletime =
  5962. ud->canact_tick =
  5963. ud->canmove_tick = tick + skill_time;
  5964. }
  5965. }
  5966. break;
  5967. case NPC_REBIRTH:
  5968. if( md && md->state.rebirth )
  5969. break; // only works once
  5970. sc_start(bl,type,100,skilllv,-1);
  5971. break;
  5972. case NPC_DARKBLESSING:
  5973. clif_skill_nodamage(src,bl,skillid,skilllv,
  5974. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  5975. break;
  5976. case NPC_LICK:
  5977. status_zap(bl, 0, 100);
  5978. clif_skill_nodamage(src,bl,skillid,skilllv,
  5979. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  5980. break;
  5981. case NPC_SUICIDE:
  5982. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5983. status_kill(src); //When suiciding, neither exp nor drops is given.
  5984. break;
  5985. case NPC_SUMMONSLAVE:
  5986. case NPC_SUMMONMONSTER:
  5987. if(md && md->skillidx >= 0)
  5988. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  5989. break;
  5990. case NPC_CALLSLAVE:
  5991. mob_warpslave(src,MOB_SLAVEDISTANCE);
  5992. break;
  5993. case NPC_RANDOMMOVE:
  5994. if (md) {
  5995. md->next_walktime = tick - 1;
  5996. mob_randomwalk(md,tick);
  5997. }
  5998. break;
  5999. case NPC_SPEEDUP:
  6000. {
  6001. // or does it increase casting rate? just a guess xD
  6002. int i = SC_ASPDPOTION0 + skilllv - 1;
  6003. if (i > SC_ASPDPOTION3)
  6004. i = SC_ASPDPOTION3;
  6005. clif_skill_nodamage(src,bl,skillid,skilllv,
  6006. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  6007. }
  6008. break;
  6009. case NPC_REVENGE:
  6010. // not really needed... but adding here anyway ^^
  6011. if (md && md->master_id > 0) {
  6012. struct block_list *mbl, *tbl;
  6013. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  6014. (tbl = battle_gettargeted(mbl)) == NULL)
  6015. break;
  6016. md->state.provoke_flag = tbl->id;
  6017. mob_target(md, tbl, sstatus->rhw.range);
  6018. }
  6019. break;
  6020. case NPC_RUN:
  6021. {
  6022. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  6023. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  6024. unit_stop_attack(src);
  6025. //Run skillv tiles overriding the can-move check.
  6026. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  6027. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  6028. }
  6029. break;
  6030. case NPC_TRANSFORMATION:
  6031. case NPC_METAMORPHOSIS:
  6032. if(md && md->skillidx >= 0) {
  6033. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  6034. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  6035. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  6036. if (class_) mob_class_change(md, class_);
  6037. }
  6038. break;
  6039. case NPC_EMOTION_ON:
  6040. case NPC_EMOTION:
  6041. //va[0] is the emotion to use.
  6042. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  6043. //val[1] 'sets' the mode
  6044. //val[2] adds to the current mode
  6045. //val[3] removes from the current mode
  6046. //val[4] if set, asks to delete the previous mode change.
  6047. if(md && md->skillidx >= 0 && tsc)
  6048. {
  6049. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  6050. if(md->db->skill[md->skillidx].val[4] && tsce)
  6051. status_change_end(bl, type, INVALID_TIMER);
  6052. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  6053. sc_start4(src, type, 100, skilllv,
  6054. md->db->skill[md->skillidx].val[1],
  6055. md->db->skill[md->skillidx].val[2],
  6056. md->db->skill[md->skillidx].val[3],
  6057. skill_get_time(skillid, skilllv));
  6058. }
  6059. break;
  6060. case NPC_POWERUP:
  6061. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  6062. clif_skill_nodamage(src,bl,skillid,skilllv,
  6063. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6064. break;
  6065. case NPC_AGIUP:
  6066. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  6067. clif_skill_nodamage(src,bl,skillid,skilllv,
  6068. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  6069. break;
  6070. case NPC_INVISIBLE:
  6071. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  6072. clif_skill_nodamage(src,bl,skillid,skilllv,
  6073. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  6074. break;
  6075. case NPC_SIEGEMODE:
  6076. // not sure what it does
  6077. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6078. break;
  6079. case WE_MALE:
  6080. {
  6081. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  6082. 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]
  6083. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  6084. }
  6085. break;
  6086. case WE_FEMALE:
  6087. {
  6088. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  6089. 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]
  6090. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  6091. }
  6092. break;
  6093. // parent-baby skills
  6094. case WE_BABY:
  6095. if(sd){
  6096. struct map_session_data *f_sd = pc_get_father(sd);
  6097. struct map_session_data *m_sd = pc_get_mother(sd);
  6098. // if neither was found
  6099. if(!f_sd && !m_sd){
  6100. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6101. map_freeblock_unlock();
  6102. return 0;
  6103. }
  6104. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  6105. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6106. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  6107. }
  6108. break;
  6109. case PF_HPCONVERSION:
  6110. {
  6111. int hp, sp;
  6112. hp = sstatus->max_hp/10;
  6113. sp = hp * 10 * skilllv / 100;
  6114. if (!status_charge(src,hp,0)) {
  6115. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6116. break;
  6117. }
  6118. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6119. status_heal(bl,0,sp,2);
  6120. }
  6121. break;
  6122. case MA_REMOVETRAP:
  6123. case HT_REMOVETRAP:
  6124. {
  6125. struct skill_unit* su;
  6126. struct skill_unit_group* sg;
  6127. su = BL_CAST(BL_SKILL, bl);
  6128. // Mercenaries can remove any trap
  6129. // Players can only remove their own traps or traps on Vs maps.
  6130. 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) )
  6131. {
  6132. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6133. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6134. { // prevent picking up expired traps
  6135. if( battle_config.skill_removetrap_type )
  6136. { // get back all items used to deploy the trap
  6137. for( i = 0; i < 10; i++ )
  6138. {
  6139. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  6140. {
  6141. int flag;
  6142. struct item item_tmp;
  6143. memset(&item_tmp,0,sizeof(item_tmp));
  6144. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  6145. item_tmp.identify = 1;
  6146. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i],LOG_TYPE_OTHER)) )
  6147. {
  6148. clif_additem(sd,0,0,flag);
  6149. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6150. }
  6151. }
  6152. }
  6153. }
  6154. else
  6155. { // get back 1 trap
  6156. struct item item_tmp;
  6157. memset(&item_tmp,0,sizeof(item_tmp));
  6158. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  6159. item_tmp.identify = 1;
  6160. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  6161. {
  6162. clif_additem(sd,0,0,flag);
  6163. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6164. }
  6165. }
  6166. }
  6167. skill_delunit(su);
  6168. }else if(sd)
  6169. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6170. }
  6171. break;
  6172. case HT_SPRINGTRAP:
  6173. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6174. {
  6175. struct skill_unit *su=NULL;
  6176. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  6177. switch(su->group->unit_id){
  6178. case UNT_ANKLESNARE: // ankle snare
  6179. if (su->group->val2 != 0)
  6180. // if it is already trapping something don't spring it,
  6181. // remove trap should be used instead
  6182. break;
  6183. // otherwise fallthrough to below
  6184. case UNT_BLASTMINE:
  6185. case UNT_SKIDTRAP:
  6186. case UNT_LANDMINE:
  6187. case UNT_SHOCKWAVE:
  6188. case UNT_SANDMAN:
  6189. case UNT_FLASHER:
  6190. case UNT_FREEZINGTRAP:
  6191. case UNT_CLAYMORETRAP:
  6192. case UNT_TALKIEBOX:
  6193. su->group->unit_id = UNT_USED_TRAPS;
  6194. clif_changetraplook(bl, UNT_USED_TRAPS);
  6195. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  6196. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  6197. }
  6198. }
  6199. }
  6200. break;
  6201. case BD_ENCORE:
  6202. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6203. if(sd)
  6204. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  6205. break;
  6206. case AS_SPLASHER:
  6207. if(tstatus->mode&MD_BOSS
  6208. /**
  6209. * Renewal dropped the 3/4 hp requirement
  6210. **/
  6211. #ifndef RENEWAL
  6212. || tstatus-> hp > tstatus->max_hp*3/4
  6213. #endif
  6214. ) {
  6215. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6216. map_freeblock_unlock();
  6217. return 1;
  6218. }
  6219. clif_skill_nodamage(src,bl,skillid,skilllv,
  6220. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  6221. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  6222. break;
  6223. case PF_MINDBREAKER:
  6224. {
  6225. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  6226. {
  6227. map_freeblock_unlock();
  6228. return 1;
  6229. }
  6230. if (tsce)
  6231. { //HelloKitty2 (?) explained that this silently fails when target is
  6232. //already inflicted. [Skotlex]
  6233. map_freeblock_unlock();
  6234. return 1;
  6235. }
  6236. //Has a 55% + skilllv*5% success chance.
  6237. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  6238. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  6239. {
  6240. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6241. map_freeblock_unlock();
  6242. return 0;
  6243. }
  6244. unit_skillcastcancel(bl,0);
  6245. if(tsc && tsc->count){
  6246. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6247. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  6248. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6249. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6250. }
  6251. if(dstmd)
  6252. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  6253. }
  6254. break;
  6255. case PF_SOULCHANGE:
  6256. {
  6257. unsigned int sp1 = 0, sp2 = 0;
  6258. if (dstmd) {
  6259. if (dstmd->state.soul_change_flag) {
  6260. if(sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6261. break;
  6262. }
  6263. dstmd->state.soul_change_flag = 1;
  6264. sp2 = sstatus->max_sp * 3 /100;
  6265. status_heal(src, 0, sp2, 2);
  6266. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6267. break;
  6268. }
  6269. sp1 = sstatus->sp;
  6270. sp2 = tstatus->sp;
  6271. #ifdef RENEWAL
  6272. sp1 = sp1 / 2;
  6273. sp2 = sp2 / 2;
  6274. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6275. sp1 = tstatus->sp;
  6276. #endif
  6277. status_set_sp(src, sp2, 3);
  6278. status_set_sp(bl, sp1, 3);
  6279. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6280. }
  6281. break;
  6282. // Slim Pitcher
  6283. case CR_SLIMPITCHER:
  6284. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  6285. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  6286. break;
  6287. if (potion_hp || potion_sp) {
  6288. int hp = potion_hp, sp = potion_sp;
  6289. hp = hp * (100 + (tstatus->vit<<1))/100;
  6290. sp = sp * (100 + (tstatus->int_<<1))/100;
  6291. if (dstsd) {
  6292. if (hp)
  6293. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6294. if (sp)
  6295. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  6296. }
  6297. if( tsc && tsc->count ) {
  6298. if (tsc->data[SC_CRITICALWOUND]) {
  6299. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6300. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6301. }
  6302. if (tsc->data[SC_DEATHHURT]) {
  6303. hp -= hp * 20 / 100;
  6304. sp -= sp * 20 / 100;
  6305. }
  6306. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  6307. hp += hp / 10;
  6308. sp += sp / 10;
  6309. }
  6310. }
  6311. if(hp > 0)
  6312. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6313. if(sp > 0)
  6314. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6315. status_heal(bl,hp,sp,0);
  6316. }
  6317. break;
  6318. // Full Chemical Protection
  6319. case CR_FULLPROTECTION:
  6320. {
  6321. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6322. int i, s = 0, skilltime = skill_get_time(skillid,skilllv);
  6323. for (i=0 ; i<4; i++) {
  6324. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i]) < 0 ) )
  6325. continue;
  6326. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  6327. s++;
  6328. }
  6329. if( sd && !s ){
  6330. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6331. map_freeblock_unlock(); // Don't consume item requirements
  6332. return 0;
  6333. }
  6334. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6335. }
  6336. break;
  6337. case RG_CLEANER: //AppleGirl
  6338. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6339. break;
  6340. case CG_LONGINGFREEDOM:
  6341. {
  6342. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  6343. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  6344. {
  6345. clif_skill_nodamage(src,bl,skillid,skilllv,
  6346. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6347. }
  6348. }
  6349. break;
  6350. case CG_TAROTCARD:
  6351. {
  6352. int eff, count = -1;
  6353. if( rnd() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  6354. {
  6355. if( sd )
  6356. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6357. map_freeblock_unlock();
  6358. return 0;
  6359. }
  6360. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  6361. do {
  6362. eff = rnd() % 14;
  6363. clif_specialeffect(bl, 523 + eff, AREA);
  6364. switch (eff)
  6365. {
  6366. case 0: // heals SP to 0
  6367. status_percent_damage(src, bl, 0, 100, false);
  6368. break;
  6369. case 1: // matk halved
  6370. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6371. break;
  6372. case 2: // all buffs removed
  6373. status_change_clear_buffs(bl,1);
  6374. break;
  6375. case 3: // 1000 damage, random armor destroyed
  6376. {
  6377. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  6378. status_fix_damage(src, bl, 1000, 0);
  6379. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  6380. if( !status_isdead(bl) )
  6381. skill_break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
  6382. }
  6383. break;
  6384. case 4: // atk halved
  6385. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6386. break;
  6387. case 5: // 2000HP heal, random teleported
  6388. status_heal(src, 2000, 0, 0);
  6389. if( !map_flag_vs(bl->m) )
  6390. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  6391. break;
  6392. case 6: // random 2 other effects
  6393. if (count == -1)
  6394. count = 3;
  6395. else
  6396. count++; //Should not retrigger this one.
  6397. break;
  6398. case 7: // stop freeze or stoned
  6399. {
  6400. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  6401. sc_start(bl,sc[rnd()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  6402. }
  6403. break;
  6404. case 8: // curse coma and poison
  6405. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  6406. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  6407. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  6408. break;
  6409. case 9: // confusion
  6410. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  6411. break;
  6412. case 10: // 6666 damage, atk matk halved, cursed
  6413. status_fix_damage(src, bl, 6666, 0);
  6414. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  6415. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6416. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  6417. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  6418. break;
  6419. case 11: // 4444 damage
  6420. status_fix_damage(src, bl, 4444, 0);
  6421. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  6422. break;
  6423. case 12: // stun
  6424. sc_start(bl,SC_STUN,100,skilllv,5000);
  6425. break;
  6426. case 13: // atk,matk,hit,flee,def reduced
  6427. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6428. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  6429. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  6430. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  6431. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  6432. break;
  6433. default:
  6434. break;
  6435. }
  6436. } while ((--count) > 0);
  6437. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6438. }
  6439. break;
  6440. case SL_ALCHEMIST:
  6441. case SL_ASSASIN:
  6442. case SL_BARDDANCER:
  6443. case SL_BLACKSMITH:
  6444. case SL_CRUSADER:
  6445. case SL_HUNTER:
  6446. case SL_KNIGHT:
  6447. case SL_MONK:
  6448. case SL_PRIEST:
  6449. case SL_ROGUE:
  6450. case SL_SAGE:
  6451. case SL_SOULLINKER:
  6452. case SL_STAR:
  6453. case SL_SUPERNOVICE:
  6454. case SL_WIZARD:
  6455. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  6456. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  6457. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6458. break;
  6459. }
  6460. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  6461. { //Erase death count 1% of the casts
  6462. dstsd->die_counter = 0;
  6463. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  6464. clif_specialeffect(bl, 0x152, AREA);
  6465. //SC_SPIRIT invokes status_calc_pc for us.
  6466. }
  6467. clif_skill_nodamage(src,bl,skillid,skilllv,
  6468. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6469. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6470. break;
  6471. case SL_HIGH:
  6472. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  6473. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6474. break;
  6475. }
  6476. clif_skill_nodamage(src,bl,skillid,skilllv,
  6477. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  6478. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6479. break;
  6480. case SL_SWOO:
  6481. if (tsce) {
  6482. sc_start(src,SC_STUN,100,skilllv,10000);
  6483. break;
  6484. }
  6485. case SL_SKA: // [marquis007]
  6486. case SL_SKE:
  6487. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  6488. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6489. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  6490. break;
  6491. }
  6492. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6493. if (skillid == SL_SKE)
  6494. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  6495. break;
  6496. // New guild skills [Celest]
  6497. case GD_BATTLEORDER:
  6498. if(flag&1) {
  6499. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6500. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6501. } else if (status_get_guild_id(src)) {
  6502. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6503. map_foreachinrange(skill_area_sub, src,
  6504. skill_get_splash(skillid, skilllv), BL_PC,
  6505. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6506. skill_castend_nodamage_id);
  6507. if (sd)
  6508. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6509. }
  6510. break;
  6511. case GD_REGENERATION:
  6512. if(flag&1) {
  6513. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6514. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  6515. } else if (status_get_guild_id(src)) {
  6516. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6517. map_foreachinrange(skill_area_sub, src,
  6518. skill_get_splash(skillid, skilllv), BL_PC,
  6519. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6520. skill_castend_nodamage_id);
  6521. if (sd)
  6522. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6523. }
  6524. break;
  6525. case GD_RESTORE:
  6526. if(flag&1) {
  6527. if (status_get_guild_id(src) == status_get_guild_id(bl))
  6528. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  6529. } else if (status_get_guild_id(src)) {
  6530. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6531. map_foreachinrange(skill_area_sub, src,
  6532. skill_get_splash(skillid, skilllv), BL_PC,
  6533. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  6534. skill_castend_nodamage_id);
  6535. if (sd)
  6536. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6537. }
  6538. break;
  6539. case GD_EMERGENCYCALL:
  6540. {
  6541. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  6542. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  6543. int j = 0;
  6544. struct guild *g = NULL;
  6545. // i don't know if it actually summons in a circle, but oh well. ;P
  6546. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  6547. if (!g)
  6548. break;
  6549. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6550. for(i = 0; i < g->max_member; i++, j++) {
  6551. if (j>8) j=0;
  6552. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  6553. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  6554. continue;
  6555. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  6556. dx[j] = dy[j] = 0;
  6557. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  6558. }
  6559. }
  6560. if (sd)
  6561. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  6562. }
  6563. break;
  6564. case SG_FEEL:
  6565. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  6566. if (sd) {
  6567. if(!sd->feel_map[skilllv-1].index)
  6568. clif_feel_req(sd->fd,sd, skilllv);
  6569. else
  6570. clif_feel_info(sd, skilllv-1, 1);
  6571. }
  6572. break;
  6573. case SG_HATE:
  6574. if (sd) {
  6575. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6576. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  6577. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6578. }
  6579. break;
  6580. case GS_GLITTERING:
  6581. if(sd) {
  6582. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6583. if(rnd()%100 < (20+10*skilllv))
  6584. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  6585. else if(sd->spiritball > 0)
  6586. pc_delspiritball(sd,1,0);
  6587. }
  6588. break;
  6589. case GS_CRACKER:
  6590. /* per official standards, this skill works on players and mobs. */
  6591. if (sd && (dstsd || dstmd))
  6592. {
  6593. i =65 -5*distance_bl(src,bl); //Base rate
  6594. if (i < 30) i = 30;
  6595. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6596. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  6597. }
  6598. break;
  6599. case AM_CALLHOMUN: //[orn]
  6600. if (sd && !merc_call_homunculus(sd))
  6601. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6602. break;
  6603. case AM_REST:
  6604. if (sd) {
  6605. if (merc_hom_vaporize(sd,1))
  6606. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6607. else
  6608. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6609. }
  6610. break;
  6611. case MH_STAHL_HORN:
  6612. if (sd) {
  6613. if( skillid == MH_GOLDENE_FERSE )
  6614. clif_skill_fail(sd,skillid,USESKILL_FAIL_CONDITION,0);
  6615. }
  6616. break;
  6617. case HAMI_CASTLE: //[orn]
  6618. if(rnd()%100 < 20*skilllv && src != bl)
  6619. {
  6620. int x,y;
  6621. x = src->x;
  6622. y = src->y;
  6623. if (hd)
  6624. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6625. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  6626. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  6627. clif_slide(src,bl->x,bl->y) ;
  6628. if (unit_movepos(bl,x,y,0,0))
  6629. {
  6630. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  6631. clif_slide(bl,x,y) ;
  6632. }
  6633. //TODO: Shouldn't also players and the like switch targets?
  6634. map_foreachinrange(skill_chastle_mob_changetarget,src,
  6635. AREA_SIZE, BL_MOB, bl, src);
  6636. }
  6637. }
  6638. // Failed
  6639. else if (hd && hd->master)
  6640. clif_skill_fail(hd->master, skillid, USESKILL_FAIL_LEVEL, 0);
  6641. else if (sd)
  6642. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  6643. break;
  6644. case HVAN_CHAOTIC: //[orn]
  6645. {
  6646. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  6647. int r = rnd()%100;
  6648. i = (skilllv-1)%5;
  6649. if(r<per[i][0]) //Self
  6650. bl = src;
  6651. else if(r<per[i][1]) //Master
  6652. bl = battle_get_master(src);
  6653. else //Enemy
  6654. bl = map_id2bl(battle_gettarget(src));
  6655. if (!bl) bl = src;
  6656. i = skill_calc_heal(src, bl, skillid, 1+rnd()%skilllv, true);
  6657. //Eh? why double skill packet?
  6658. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  6659. clif_skill_nodamage(src,bl,skillid,i,1);
  6660. status_heal(bl, i, 0, 0);
  6661. }
  6662. break;
  6663. //Homun single-target support skills [orn]
  6664. case HAMI_BLOODLUST:
  6665. case HFLI_FLEET:
  6666. case HFLI_SPEED:
  6667. case HLIF_CHANGE:
  6668. case MH_ANGRIFFS_MODUS:
  6669. case MH_GOLDENE_FERSE:
  6670. clif_skill_nodamage(src,bl,skillid,skilllv,
  6671. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6672. if (hd)
  6673. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  6674. break;
  6675. case NPC_DRAGONFEAR:
  6676. if (flag&1) {
  6677. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  6678. int j;
  6679. j = i = rnd()%ARRAYLENGTH(sc);
  6680. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  6681. i++;
  6682. if ( i == ARRAYLENGTH(sc) )
  6683. i = 0;
  6684. if (i == j)
  6685. break;
  6686. }
  6687. break;
  6688. }
  6689. case NPC_WIDEBLEEDING:
  6690. case NPC_WIDECONFUSE:
  6691. case NPC_WIDECURSE:
  6692. case NPC_WIDEFREEZE:
  6693. case NPC_WIDESLEEP:
  6694. case NPC_WIDESILENCE:
  6695. case NPC_WIDESTONE:
  6696. case NPC_WIDESTUN:
  6697. case NPC_SLOWCAST:
  6698. case NPC_WIDEHELLDIGNITY:
  6699. if (flag&1)
  6700. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  6701. else {
  6702. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6703. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6704. map_foreachinrange(skill_area_sub, bl,
  6705. skill_get_splash(skillid, skilllv),BL_CHAR,
  6706. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6707. skill_castend_nodamage_id);
  6708. }
  6709. break;
  6710. case NPC_WIDESOULDRAIN:
  6711. if (flag&1)
  6712. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  6713. else {
  6714. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6715. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6716. map_foreachinrange(skill_area_sub, bl,
  6717. skill_get_splash(skillid, skilllv),BL_CHAR,
  6718. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6719. skill_castend_nodamage_id);
  6720. }
  6721. break;
  6722. case ALL_PARTYFLEE:
  6723. if( sd && !(flag&1) )
  6724. {
  6725. if( !sd->status.party_id )
  6726. {
  6727. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6728. break;
  6729. }
  6730. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6731. }
  6732. else
  6733. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6734. break;
  6735. case NPC_TALK:
  6736. case ALL_WEWISH:
  6737. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6738. break;
  6739. case ALL_BUYING_STORE:
  6740. if( sd )
  6741. {// players only, skill allows 5 buying slots
  6742. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6743. }
  6744. break;
  6745. case RK_ENCHANTBLADE:
  6746. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  6747. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  6748. break;
  6749. case RK_DRAGONHOWLING:
  6750. if( flag&1)
  6751. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  6752. else
  6753. {
  6754. skill_area_temp[2] = 0;
  6755. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6756. map_foreachinrange(skill_area_sub, src,
  6757. skill_get_splash(skillid,skilllv),BL_CHAR,
  6758. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6759. skill_castend_nodamage_id);
  6760. }
  6761. break;
  6762. case RK_IGNITIONBREAK:
  6763. case LG_EARTHDRIVE:
  6764. case MH_LAVA_SLIDE:
  6765. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6766. i = skill_get_splash(skillid,skilllv);
  6767. if( skillid == LG_EARTHDRIVE ) {
  6768. int dummy = 1;
  6769. 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);
  6770. }
  6771. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  6772. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6773. break;
  6774. case RK_STONEHARDSKIN:
  6775. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  6776. {
  6777. int heal = sstatus->hp / 4; // 25% HP
  6778. if( status_charge(bl,heal,0) )
  6779. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  6780. else
  6781. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  6782. }
  6783. break;
  6784. case RK_REFRESH:
  6785. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  6786. {
  6787. int heal = status_get_max_hp(bl) * 25 / 100;
  6788. clif_skill_nodamage(src,bl,skillid,skilllv,
  6789. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6790. status_heal(bl,heal,0,1);
  6791. status_change_clear_buffs(bl,2);
  6792. }
  6793. break;
  6794. case RK_MILLENNIUMSHIELD:
  6795. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  6796. {
  6797. short shields = (rnd()%100<50) ? 4 : ((rnd()%100<80) ? 3 : 2);
  6798. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  6799. clif_millenniumshield(sd,shields);
  6800. clif_skill_nodamage(src,bl,skillid,1,1);
  6801. }
  6802. break;
  6803. case RK_GIANTGROWTH:
  6804. case RK_VITALITYACTIVATION:
  6805. case RK_ABUNDANCE:
  6806. if( sd )
  6807. {
  6808. int lv = 1; // RK_GIANTGROWTH
  6809. if( skillid == RK_VITALITYACTIVATION )
  6810. lv = 2;
  6811. else if( skillid == RK_ABUNDANCE )
  6812. lv = 6;
  6813. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6814. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6815. }
  6816. break;
  6817. case RK_FIGHTINGSPIRIT:
  6818. if( flag&1 ) {
  6819. if( src == bl )
  6820. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6821. else
  6822. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6823. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6824. if( sd->status.party_id ) {
  6825. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6826. skill_area_temp[5] = 7 * i; // ATK
  6827. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6828. } else
  6829. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6830. }
  6831. clif_skill_nodamage(src,bl,skillid,1,1);
  6832. break;
  6833. /**
  6834. * Guilotine Cross
  6835. **/
  6836. case GC_ROLLINGCUTTER:
  6837. {
  6838. short count = 1;
  6839. skill_area_temp[2] = 0;
  6840. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  6841. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6842. { // Every time the skill is casted the status change is reseted adding a counter.
  6843. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6844. if( count > 10 )
  6845. count = 10; // Max coounter
  6846. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6847. }
  6848. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6849. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6850. }
  6851. break;
  6852. case GC_WEAPONBLOCKING:
  6853. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6854. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6855. else
  6856. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6857. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6858. break;
  6859. case GC_CREATENEWPOISON:
  6860. if( sd )
  6861. {
  6862. clif_skill_produce_mix_list(sd,skillid,25);
  6863. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6864. }
  6865. break;
  6866. case GC_POISONINGWEAPON:
  6867. if( sd ) {
  6868. clif_poison_list(sd,skilllv);
  6869. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6870. }
  6871. break;
  6872. case GC_ANTIDOTE:
  6873. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6874. if( tsc )
  6875. {
  6876. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6877. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6878. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6879. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6880. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6881. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6882. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6883. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6884. }
  6885. break;
  6886. case GC_PHANTOMMENACE:
  6887. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6888. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6889. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6890. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6891. break;
  6892. case GC_HALLUCINATIONWALK:
  6893. {
  6894. int heal = status_get_max_hp(bl) / 10;
  6895. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6896. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6897. break;
  6898. }
  6899. if( !status_charge(bl,heal,0) )
  6900. {
  6901. if( sd ) clif_skill_fail(sd,skillid,USESKILL_FAIL_HP_INSUFFICIENT,0);
  6902. break;
  6903. }
  6904. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6905. }
  6906. break;
  6907. /**
  6908. * Arch Bishop
  6909. **/
  6910. case AB_ANCILLA:
  6911. if( sd ) {
  6912. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6913. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  6914. }
  6915. break;
  6916. case AB_CLEMENTIA:
  6917. case AB_CANTO:
  6918. {
  6919. int bless_lv = pc_checkskill(sd,AL_BLESSING);
  6920. int agi_lv = pc_checkskill(sd,AL_INCAGI);
  6921. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6922. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  6923. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  6924. else if( sd )
  6925. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6926. }
  6927. break;
  6928. case AB_PRAEFATIO:
  6929. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6930. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  6931. else if( sd )
  6932. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6933. break;
  6934. case AB_CHEAL:
  6935. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6936. {
  6937. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6938. {
  6939. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  6940. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  6941. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  6942. clif_skill_nodamage(bl, bl, skillid, i, 1);
  6943. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  6944. i = ~i + 1;
  6945. status_heal(bl, i, 0, 0);
  6946. }
  6947. }
  6948. else if( sd )
  6949. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6950. break;
  6951. case AB_ORATIO:
  6952. if( flag&1 )
  6953. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  6954. else
  6955. {
  6956. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6957. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6958. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6959. }
  6960. break;
  6961. case AB_LAUDAAGNUS:
  6962. if( flag&1 || sd == NULL ) {
  6963. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  6964. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  6965. // Success Chance: (40 + 10 * Skill Level) %
  6966. if( rnd()%100 > 40+10*skilllv ) break;
  6967. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6968. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6969. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6970. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  6971. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  6972. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  6973. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  6974. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6975. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6976. } else if( sd )
  6977. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6978. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6979. break;
  6980. case AB_LAUDARAMUS:
  6981. if( flag&1 || sd == NULL ) {
  6982. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE]) ){
  6983. // Success Chance: (40 + 10 * Skill Level) %
  6984. if( rnd()%100 > 40+10*skilllv ) break;
  6985. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6986. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6987. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  6988. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6989. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  6990. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6991. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6992. } else if( sd )
  6993. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6994. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6995. break;
  6996. case AB_CLEARANCE:
  6997. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  6998. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  6999. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7000. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 30 + 10 * skilllv)
  7001. {
  7002. if (sd)
  7003. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7004. break;
  7005. }
  7006. if(status_isimmune(bl) || !tsc || !tsc->count)
  7007. break;
  7008. for(i=0;i<SC_MAX;i++)
  7009. {
  7010. if (!tsc->data[i])
  7011. continue;
  7012. switch (i) {
  7013. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7014. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7015. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7016. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7017. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7018. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7019. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7020. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  7021. case SC_SPIRIT: case SC_AUTOBERSERK:
  7022. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7023. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7024. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7025. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7026. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7027. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7028. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7029. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  7030. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7031. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7032. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7033. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7034. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7035. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7036. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  7037. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  7038. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  7039. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  7040. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  7041. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  7042. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  7043. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  7044. case SC__WEAKNESS: //case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  7045. case SC_MAGNETICFIELD://case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  7046. //case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7047. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  7048. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  7049. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  7050. case SC_HAWKEYES: case SC_GUILDAURA: case SC_PUSH_CART:
  7051. case SC_PARTYFLEE:
  7052. #ifdef RENEWAL
  7053. case SC_EXTREMITYFIST2:
  7054. #endif
  7055. continue;
  7056. case SC_ASSUMPTIO:
  7057. if( bl->type == BL_MOB )
  7058. continue;
  7059. break;
  7060. }
  7061. 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.
  7062. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  7063. }
  7064. break;
  7065. }
  7066. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  7067. break;
  7068. case AB_SILENTIUM:
  7069. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  7070. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  7071. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7072. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7073. break;
  7074. /**
  7075. * Warlock
  7076. **/
  7077. case WL_STASIS:
  7078. if( flag&1 )
  7079. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7080. else
  7081. {
  7082. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  7083. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7084. }
  7085. break;
  7086. case WL_WHITEIMPRISON:
  7087. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)) && !is_boss(bl) )// Should not work with bosses.
  7088. {
  7089. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  7090. if(src == bl ) rate = 100; // Success Chance: On self, 100%
  7091. else if(bl->type == BL_PC) rate += 20 + 10 * skilllv; // On Players, (20 + 10 * Skill Level) %
  7092. else rate += 40 + 10 * skilllv; // On Monsters, (40 + 10 * Skill Level) %
  7093. if( !(tsc && tsc->data[type]) ){
  7094. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skillid,skilllv):skill_get_time2(skillid, skilllv));
  7095. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  7096. }
  7097. if( sd && i )
  7098. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  7099. else if(sd)
  7100. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7101. }else if( sd )
  7102. clif_skill_fail(sd,skillid,USESKILL_FAIL_TOTARGET,0);
  7103. break;
  7104. case WL_FROSTMISTY:
  7105. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7106. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7107. break;
  7108. case WL_JACKFROST:
  7109. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7110. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7111. break;
  7112. case WL_MARSHOFABYSS:
  7113. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  7114. clif_skill_nodamage(src, bl, skillid, skilllv,
  7115. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  7116. skill_get_time(skillid, skilllv)));
  7117. break;
  7118. case WL_SIENNAEXECRATE:
  7119. if( status_isimmune(bl) || !tsc )
  7120. break;
  7121. if( flag&1 ) {
  7122. if( bl->id == skill_area_temp[1] )
  7123. break; // Already work on this target
  7124. if( tsc && tsc->data[SC_STONE] )
  7125. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7126. else
  7127. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
  7128. } else {
  7129. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  7130. // IroWiki says Rate should be reduced by target stats, but currently unknown
  7131. if( rnd()%100 < rate ) { // Success on First Target
  7132. if( !tsc->data[SC_STONE] )
  7133. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,skill_get_time(skillid, skilllv),2);
  7134. else {
  7135. rate = 1;
  7136. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7137. }
  7138. if( rate ) {
  7139. skill_area_temp[1] = bl->id;
  7140. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7141. }
  7142. // Doesn't send failure packet if it fails on defense.
  7143. }
  7144. else if( sd ) // Failure on Rate
  7145. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7146. }
  7147. break;
  7148. case WL_SUMMONFB:
  7149. case WL_SUMMONBL:
  7150. case WL_SUMMONWB:
  7151. case WL_SUMMONSTONE:
  7152. {
  7153. short element = 0, sctype = 0, pos = -1;
  7154. struct status_change *sc = status_get_sc(src);
  7155. if( !sc ) break;
  7156. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  7157. {
  7158. if( !sctype && !sc->data[i] )
  7159. sctype = i; // Take the free SC
  7160. if( sc->data[i] )
  7161. pos = max(sc->data[i]->val2,pos);
  7162. }
  7163. if( !sctype )
  7164. {
  7165. if( sd ) // No free slots to put SC
  7166. clif_skill_fail(sd,skillid,USESKILL_FAIL_SUMMON,0);
  7167. break;
  7168. }
  7169. pos++; // Used in val2 for SC. Indicates the order of this ball
  7170. switch( skillid )
  7171. { // Set val1. The SC element for this ball
  7172. case WL_SUMMONFB: element = WLS_FIRE; break;
  7173. case WL_SUMMONBL: element = WLS_WIND; break;
  7174. case WL_SUMMONWB: element = WLS_WATER; break;
  7175. case WL_SUMMONSTONE: element = WLS_STONE; break;
  7176. }
  7177. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  7178. clif_skill_nodamage(src,bl,skillid,0,0);
  7179. }
  7180. break;
  7181. case WL_READING_SB:
  7182. if( sd ) {
  7183. struct status_change *sc = status_get_sc(bl);
  7184. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  7185. if( sc && !sc->data[i] )
  7186. break;
  7187. if( i == SC_MAXSPELLBOOK ) {
  7188. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  7189. break;
  7190. }
  7191. sc_start(bl, SC_STOP, 100, skilllv, INVALID_TIMER); //Can't move while selecting a spellbook.
  7192. clif_spellbook_list(sd);
  7193. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7194. }
  7195. break;
  7196. /**
  7197. * Ranger
  7198. **/
  7199. case RA_FEARBREEZE:
  7200. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7201. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7202. break;
  7203. case RA_WUGMASTERY:
  7204. if( sd ) {
  7205. if( !pc_iswug(sd) )
  7206. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7207. else
  7208. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7209. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7210. }
  7211. break;
  7212. case RA_WUGRIDER:
  7213. if( sd ) {
  7214. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  7215. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  7216. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  7217. } else if( pc_isridingwug(sd) ) {
  7218. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  7219. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  7220. }
  7221. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7222. }
  7223. break;
  7224. case RA_WUGDASH:
  7225. if( tsce ) {
  7226. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  7227. map_freeblock_unlock();
  7228. return 0;
  7229. }
  7230. if( sd && pc_isridingwug(sd) ) {
  7231. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  7232. clif_walkok(sd);
  7233. }
  7234. break;
  7235. case RA_SENSITIVEKEEN:
  7236. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7237. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7238. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  7239. break;
  7240. /**
  7241. * Mechanic
  7242. **/
  7243. case NC_F_SIDESLIDE:
  7244. case NC_B_SIDESLIDE:
  7245. {
  7246. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  7247. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  7248. clif_slide(src,src->x,src->y);
  7249. clif_fixpos(src); //Aegis sent this packet
  7250. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7251. }
  7252. break;
  7253. case NC_SELFDESTRUCTION:
  7254. if( sd ) {
  7255. if( pc_ismadogear(sd) )
  7256. pc_setmadogear(sd, 0);
  7257. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7258. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  7259. status_set_sp(src, 0, 0);
  7260. }
  7261. break;
  7262. case NC_ANALYZE:
  7263. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7264. clif_skill_nodamage(src, bl, skillid, skilllv,
  7265. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  7266. if( sd ) pc_overheat(sd,1);
  7267. break;
  7268. case NC_MAGNETICFIELD:
  7269. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  7270. {
  7271. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  7272. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7273. if (sd) pc_overheat(sd,1);
  7274. }
  7275. clif_skill_nodamage(src,src,skillid,skilllv,i);
  7276. break;
  7277. case NC_REPAIR:
  7278. if( sd )
  7279. {
  7280. int heal;
  7281. if( dstsd && pc_ismadogear(dstsd) )
  7282. {
  7283. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  7284. status_heal(bl,heal,0,2);
  7285. } else {
  7286. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  7287. status_heal(src,heal,0,2);
  7288. }
  7289. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7290. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  7291. }
  7292. break;
  7293. case NC_DISJOINT:
  7294. {
  7295. if( bl->type != BL_MOB ) break;
  7296. md = map_id2md(bl->id);
  7297. if( md && md->class_ >= MOBID_SILVERSNIPER && md->class_ <= MOBID_MAGICDECOY_WIND )
  7298. status_kill(bl);
  7299. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7300. }
  7301. break;
  7302. case SC_AUTOSHADOWSPELL:
  7303. if( sd ) {
  7304. if( sd->status.skill[sd->reproduceskill_id].id || sd->status.skill[sd->cloneskill_id].id ) {
  7305. sc_start(src,SC_STOP,100,skilllv,-1);// The skilllv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  7306. clif_autoshadowspell_list(sd);
  7307. clif_skill_nodamage(src,bl,skillid,1,1);
  7308. }
  7309. else
  7310. clif_skill_fail(sd,skillid,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  7311. }
  7312. break;
  7313. case SC_SHADOWFORM:
  7314. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  7315. if( clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(src,type,100,skilllv,bl->id,4+skilllv,0,skill_get_time(skillid, skilllv))) )
  7316. dstsd->shadowform_id = src->id;
  7317. }
  7318. else if( sd )
  7319. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7320. break;
  7321. case SC_BODYPAINT:
  7322. if( flag&1 ) {
  7323. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  7324. tsc->data[SC_CHASEWALK] || tsc->data[SC_CLOAKINGEXCEED] ||
  7325. tsc->data[SC__INVISIBILITY]) ) {
  7326. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7327. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7328. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  7329. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  7330. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  7331. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7332. sc_start(bl,SC_BLIND,53 + 2 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  7333. }
  7334. } else {
  7335. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7336. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7337. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7338. }
  7339. break;
  7340. case SC_ENERVATION:
  7341. case SC_GROOMY:
  7342. case SC_LAZINESS:
  7343. case SC_UNLUCKY:
  7344. case SC_WEAKNESS:
  7345. if( !(tsc && tsc->data[type]) ) {
  7346. //((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
  7347. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7348. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7349. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7350. clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)));
  7351. } else if( sd )
  7352. clif_skill_fail(sd,skillid,0,0);
  7353. break;
  7354. case SC_IGNORANCE:
  7355. if( !(tsc && tsc->data[type]) ) {
  7356. int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skilllv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
  7357. - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
  7358. rate = cap_value(rate, skilllv+sstatus->dex/20, 100);
  7359. if (clif_skill_nodamage(src,bl,skillid,0,sc_start(bl,type,rate,skilllv,skill_get_time(skillid,skilllv)))) {
  7360. int sp = 200 * skilllv;
  7361. if( dstmd ) sp = dstmd->level * 2;
  7362. if( status_zap(bl,0,sp) )
  7363. status_heal(src,0,sp/2,3);
  7364. }
  7365. else if( sd ) clif_skill_fail(sd,skillid,0,0);
  7366. } else if( sd )
  7367. clif_skill_fail(sd,skillid,0,0);
  7368. break;
  7369. case LG_TRAMPLE:
  7370. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7371. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skillid,skilllv),BL_SKILL,tick);
  7372. break;
  7373. case LG_REFLECTDAMAGE:
  7374. if( tsc && tsc->data[type] )
  7375. status_change_end(bl,type,INVALID_TIMER);
  7376. else
  7377. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7378. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7379. break;
  7380. case LG_SHIELDSPELL:
  7381. if( flag&1 ) {
  7382. int duration = (sd) ? sd->bonus.shieldmdef * 2000 : 10000;
  7383. sc_start(bl,SC_SILENCE,100,skilllv,duration);
  7384. } else if( sd ) {
  7385. int opt = skilllv;
  7386. int rate = rnd()%100;
  7387. int val, brate;
  7388. switch( skilllv ) {
  7389. case 1:
  7390. {
  7391. struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
  7392. if( !shield_data || shield_data->type != IT_ARMOR ) { // No shield?
  7393. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7394. break;
  7395. }
  7396. brate = shield_data->def * 10;
  7397. if( rate < 50 )
  7398. opt = 1;
  7399. else if( rate < 75 )
  7400. opt = 2;
  7401. else
  7402. opt = 3;
  7403. switch( opt ) {
  7404. case 1:
  7405. sc_start(bl,SC_SHIELDSPELL_DEF,100,opt,-1);
  7406. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7407. if( rate < brate )
  7408. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7409. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  7410. break;
  7411. case 2:
  7412. val = shield_data->def / 10; // % Reflected damage.
  7413. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 1000);
  7414. break;
  7415. case 3:
  7416. val = shield_data->def; // Attack increase.
  7417. sc_start2(bl,SC_SHIELDSPELL_DEF,brate,opt,val,shield_data->def * 3000);
  7418. break;
  7419. }
  7420. }
  7421. break;
  7422. case 2:
  7423. brate = sd->bonus.shieldmdef * 20;
  7424. if( rate < 30 )
  7425. opt = 1;
  7426. else if( rate < 60 )
  7427. opt = 2;
  7428. else
  7429. opt = 3;
  7430. switch( opt ) {
  7431. case 1:
  7432. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7433. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7434. if( rate < brate )
  7435. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|2,skill_castend_damage_id);
  7436. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  7437. break;
  7438. case 2:
  7439. sc_start(bl,SC_SHIELDSPELL_MDEF,100,opt,-1);
  7440. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7441. if( rate < brate )
  7442. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  7443. break;
  7444. case 3:
  7445. if( sc_start(bl,SC_SHIELDSPELL_MDEF,brate,opt,sd->bonus.shieldmdef * 30000) )
  7446. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skilllv,
  7447. sc_start(bl,SC_MAGNIFICAT,100,1,sd->bonus.shieldmdef * 30000));
  7448. break;
  7449. }
  7450. break;
  7451. case 3:
  7452. {
  7453. struct item *it = &sd->status.inventory[sd->equip_index[EQI_HAND_L]];
  7454. if( !it ) { // No shield?
  7455. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7456. break;
  7457. }
  7458. brate = it->refine * 5;
  7459. if( rate < 25 )
  7460. opt = 1;
  7461. else if( rate < 50 )
  7462. opt = 2;
  7463. else
  7464. opt = 3;
  7465. switch( opt ) {
  7466. case 1:
  7467. val = 105 * it->refine / 10;
  7468. sc_start2(bl,SC_SHIELDSPELL_REF,brate,opt,val,skill_get_time(skillid,skilllv));
  7469. break;
  7470. case 2: case 3:
  7471. if( rate < brate )
  7472. {
  7473. val = sstatus->max_hp * (11 + it->refine) / 100;
  7474. status_heal(bl, val, 0, 3);
  7475. }
  7476. break;
  7477. /*case 3:
  7478. // Full protection. I need confirm what effect should be here. Moved to case 2 to until we got it.
  7479. break;*/
  7480. }
  7481. }
  7482. break;
  7483. }
  7484. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7485. }
  7486. break;
  7487. case LG_PIETY:
  7488. if( flag&1 )
  7489. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7490. else {
  7491. skill_area_temp[2] = 0;
  7492. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_PC,src,skillid,skilllv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  7493. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7494. }
  7495. break;
  7496. case LG_INSPIRATION:
  7497. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  7498. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  7499. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  7500. clif_updatestatus(sd,SP_BASEEXP);
  7501. clif_updatestatus(sd,SP_JOBEXP);
  7502. }
  7503. clif_skill_nodamage(bl,src,skillid,skilllv,
  7504. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  7505. break;
  7506. case SR_CURSEDCIRCLE:
  7507. if( flag&1 ) {
  7508. if( is_boss(bl) ) break;
  7509. if( sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid, skilllv))) {
  7510. if( bl->type == BL_MOB )
  7511. mob_unlocktarget((TBL_MOB*)bl,gettick());
  7512. unit_stop_attack(bl);
  7513. clif_bladestop(src, bl->id, 1);
  7514. map_freeblock_unlock();
  7515. return 1;
  7516. }
  7517. } else {
  7518. int count = 0;
  7519. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7520. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  7521. BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7522. if( sd ) pc_delspiritball(sd, count, 0);
  7523. clif_skill_nodamage(src, src, skillid, skilllv,
  7524. sc_start2(src, SC_CURSEDCIRCLE_ATKER, 100, skilllv, count, skill_get_time(skillid,skilllv)));
  7525. }
  7526. break;
  7527. case SR_RAISINGDRAGON:
  7528. if( sd ) {
  7529. short max = 5 + skilllv;
  7530. sc_start(bl, SC_EXPLOSIONSPIRITS, 100, skilllv, skill_get_time(skillid, skilllv));
  7531. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  7532. pc_addspiritball(sd, skill_get_time(skillid, skilllv), max);
  7533. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv)));
  7534. }
  7535. break;
  7536. case SR_ASSIMILATEPOWER:
  7537. if( flag&1 ) {
  7538. i = 0;
  7539. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  7540. {
  7541. i = dstsd->spiritball; //1%sp per spiritball.
  7542. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  7543. }
  7544. if( i ) status_percent_heal(src, 0, i);
  7545. clif_skill_nodamage(src, bl, skillid, skilllv, i ? 1:0);
  7546. } else {
  7547. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7548. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  7549. }
  7550. break;
  7551. case SR_POWERVELOCITY:
  7552. if( !dstsd )
  7553. break;
  7554. if( sd && dstsd->spiritball <= 5 ) {
  7555. for(i = 0; i <= 5; i++) {
  7556. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  7557. pc_delspiritball(sd, sd->spiritball, 0);
  7558. }
  7559. }
  7560. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7561. break;
  7562. case SR_GENTLETOUCH_CURE:
  7563. {
  7564. int heal;
  7565. if( status_isimmune(bl) )
  7566. {
  7567. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  7568. break;
  7569. }
  7570. heal = 120 * skilllv + status_get_max_hp(bl) * (2 + skilllv) / 100;
  7571. status_heal(bl, heal, 0, 0);
  7572. clif_skill_nodamage(src, bl, AL_HEAL, heal, 1);
  7573. if( (tsc && tsc->opt1) && (rnd()%100 < ((skilllv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
  7574. {
  7575. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7576. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7577. status_change_end(bl, SC_STUN, INVALID_TIMER);
  7578. status_change_end(bl, SC_POISON, INVALID_TIMER);
  7579. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  7580. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7581. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  7582. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7583. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7584. }
  7585. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7586. }
  7587. break;
  7588. case SR_GENTLETOUCH_CHANGE:
  7589. case SR_GENTLETOUCH_REVITALIZE:
  7590. clif_skill_nodamage(src,bl,skillid,skilllv,
  7591. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)));
  7592. break;
  7593. case WA_SWING_DANCE:
  7594. case WA_MOONLIT_SERENADE:
  7595. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7596. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7597. else if( sd ) { // Only shows effects on caster.
  7598. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7599. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7600. }
  7601. break;
  7602. case WA_SYMPHONY_OF_LOVER:
  7603. case MI_RUSH_WINDMILL:
  7604. case MI_ECHOSONG:
  7605. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7606. sc_start4(bl,type,100,skilllv,6*skilllv,(sd?pc_checkskill(sd,WM_LESSON):0),(sd?sd->status.job_level:0),skill_get_time(skillid,skilllv));
  7607. else if( sd ) { // Only shows effects on caster.
  7608. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7609. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7610. }
  7611. break;
  7612. case MI_HARMONIZE:
  7613. if( src != bl )
  7614. clif_skill_nodamage(src, src, skillid, skilllv, sc_start(src, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7615. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid,skilllv)));
  7616. break;
  7617. case WM_DEADHILLHERE:
  7618. if( bl->type == BL_PC ) {
  7619. if( !status_isdead(bl) )
  7620. break;
  7621. if( rnd()%100 < 88 + 2 * skilllv ) {
  7622. int heal = tstatus->sp;
  7623. if( heal <= 0 )
  7624. heal = 1;
  7625. tstatus->hp = heal;
  7626. tstatus->sp -= tstatus->sp * ( 120 - 20 * skilllv ) / 100;
  7627. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7628. pc_revive((TBL_PC*)bl,heal,0);
  7629. clif_resurrection(bl,1);
  7630. }
  7631. }
  7632. break;
  7633. case WM_SIRCLEOFNATURE:
  7634. flag |= BCT_SELF|BCT_PARTY|BCT_GUILD;
  7635. case WM_VOICEOFSIREN:
  7636. if( skillid != WM_SIRCLEOFNATURE )
  7637. flag &= ~BCT_SELF;
  7638. if( flag&1 ) {
  7639. sc_start2(bl,type,(skillid==WM_VOICEOFSIREN)?20+10*skilllv:100,skilllv,(skillid==WM_VOICEOFSIREN)?src->id:0,skill_get_time(skillid,skilllv));
  7640. } else {
  7641. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),(skillid==WM_VOICEOFSIREN)?BL_CHAR|BL_SKILL:BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7642. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7643. }
  7644. break;
  7645. case WM_GLOOMYDAY:
  7646. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7647. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  7648. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  7649. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  7650. {
  7651. sc_start(bl,SC_GLOOMYDAY_SK,100,skilllv,skill_get_time(skillid,skilllv));
  7652. break;
  7653. }
  7654. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7655. break;
  7656. case WM_SATURDAY_NIGHT_FEVER:
  7657. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  7658. if( !(tsc && tsc->data[type]) )
  7659. sc_start(bl, type, 100, skilllv,skill_get_time(skillid, skilllv));
  7660. } else if( flag&2 ) {
  7661. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  7662. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7663. } else if( sd ) {
  7664. short chance = sstatus->int_/6 + sd->status.job_level/5 + skilllv*4;
  7665. if( !sd->status.party_id || (rnd()%100 > chance)) {
  7666. clif_skill_fail(sd,skillid,USESKILL_FAIL_NEED_HELPER,0);
  7667. break;
  7668. }
  7669. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid,skilllv),
  7670. BL_PC, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  7671. flag |= 2;
  7672. else
  7673. flag |= 1;
  7674. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  7675. clif_skill_nodamage(src, bl, skillid, skilllv,
  7676. sc_start(src,SC_STOP,100,skilllv,skill_get_time2(skillid,skilllv)));
  7677. if( flag&2 ) // Dealed here to prevent conflicts
  7678. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,0,0));
  7679. }
  7680. break;
  7681. case WM_SONG_OF_MANA:
  7682. case WM_DANCE_WITH_WUG:
  7683. case WM_LERADS_DEW:
  7684. if( flag&1 ) { // These affect to to all party members near the caster.
  7685. struct status_change *sc = status_get_sc(src);
  7686. if( sc && sc->data[type] ) {
  7687. sc_start2(bl,type,100,skilllv,sc->data[type]->val2,skill_get_time(skillid,skilllv));
  7688. }
  7689. } else if( sd ) {
  7690. short lv = (short)skilllv;
  7691. int count = skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1);
  7692. if( sc_start2(bl,type,100,skilllv,count,skill_get_time(skillid,skilllv)) )
  7693. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  7694. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7695. }
  7696. break;
  7697. case WM_MELODYOFSINK:
  7698. case WM_BEYOND_OF_WARCRY:
  7699. case WM_UNLIMITED_HUMMING_VOICE:
  7700. if( flag&1 ) {
  7701. sc_start2(bl,type,100,skilllv,skill_area_temp[0],skill_get_time(skillid,skilllv));
  7702. } else { // These affect to all targets arround the caster.
  7703. short lv = (short)skilllv;
  7704. skill_area_temp[0] = (sd) ? skill_check_pc_partner(sd,skillid,&lv,skill_get_splash(skillid,skilllv),1) : 50; // 50% chance in non BL_PC (clones).
  7705. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),BL_PC, src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7706. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7707. }
  7708. break;
  7709. case WM_RANDOMIZESPELL: {
  7710. int improv_skillid = 0, improv_skilllv;
  7711. do {
  7712. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  7713. improv_skillid = skill_improvise_db[i].skillid;
  7714. } while( improv_skillid == 0 || rnd()%10000 >= skill_improvise_db[i].per );
  7715. improv_skilllv = 4 + skilllv;
  7716. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7717. if( sd ) {
  7718. sd->state.abra_flag = 2;
  7719. sd->skillitem = improv_skillid;
  7720. sd->skillitemlv = improv_skilllv;
  7721. clif_item_skill(sd, improv_skillid, improv_skilllv);
  7722. } else {
  7723. struct unit_data *ud = unit_bl2ud(src);
  7724. int inf = skill_get_inf(improv_skillid);
  7725. int target_id = 0;
  7726. if (!ud) break;
  7727. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7728. if (src->type == BL_PET)
  7729. bl = (struct block_list*)((TBL_PET*)src)->msd;
  7730. if (!bl) bl = src;
  7731. unit_skilluse_id(src, bl->id, improv_skillid, improv_skilllv);
  7732. } else {
  7733. if (ud->target)
  7734. target_id = ud->target;
  7735. else switch (src->type) {
  7736. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7737. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7738. }
  7739. if (!target_id)
  7740. break;
  7741. if (skill_get_casttype(improv_skillid) == CAST_GROUND) {
  7742. bl = map_id2bl(target_id);
  7743. if (!bl) bl = src;
  7744. unit_skilluse_pos(src, bl->x, bl->y, improv_skillid, improv_skilllv);
  7745. } else
  7746. unit_skilluse_id(src, target_id, improv_skillid, improv_skilllv);
  7747. }
  7748. }
  7749. }
  7750. break;
  7751. case RETURN_TO_ELDICASTES:
  7752. case ALL_GUARDIAN_RECALL:
  7753. if( sd )
  7754. {
  7755. short x, y; // Destiny position.
  7756. unsigned short mapindex;
  7757. if( skillid == RETURN_TO_ELDICASTES)
  7758. {
  7759. x = 198;
  7760. y = 187;
  7761. mapindex = mapindex_name2id(MAP_DICASTES);
  7762. }
  7763. else
  7764. {
  7765. x = 44;
  7766. y = 151;
  7767. mapindex = mapindex_name2id(MAP_MORA);
  7768. }
  7769. if(!mapindex)
  7770. { //Given map not found?
  7771. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  7772. map_freeblock_unlock();
  7773. return 0;
  7774. }
  7775. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  7776. }
  7777. break;
  7778. case GM_SANDMAN:
  7779. if( tsc ) {
  7780. if( tsc->opt1 == OPT1_SLEEP )
  7781. tsc->opt1 = 0;
  7782. else
  7783. tsc->opt1 = OPT1_SLEEP;
  7784. clif_changeoption(bl);
  7785. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  7786. }
  7787. break;
  7788. case SO_ARRULLO:
  7789. if( flag&1 )
  7790. sc_start2(bl, type, 88 + 2 * skilllv, skilllv, 1, skill_get_time(skillid, skilllv));
  7791. else {
  7792. clif_skill_nodamage(src, bl, skillid, 0, 1);
  7793. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7794. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7795. }
  7796. break;
  7797. case SO_SUMMON_AGNI:
  7798. case SO_SUMMON_AQUA:
  7799. case SO_SUMMON_VENTUS:
  7800. case SO_SUMMON_TERA:
  7801. if( sd ) {
  7802. int elemental_class = skill_get_elemental_type(skillid,skilllv);
  7803. // Remove previous elemental fisrt.
  7804. if( sd->ed && elemental_delete(sd->ed,0) ) {
  7805. clif_skill_fail(sd,skillid,0,0);
  7806. break;
  7807. }
  7808. // Summoning the new one.
  7809. if( !elemental_create(sd,elemental_class,skill_get_time(skillid,skilllv)) ) {
  7810. clif_skill_fail(sd,skillid,0,0);
  7811. break;
  7812. }
  7813. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7814. }
  7815. break;
  7816. case SO_EL_CONTROL:
  7817. if( sd ) {
  7818. int mode = EL_MODE_PASSIVE; // Standard mode.
  7819. if( !sd->ed ) {
  7820. clif_skill_fail(sd,skillid,0,0);
  7821. break;
  7822. }
  7823. if( skilllv == 4 ) {// At level 4 delete elementals.
  7824. if( elemental_delete(sd->ed, 0) )
  7825. clif_skill_fail(sd,skillid,0,0);
  7826. break;
  7827. }
  7828. switch( skilllv ) {// Select mode bassed on skill level used.
  7829. case 1: mode = EL_MODE_PASSIVE; break;
  7830. case 2: mode = EL_MODE_ASSIST; break;
  7831. case 3: mode = EL_MODE_AGGRESSIVE; break;
  7832. }
  7833. if( !elemental_change_mode(sd->ed,mode) ) {
  7834. clif_skill_fail(sd,skillid,0,0);
  7835. break;
  7836. }
  7837. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7838. }
  7839. break;
  7840. case SO_EL_ACTION:
  7841. if( sd ) {
  7842. if( !sd->ed )
  7843. break;
  7844. elemental_action(sd->ed, bl, tick);
  7845. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7846. }
  7847. break;
  7848. case SO_EL_CURE:
  7849. if( sd ) {
  7850. struct elemental_data *ed = sd->ed;
  7851. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  7852. int e_hp, e_sp;
  7853. if( !ed ) {
  7854. clif_skill_fail(sd,skillid,0,0);
  7855. break;
  7856. }
  7857. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  7858. clif_skill_fail(sd,skillid,0,0);
  7859. break;
  7860. }
  7861. e_hp = ed->battle_status.max_hp * 10 / 100;
  7862. e_sp = ed->battle_status.max_sp * 10 / 100;
  7863. status_heal(&ed->bl,e_hp,e_sp,3);
  7864. clif_skill_nodamage(src,&ed->bl,skillid,skilllv,1);
  7865. }
  7866. break;
  7867. case GN_CHANGEMATERIAL:
  7868. case SO_EL_ANALYSIS:
  7869. if( sd ) {
  7870. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7871. clif_skill_itemlistwindow(sd,skillid,skilllv);
  7872. }
  7873. break;
  7874. case GN_BLOOD_SUCKER:
  7875. {
  7876. struct status_change *sc = status_get_sc(src);
  7877. if( sc && sc->bs_counter < skill_get_maxcount( skillid , skilllv) ) {
  7878. if( tsc && tsc->data[type] ){
  7879. (sc->bs_counter)--;
  7880. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  7881. }
  7882. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  7883. sc_start2(bl, type, 100, skilllv, src->id, skill_get_time(skillid,skilllv));
  7884. (sc->bs_counter)++;
  7885. } else if( sd ) {
  7886. clif_skill_fail(sd, skillid, USESKILL_FAIL_LEVEL, 0);
  7887. break;
  7888. }
  7889. }
  7890. break;
  7891. case GN_MANDRAGORA:
  7892. if( flag&1 ) {
  7893. if ( clif_skill_nodamage(bl, src, skillid, skilllv,
  7894. sc_start(bl, type, 25 + 10 * skilllv, skilllv, skill_get_time(skillid, skilllv))) )
  7895. status_zap(bl, 0, status_get_max_sp(bl) * (25 + 5 * skilllv) / 100);
  7896. } else
  7897. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  7898. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7899. break;
  7900. case GN_SLINGITEM:
  7901. if( sd ) {
  7902. short ammo_id;
  7903. i = sd->equip_index[EQI_AMMO];
  7904. if( i <= 0 )
  7905. break; // No ammo.
  7906. ammo_id = sd->inventory_data[i]->nameid;
  7907. if( ammo_id <= 0 )
  7908. break;
  7909. sd->itemid = ammo_id;
  7910. if( itemdb_is_GNbomb(ammo_id) ) {
  7911. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  7912. if( ammo_id == 13263 )
  7913. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7914. else
  7915. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skilllv,tick,flag);
  7916. } else //Otherwise, it fails, shows animation and removes items.
  7917. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,0xa,0);
  7918. } else if( itemdb_is_GNthrowable(ammo_id) ){
  7919. struct script_code *script = sd->inventory_data[i]->script;
  7920. if( !script )
  7921. break;
  7922. if( dstsd )
  7923. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  7924. else
  7925. run_script(script,0,src->id,0);
  7926. }
  7927. }
  7928. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7929. clif_skill_nodamage(src,bl,skillid,skilllv,1);// This packet is received twice actually, I think it is to show the animation.
  7930. break;
  7931. case GN_MIX_COOKING:
  7932. case GN_MAKEBOMB:
  7933. case GN_S_PHARMACY:
  7934. if( sd ) {
  7935. int qty = 1;
  7936. sd->skillid_old = skillid;
  7937. sd->skilllv_old = skilllv;
  7938. if( skillid != GN_S_PHARMACY && skilllv > 1 )
  7939. qty = 10;
  7940. clif_cooking_list(sd,(skillid - GN_MIX_COOKING) + 27,skillid,qty,skillid==GN_MAKEBOMB?5:6);
  7941. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7942. }
  7943. break;
  7944. case EL_CIRCLE_OF_FIRE:
  7945. case EL_PYROTECHNIC:
  7946. case EL_HEATER:
  7947. case EL_TROPIC:
  7948. case EL_AQUAPLAY:
  7949. case EL_COOLER:
  7950. case EL_CHILLY_AIR:
  7951. case EL_GUST:
  7952. case EL_BLAST:
  7953. case EL_WILD_STORM:
  7954. case EL_PETROLOGY:
  7955. case EL_CURSED_SOIL:
  7956. case EL_UPHEAVAL:
  7957. case EL_FIRE_CLOAK:
  7958. case EL_WATER_DROP:
  7959. case EL_WIND_CURTAIN:
  7960. case EL_SOLID_SKIN:
  7961. case EL_STONE_SHIELD:
  7962. case EL_WIND_STEP: {
  7963. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  7964. if( ele ) {
  7965. sc_type type2 = type-1;
  7966. struct status_change *sc = status_get_sc(&ele->bl);
  7967. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  7968. elemental_clean_single_effect(ele, skillid);
  7969. } else {
  7970. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  7971. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7972. if( skillid == EL_WIND_STEP ) // There aren't telemport, just push to the master.
  7973. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),(map_calc_dir(src,bl->x,bl->y)+4)%8,0);
  7974. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  7975. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  7976. }
  7977. }
  7978. }
  7979. break;
  7980. case EL_FIRE_MANTLE:
  7981. case EL_WATER_BARRIER:
  7982. case EL_ZEPHYR:
  7983. case EL_POWER_OF_GAIA:
  7984. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7985. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7986. skill_unitsetting(src,skillid,skilllv,bl->x,bl->y,0);
  7987. break;
  7988. case EL_WATER_SCREEN: {
  7989. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  7990. if( ele ) {
  7991. struct status_change *sc = status_get_sc(&ele->bl);
  7992. sc_type type2 = type-1;
  7993. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7994. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  7995. elemental_clean_single_effect(ele, skillid);
  7996. } else {
  7997. // This not heals at the end.
  7998. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7999. sc_start(src,type2,100,skilllv,skill_get_time(skillid,skilllv));
  8000. sc_start(bl,type,100,src->id,skill_get_time(skillid,skilllv));
  8001. }
  8002. }
  8003. }
  8004. break;
  8005. case KO_KAHU_ENTEN:
  8006. case KO_HYOUHU_HUBUKI:
  8007. case KO_KAZEHU_SEIRAN:
  8008. case KO_DOHU_KOUKAI:
  8009. if(sd) {
  8010. int ttype = skill_get_ele(skillid, skilllv);
  8011. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  8012. pc_add_talisman(sd, skill_get_time(skillid, skilllv), 10, ttype);
  8013. }
  8014. break;
  8015. case KO_ZANZOU:
  8016. if(sd){
  8017. struct mob_data *md;
  8018. md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "");
  8019. if( md )
  8020. {
  8021. md->master_id = src->id;
  8022. md->special_state.ai = 4;
  8023. if( md->deletetimer != INVALID_TIMER )
  8024. delete_timer(md->deletetimer, mob_timer_delete);
  8025. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  8026. mob_spawn( md );
  8027. pc_setinvincibletimer(sd,500);// unlock target lock
  8028. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8029. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  8030. }
  8031. }
  8032. break;
  8033. case KO_KYOUGAKU:
  8034. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8035. clif_skill_nodamage(src,bl,skillid,skilllv,
  8036. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8037. }else if( sd )
  8038. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8039. break;
  8040. case KO_JYUSATSU:
  8041. if( dstsd && tsc && !tsc->data[type] && rand()%100 < tstatus->int_/2 ){
  8042. clif_skill_nodamage(src,bl,skillid,skilllv,
  8043. status_change_start(bl,type,10000,skilllv,0,0,0,skill_get_time(skillid,skilllv),1));
  8044. status_zap(bl, tstatus->max_hp*skilllv*5/100 , 0);
  8045. if( status_get_lv(bl) <= status_get_lv(src) )
  8046. status_change_start(bl,SC_COMA,10,skilllv,0,src->id,0,0,0);
  8047. }else if( sd )
  8048. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8049. break;
  8050. case KO_GENWAKU:
  8051. if ( !map_flag_gvg(src->m) && ( dstsd || dstmd ) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  8052. int x = src->x, y = src->y;
  8053. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8054. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8055. clif_slide(src,bl->x,bl->y) ;
  8056. sc_start(src,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8057. if (unit_movepos(bl,x,y,0,0))
  8058. {
  8059. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, -1, 6);
  8060. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  8061. clif_sitting(bl); //Avoid sitting sync problem
  8062. clif_slide(bl,x,y) ;
  8063. sc_start(bl,SC_CONFUSION,80,skilllv,skill_get_time(skillid,skilllv));
  8064. }
  8065. }
  8066. }
  8067. break;
  8068. case OB_AKAITSUKI:
  8069. case OB_OBOROGENSOU:
  8070. if( sd && ( (skillid == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  8071. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  8072. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8073. break;
  8074. }
  8075. case KO_IZAYOI:
  8076. case OB_ZANGETSU:
  8077. case KG_KYOMU:
  8078. case KG_KAGEMUSYA:
  8079. clif_skill_nodamage(src,bl,skillid,skilllv,
  8080. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  8081. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8082. break;
  8083. case KG_KAGEHUMI:
  8084. if( flag&1 ){
  8085. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  8086. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  8087. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  8088. sc_start(src, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8089. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv));
  8090. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8091. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8092. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8093. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  8094. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8095. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  8096. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8097. }
  8098. if( skill_area_temp[2] == 1 ){
  8099. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  8100. sc_start(src, SC_STOP, 100, skilllv, skill_get_time(skillid, skilllv));
  8101. }
  8102. }else{
  8103. skill_area_temp[2] = 0;
  8104. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  8105. }
  8106. break;
  8107. default:
  8108. if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
  8109. if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
  8110. clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported");
  8111. } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */
  8112. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  8113. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  8114. map_freeblock_unlock();
  8115. return 1;
  8116. }
  8117. if(skillid != SR_CURSEDCIRCLE){
  8118. struct status_change *sc = status_get_sc(src);
  8119. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  8120. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  8121. }
  8122. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  8123. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  8124. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  8125. }
  8126. if( sd && !(flag&1) )
  8127. {// ensure that the skill last-cast tick is recorded
  8128. sd->canskill_tick = gettick();
  8129. if( sd->state.arrow_atk )
  8130. {// consume arrow on last invocation to this skill.
  8131. battle_consume_ammo(sd, skillid, skilllv);
  8132. }
  8133. skill_onskillusage(sd, bl, skillid, tick);
  8134. // perform skill requirement consumption
  8135. skill_consume_requirement(sd,skillid,skilllv,2);
  8136. }
  8137. map_freeblock_unlock();
  8138. return 0;
  8139. }
  8140. /*==========================================
  8141. *
  8142. *------------------------------------------*/
  8143. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  8144. {
  8145. struct block_list *target, *src;
  8146. struct map_session_data *sd;
  8147. struct mob_data *md;
  8148. struct unit_data *ud;
  8149. struct status_change *sc = NULL;
  8150. int inf,inf2,flag = 0;
  8151. src = map_id2bl(id);
  8152. if( src == NULL )
  8153. {
  8154. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  8155. return 0;// not found
  8156. }
  8157. ud = unit_bl2ud(src);
  8158. if( ud == NULL )
  8159. {
  8160. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  8161. return 0;// ???
  8162. }
  8163. sd = BL_CAST(BL_PC, src);
  8164. md = BL_CAST(BL_MOB, src);
  8165. if( src->prev == NULL ) {
  8166. ud->skilltimer = INVALID_TIMER;
  8167. return 0;
  8168. }
  8169. if(ud->skillid != SA_CASTCANCEL && ud->skillid != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  8170. if( ud->skilltimer != tid ) {
  8171. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  8172. ud->skilltimer = INVALID_TIMER;
  8173. return 0;
  8174. }
  8175. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK) )
  8176. {// restore original walk speed
  8177. ud->skilltimer = INVALID_TIMER;
  8178. status_calc_bl(&sd->bl, SCB_SPEED);
  8179. }
  8180. ud->skilltimer = INVALID_TIMER;
  8181. }
  8182. if (ud->skilltarget == id)
  8183. target = src;
  8184. else
  8185. target = map_id2bl(ud->skilltarget);
  8186. // Use a do so that you can break out of it when the skill fails.
  8187. do {
  8188. if(!target || target->prev==NULL) break;
  8189. if(src->m != target->m || status_isdead(src)) break;
  8190. switch (ud->skillid) {
  8191. //These should become skill_castend_pos
  8192. case WE_CALLPARTNER:
  8193. if(sd) clif_callpartner(sd);
  8194. case WE_CALLPARENT:
  8195. case WE_CALLBABY:
  8196. case AM_RESURRECTHOMUN:
  8197. case PF_SPIDERWEB:
  8198. //Find a random spot to place the skill. [Skotlex]
  8199. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  8200. ud->skillx = target->x + inf2;
  8201. ud->skilly = target->y + inf2;
  8202. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  8203. ud->skillx = target->x;
  8204. ud->skilly = target->y;
  8205. }
  8206. ud->skilltimer=tid;
  8207. return skill_castend_pos(tid,tick,id,data);
  8208. case GN_WALLOFTHORN:
  8209. ud->skillx = target->x;
  8210. ud->skilly = target->y;
  8211. ud->skilltimer = tid;
  8212. return skill_castend_pos(tid,tick,id,data);
  8213. }
  8214. if(ud->skillid == RG_BACKSTAP) {
  8215. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  8216. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  8217. break;
  8218. }
  8219. }
  8220. if( ud->skillid == PR_TURNUNDEAD )
  8221. {
  8222. struct status_data *tstatus = status_get_status_data(target);
  8223. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  8224. break;
  8225. }
  8226. if( ud->skillid == RA_WUGSTRIKE ){
  8227. if( !path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  8228. break;
  8229. }
  8230. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  8231. {
  8232. sc = status_get_sc(target);
  8233. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  8234. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  8235. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  8236. break;
  8237. }
  8238. }
  8239. else
  8240. { // Check target validity.
  8241. inf = skill_get_inf(ud->skillid);
  8242. inf2 = skill_get_inf2(ud->skillid);
  8243. if(inf&INF_ATTACK_SKILL ||
  8244. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  8245. ) // Casted through combo.
  8246. inf = BCT_ENEMY; //Offensive skill.
  8247. else if(inf2&INF2_NO_ENEMY)
  8248. inf = BCT_NOENEMY;
  8249. else
  8250. inf = 0;
  8251. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  8252. {
  8253. inf |=
  8254. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  8255. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  8256. //Remove neutral targets (but allow enemy if skill is designed to be so)
  8257. inf &= ~BCT_NEUTRAL;
  8258. }
  8259. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  8260. {
  8261. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  8262. break;
  8263. }
  8264. else
  8265. if (inf && battle_check_target(src, target, inf) <= 0){
  8266. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8267. break;
  8268. }
  8269. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  8270. sc->data[SC_FOGWALL] &&
  8271. rnd()%100 < 75)
  8272. { //Fogwall makes all offensive-type targetted skills fail at 75%
  8273. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8274. break;
  8275. }
  8276. }
  8277. //Avoid doing double checks for instant-cast skills.
  8278. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  8279. break;
  8280. if(md) {
  8281. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8282. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8283. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8284. }
  8285. if(src != target && battle_config.skill_add_range &&
  8286. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  8287. {
  8288. if (sd) {
  8289. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8290. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  8291. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8292. }
  8293. break;
  8294. }
  8295. if( sd )
  8296. {
  8297. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8298. break;
  8299. else
  8300. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8301. }
  8302. #ifdef OFFICIAL_WALKPATH
  8303. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  8304. break;
  8305. #endif
  8306. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8307. break;
  8308. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  8309. {
  8310. ud->state.running = 0;
  8311. status_change_end(src, SC_RUN, INVALID_TIMER);
  8312. flag = 1;
  8313. }
  8314. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  8315. unit_stop_walking(src,1);
  8316. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8317. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  8318. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){
  8319. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8320. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8321. if (sd->skillcooldown[i].id == ud->skillid){
  8322. cooldown += sd->skillcooldown[i].val;
  8323. break;
  8324. }
  8325. }
  8326. skill_blockpc_start(sd, ud->skillid, cooldown);
  8327. }
  8328. if( battle_config.display_status_timers && sd )
  8329. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8330. if( sd )
  8331. {
  8332. switch( ud->skillid )
  8333. {
  8334. case GS_DESPERADO:
  8335. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  8336. break;
  8337. case CR_GRANDCROSS:
  8338. case NPC_GRANDDARKNESS:
  8339. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  8340. {
  8341. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  8342. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  8343. break;
  8344. }
  8345. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  8346. break;
  8347. }
  8348. }
  8349. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  8350. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8351. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8352. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  8353. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  8354. map_freeblock_lock();
  8355. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8356. skill_toggle_magicpower(src, ud->skillid);
  8357. if( ud->skillid != RA_CAMOUFLAGE ) // only normal attack and auto cast skills benefit from its bonuses
  8358. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  8359. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  8360. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8361. else
  8362. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  8363. sc = status_get_sc(src);
  8364. if(sc && sc->count) {
  8365. if(sc->data[SC_SPIRIT] &&
  8366. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  8367. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  8368. ud->skillid != WZ_WATERBALL)
  8369. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  8370. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  8371. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  8372. }
  8373. if( sd && ud->skillid != SA_ABRACADABRA && ud->skillid != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  8374. sd->skillitem = sd->skillitemlv = 0;
  8375. if (ud->skilltimer == INVALID_TIMER) {
  8376. if(md) md->skillidx = -1;
  8377. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  8378. ud->skilllv = ud->skilltarget = 0;
  8379. }
  8380. map_freeblock_unlock();
  8381. return 1;
  8382. } while(0);
  8383. //Skill failed.
  8384. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  8385. { //When Asura fails... (except when it fails from Fog of Wall)
  8386. //Consume SP/spheres
  8387. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  8388. status_set_sp(src, 0, 0);
  8389. sc = &sd->sc;
  8390. if (sc->count)
  8391. { //End states
  8392. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  8393. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  8394. #ifdef RENEWAL
  8395. sc_start(src, SC_EXTREMITYFIST2, 100, ud->skilllv, skill_get_time(ud->skillid, ud->skilllv));
  8396. #endif
  8397. }
  8398. if (target && target->m == src->m)
  8399. { //Move character to target anyway.
  8400. int dx,dy;
  8401. dx = target->x - src->x;
  8402. dy = target->y - src->y;
  8403. if(dx > 0) dx++;
  8404. else if(dx < 0) dx--;
  8405. if (dy > 0) dy++;
  8406. else if(dy < 0) dy--;
  8407. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  8408. { //Display movement + animation.
  8409. clif_slide(src,src->x,src->y);
  8410. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  8411. }
  8412. clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8413. }
  8414. }
  8415. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  8416. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8417. ud->canact_tick = tick;
  8418. //You can't place a skill failed packet here because it would be
  8419. //sent in ALL cases, even cases where skill_check_condition fails
  8420. //which would lead to double 'skill failed' messages u.u [Skotlex]
  8421. if(sd)
  8422. sd->skillitem = sd->skillitemlv = 0;
  8423. else if(md)
  8424. md->skillidx = -1;
  8425. return 0;
  8426. }
  8427. /*==========================================
  8428. *
  8429. *------------------------------------------*/
  8430. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  8431. {
  8432. struct block_list* src = map_id2bl(id);
  8433. int maxcount;
  8434. struct map_session_data *sd;
  8435. struct unit_data *ud = unit_bl2ud(src);
  8436. struct mob_data *md;
  8437. nullpo_ret(ud);
  8438. sd = BL_CAST(BL_PC , src);
  8439. md = BL_CAST(BL_MOB, src);
  8440. if( src->prev == NULL ) {
  8441. ud->skilltimer = INVALID_TIMER;
  8442. return 0;
  8443. }
  8444. if( ud->skilltimer != tid )
  8445. {
  8446. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  8447. ud->skilltimer = INVALID_TIMER;
  8448. return 0;
  8449. }
  8450. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skillid == LG_EXEEDBREAK ) )
  8451. {// restore original walk speed
  8452. ud->skilltimer = INVALID_TIMER;
  8453. status_calc_bl(&sd->bl, SCB_SPEED);
  8454. }
  8455. ud->skilltimer = INVALID_TIMER;
  8456. do {
  8457. if( status_isdead(src) )
  8458. break;
  8459. if( !(src->type&battle_config.skill_reiteration) &&
  8460. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  8461. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8462. )
  8463. {
  8464. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8465. break;
  8466. }
  8467. if( src->type&battle_config.skill_nofootset &&
  8468. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  8469. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  8470. )
  8471. {
  8472. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8473. break;
  8474. }
  8475. if( src->type&battle_config.land_skill_limit &&
  8476. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  8477. ) {
  8478. int i;
  8479. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  8480. if(ud->skillunit[i]->skill_id == ud->skillid)
  8481. maxcount--;
  8482. }
  8483. if( maxcount == 0 )
  8484. {
  8485. if (sd) clif_skill_fail(sd,ud->skillid,USESKILL_FAIL_LEVEL,0);
  8486. break;
  8487. }
  8488. }
  8489. if(tid != INVALID_TIMER)
  8490. { //Avoid double checks on instant cast skills. [Skotlex]
  8491. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  8492. break;
  8493. if(battle_config.skill_add_range &&
  8494. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  8495. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  8496. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  8497. break;
  8498. }
  8499. }
  8500. if( sd )
  8501. {
  8502. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  8503. break;
  8504. else
  8505. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  8506. }
  8507. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  8508. break;
  8509. if(md) {
  8510. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  8511. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  8512. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  8513. }
  8514. if(battle_config.skill_log && battle_config.skill_log&src->type)
  8515. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  8516. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  8517. if (ud->walktimer != INVALID_TIMER)
  8518. unit_stop_walking(src,1);
  8519. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8520. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  8521. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 ){
  8522. int i, cooldown = skill_get_cooldown(ud->skillid, ud->skilllv);
  8523. for (i = 0; i < ARRAYLENGTH(sd->skillcooldown) && sd->skillcooldown[i].id; i++) { // Increases/Decreases cooldown of a skill by item/card bonuses.
  8524. if (sd->skillcooldown[i].id == ud->skillid){
  8525. cooldown += sd->skillcooldown[i].val;
  8526. break;
  8527. }
  8528. }
  8529. skill_blockpc_start(sd, ud->skillid, cooldown);
  8530. }
  8531. if( battle_config.display_status_timers && sd )
  8532. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  8533. // if( sd )
  8534. // {
  8535. // switch( ud->skillid )
  8536. // {
  8537. // case ????:
  8538. // sd->canequip_tick = tick + ????;
  8539. // break;
  8540. // }
  8541. // }
  8542. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  8543. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);// only normal attack and auto cast skills benefit from its bonuses
  8544. map_freeblock_lock();
  8545. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  8546. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  8547. sd->skillitem = sd->skillitemlv = 0;
  8548. if (ud->skilltimer == INVALID_TIMER) {
  8549. if (md) md->skillidx = -1;
  8550. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  8551. ud->skilllv = ud->skillx = ud->skilly = 0;
  8552. }
  8553. map_freeblock_unlock();
  8554. return 1;
  8555. } while(0);
  8556. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  8557. ud->canact_tick = tick;
  8558. ud->skillid = ud->skilllv = 0;
  8559. if(sd)
  8560. sd->skillitem = sd->skillitemlv = 0;
  8561. else if(md)
  8562. md->skillidx = -1;
  8563. return 0;
  8564. }
  8565. /*==========================================
  8566. *
  8567. *------------------------------------------*/
  8568. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  8569. {
  8570. struct map_session_data* sd;
  8571. struct status_change* sc;
  8572. struct status_change_entry *sce;
  8573. struct skill_unit_group* sg;
  8574. enum sc_type type;
  8575. int i;
  8576. //if(skilllv <= 0) return 0;
  8577. if(skillid > 0 && skilllv <= 0) return 0; // celest
  8578. nullpo_ret(src);
  8579. if(status_isdead(src))
  8580. return 0;
  8581. sd = BL_CAST(BL_PC, src);
  8582. sc = status_get_sc(src);
  8583. type = status_skill2sc(skillid);
  8584. sce = (sc && type != -1)?sc->data[type]:NULL;
  8585. switch (skillid) { //Skill effect.
  8586. case WZ_METEOR:
  8587. case MO_BODYRELOCATION:
  8588. case CR_CULTIVATION:
  8589. case HW_GANBANTEIN:
  8590. case LG_EARTHDRIVE:
  8591. break; //Effect is displayed on respective switch case.
  8592. default:
  8593. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  8594. clif_skill_nodamage(src,src,skillid,skilllv,1);
  8595. else
  8596. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8597. }
  8598. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  8599. skill_toggle_magicpower(src, skillid);
  8600. switch(skillid)
  8601. {
  8602. case PR_BENEDICTIO:
  8603. skill_area_temp[1] = src->id;
  8604. i = skill_get_splash(skillid, skilllv);
  8605. map_foreachinarea(skill_area_sub,
  8606. src->m, x-i, y-i, x+i, y+i, BL_PC,
  8607. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  8608. skill_castend_nodamage_id);
  8609. map_foreachinarea(skill_area_sub,
  8610. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8611. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  8612. skill_castend_damage_id);
  8613. break;
  8614. case BS_HAMMERFALL:
  8615. i = skill_get_splash(skillid, skilllv);
  8616. map_foreachinarea (skill_area_sub,
  8617. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8618. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  8619. skill_castend_nodamage_id);
  8620. break;
  8621. case HT_DETECTING:
  8622. i = skill_get_splash(skillid, skilllv);
  8623. map_foreachinarea( status_change_timer_sub,
  8624. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  8625. src,NULL,SC_SIGHT,tick);
  8626. if(battle_config.traps_setting&1)
  8627. map_foreachinarea( skill_reveal_trap,
  8628. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  8629. break;
  8630. case SR_RIDEINLIGHTNING:
  8631. i = skill_get_splash(skillid, skilllv);
  8632. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  8633. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  8634. break;
  8635. case SA_VOLCANO:
  8636. case SA_DELUGE:
  8637. case SA_VIOLENTGALE:
  8638. { //Does not consumes if the skill is already active. [Skotlex]
  8639. struct skill_unit_group *sg;
  8640. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  8641. {
  8642. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  8643. {
  8644. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8645. return 0; // not to consume items
  8646. }
  8647. else
  8648. sg->limit = 0; //Disable it.
  8649. }
  8650. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8651. break;
  8652. }
  8653. case MG_SAFETYWALL:
  8654. case MG_FIREWALL:
  8655. case MG_THUNDERSTORM:
  8656. case AL_PNEUMA:
  8657. case WZ_ICEWALL:
  8658. case WZ_FIREPILLAR:
  8659. case WZ_QUAGMIRE:
  8660. case WZ_VERMILION:
  8661. case WZ_STORMGUST:
  8662. case WZ_HEAVENDRIVE:
  8663. case PR_SANCTUARY:
  8664. case PR_MAGNUS:
  8665. case CR_GRANDCROSS:
  8666. case NPC_GRANDDARKNESS:
  8667. case HT_SKIDTRAP:
  8668. case MA_SKIDTRAP:
  8669. case HT_LANDMINE:
  8670. case MA_LANDMINE:
  8671. case HT_ANKLESNARE:
  8672. case HT_SHOCKWAVE:
  8673. case HT_SANDMAN:
  8674. case MA_SANDMAN:
  8675. case HT_FLASHER:
  8676. case HT_FREEZINGTRAP:
  8677. case MA_FREEZINGTRAP:
  8678. case HT_BLASTMINE:
  8679. case HT_CLAYMORETRAP:
  8680. case AS_VENOMDUST:
  8681. case AM_DEMONSTRATION:
  8682. case PF_FOGWALL:
  8683. case PF_SPIDERWEB:
  8684. case HT_TALKIEBOX:
  8685. case WE_CALLPARTNER:
  8686. case WE_CALLPARENT:
  8687. case WE_CALLBABY:
  8688. case AC_SHOWER: //Ground-placed skill implementation.
  8689. case MA_SHOWER:
  8690. case SA_LANDPROTECTOR:
  8691. case BD_LULLABY:
  8692. case BD_RICHMANKIM:
  8693. case BD_ETERNALCHAOS:
  8694. case BD_DRUMBATTLEFIELD:
  8695. case BD_RINGNIBELUNGEN:
  8696. case BD_ROKISWEIL:
  8697. case BD_INTOABYSS:
  8698. case BD_SIEGFRIED:
  8699. case BA_DISSONANCE:
  8700. case BA_POEMBRAGI:
  8701. case BA_WHISTLE:
  8702. case BA_ASSASSINCROSS:
  8703. case BA_APPLEIDUN:
  8704. case DC_UGLYDANCE:
  8705. case DC_HUMMING:
  8706. case DC_DONTFORGETME:
  8707. case DC_FORTUNEKISS:
  8708. case DC_SERVICEFORYOU:
  8709. case CG_MOONLIT:
  8710. case GS_DESPERADO:
  8711. case NJ_KAENSIN:
  8712. case NJ_BAKUENRYU:
  8713. case NJ_SUITON:
  8714. case NJ_HYOUSYOURAKU:
  8715. case NJ_RAIGEKISAI:
  8716. case NJ_KAMAITACHI:
  8717. #ifdef RENEWAL
  8718. case NJ_HUUMA:
  8719. #endif
  8720. case NPC_EVILLAND:
  8721. case RA_ELECTRICSHOCKER:
  8722. case RA_CLUSTERBOMB:
  8723. case RA_MAGENTATRAP:
  8724. case RA_COBALTTRAP:
  8725. case RA_MAIZETRAP:
  8726. case RA_VERDURETRAP:
  8727. case RA_FIRINGTRAP:
  8728. case RA_ICEBOUNDTRAP:
  8729. case SC_MANHOLE:
  8730. case SC_DIMENSIONDOOR:
  8731. case SC_CHAOSPANIC:
  8732. case SC_MAELSTROM:
  8733. case WM_REVERBERATION:
  8734. case WM_SEVERE_RAINSTORM:
  8735. case WM_POEMOFNETHERWORLD:
  8736. case SO_PSYCHIC_WAVE:
  8737. case SO_VACUUM_EXTREME:
  8738. case GN_WALLOFTHORN:
  8739. case GN_THORNS_TRAP:
  8740. case GN_DEMONIC_FIRE:
  8741. case GN_HELLS_PLANT:
  8742. case SO_EARTHGRAVE:
  8743. case SO_DIAMONDDUST:
  8744. case SO_FIRE_INSIGNIA:
  8745. case SO_WATER_INSIGNIA:
  8746. case SO_WIND_INSIGNIA:
  8747. case SO_EARTH_INSIGNIA:
  8748. case MH_POISON_MIST:
  8749. case KO_HUUMARANKA:
  8750. case KO_MUCHANAGE:
  8751. case KO_BAKURETSU:
  8752. case KO_ZENKAI:
  8753. //case KO_MAKIBISHI:
  8754. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  8755. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  8756. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8757. break;
  8758. case RG_GRAFFITI: /* Graffiti [Valaris] */
  8759. skill_clear_unitgroup(src);
  8760. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8761. flag|=1;
  8762. break;
  8763. case HP_BASILICA:
  8764. if( sc->data[SC_BASILICA] )
  8765. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  8766. else
  8767. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  8768. skill_clear_unitgroup(src);
  8769. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  8770. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  8771. flag|=1;
  8772. }
  8773. break;
  8774. case CG_HERMODE:
  8775. skill_clear_unitgroup(src);
  8776. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  8777. sc_start4(src,SC_DANCING,100,
  8778. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  8779. flag|=1;
  8780. break;
  8781. case RG_CLEANER: // [Valaris]
  8782. i = skill_get_splash(skillid, skilllv);
  8783. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  8784. break;
  8785. case SO_CLOUD_KILL:
  8786. case SO_WARMER:
  8787. flag|=(skillid == SO_WARMER)?8:4;
  8788. skill_unitsetting(src,skillid,skilllv,x,y,0);
  8789. break;
  8790. case WZ_METEOR: {
  8791. int area = skill_get_splash(skillid, skilllv);
  8792. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  8793. for( i = 0; i < 2 + (skilllv>>1); i++ ) {
  8794. // Creates a random Cell in the Splash Area
  8795. tmpx = x - area + rnd()%(area * 2 + 1);
  8796. tmpy = y - area + rnd()%(area * 2 + 1);
  8797. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  8798. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  8799. if( i > 0 )
  8800. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,0);
  8801. x1 = tmpx;
  8802. y1 = tmpy;
  8803. }
  8804. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,0);
  8805. }
  8806. break;
  8807. case AL_WARP:
  8808. if(sd)
  8809. {
  8810. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  8811. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  8812. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  8813. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  8814. );
  8815. }
  8816. return 0; // not to consume item.
  8817. case MO_BODYRELOCATION:
  8818. if (unit_movepos(src, x, y, 1, 1)) {
  8819. #if PACKETVER >= 20111005
  8820. clif_snap(src, src->x, src->y);
  8821. #else
  8822. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  8823. #endif
  8824. if (sd)
  8825. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  8826. }
  8827. break;
  8828. case NJ_SHADOWJUMP:
  8829. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground ) { //You don't move on GVG grounds.
  8830. unit_movepos(src, x, y, 1, 0);
  8831. clif_slide(src,x,y);
  8832. }
  8833. status_change_end(src, SC_HIDING, INVALID_TIMER);
  8834. break;
  8835. case AM_SPHEREMINE:
  8836. case AM_CANNIBALIZE:
  8837. {
  8838. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  8839. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  8840. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  8841. struct mob_data *md;
  8842. // Correct info, don't change any of this! [celest]
  8843. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  8844. if (md) {
  8845. md->master_id = src->id;
  8846. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  8847. if( md->deletetimer != INVALID_TIMER )
  8848. delete_timer(md->deletetimer, mob_timer_delete);
  8849. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  8850. mob_spawn (md); //Now it is ready for spawning.
  8851. }
  8852. }
  8853. break;
  8854. // Slim Pitcher [Celest]
  8855. case CR_SLIMPITCHER:
  8856. if (sd) {
  8857. int i = skilllv%11 - 1;
  8858. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  8859. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  8860. {
  8861. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8862. return 1;
  8863. }
  8864. potion_flag = 1;
  8865. potion_hp = 0;
  8866. potion_sp = 0;
  8867. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8868. potion_flag = 0;
  8869. //Apply skill bonuses
  8870. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  8871. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  8872. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  8873. + pc_skillheal_bonus(sd, skillid);
  8874. potion_hp = potion_hp * (100+i)/100;
  8875. potion_sp = potion_sp * (100+i)/100;
  8876. if(potion_hp > 0 || potion_sp > 0) {
  8877. i = skill_get_splash(skillid, skilllv);
  8878. map_foreachinarea(skill_area_sub,
  8879. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  8880. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  8881. skill_castend_nodamage_id);
  8882. }
  8883. } else {
  8884. int i = skilllv%11 - 1;
  8885. struct item_data *item;
  8886. i = skill_db[skillid].itemid[i];
  8887. item = itemdb_search(i);
  8888. potion_flag = 1;
  8889. potion_hp = 0;
  8890. potion_sp = 0;
  8891. run_script(item->script,0,src->id,0);
  8892. potion_flag = 0;
  8893. i = skill_get_max(CR_SLIMPITCHER)*10;
  8894. potion_hp = potion_hp * (100+i)/100;
  8895. potion_sp = potion_sp * (100+i)/100;
  8896. if(potion_hp > 0 || potion_sp > 0) {
  8897. i = skill_get_splash(skillid, skilllv);
  8898. map_foreachinarea(skill_area_sub,
  8899. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  8900. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  8901. skill_castend_nodamage_id);
  8902. }
  8903. }
  8904. break;
  8905. case HW_GANBANTEIN:
  8906. if (rnd()%100 < 80) {
  8907. int dummy = 1;
  8908. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8909. i = skill_get_splash(skillid, skilllv);
  8910. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  8911. } else {
  8912. if (sd) clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8913. return 1;
  8914. }
  8915. break;
  8916. case HW_GRAVITATION:
  8917. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  8918. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  8919. flag|=1;
  8920. break;
  8921. // Plant Cultivation [Celest]
  8922. case CR_CULTIVATION:
  8923. if (sd) {
  8924. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  8925. {
  8926. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8927. return 1;
  8928. }
  8929. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  8930. if (rnd()%100 < 50) {
  8931. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8932. } else {
  8933. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rnd()%2 : 1078+rnd()%6),"");
  8934. int i;
  8935. if (!md) break;
  8936. if ((i = skill_get_time(skillid, skilllv)) > 0)
  8937. {
  8938. if( md->deletetimer != INVALID_TIMER )
  8939. delete_timer(md->deletetimer, mob_timer_delete);
  8940. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  8941. }
  8942. mob_spawn (md);
  8943. }
  8944. }
  8945. break;
  8946. case SG_SUN_WARM:
  8947. case SG_MOON_WARM:
  8948. case SG_STAR_WARM:
  8949. skill_clear_unitgroup(src);
  8950. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  8951. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  8952. flag|=1;
  8953. break;
  8954. case PA_GOSPEL:
  8955. if (sce && sce->val4 == BCT_SELF)
  8956. {
  8957. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  8958. return 0;
  8959. }
  8960. else
  8961. {
  8962. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  8963. if (!sg) break;
  8964. if (sce)
  8965. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  8966. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  8967. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  8968. }
  8969. break;
  8970. case NJ_TATAMIGAESHI:
  8971. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  8972. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  8973. break;
  8974. case AM_RESURRECTHOMUN: //[orn]
  8975. if (sd)
  8976. {
  8977. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  8978. {
  8979. clif_skill_fail(sd,skillid,USESKILL_FAIL_LEVEL,0);
  8980. break;
  8981. }
  8982. }
  8983. break;
  8984. case NC_COLDSLOWER:
  8985. case NC_ARMSCANNON:
  8986. case RK_DRAGONBREATH:
  8987. case RK_WINDCUTTER:
  8988. case WM_LULLABY_DEEPSLEEP:
  8989. i = skill_get_splash(skillid,skilllv);
  8990. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  8991. src,skillid,skilllv,tick,flag|(skillid==WM_LULLABY_DEEPSLEEP?BCT_ALL:BCT_ENEMY)|1,skill_castend_damage_id);
  8992. break;
  8993. /**
  8994. * Guilotine Cross
  8995. **/
  8996. case GC_POISONSMOKE:
  8997. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  8998. if( sd )
  8999. clif_skill_fail(sd,skillid,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  9000. return 0;
  9001. }
  9002. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  9003. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  9004. //status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER); // 08/31/2011 - When using poison smoke, you no longer lose the poisoning weapon effect.
  9005. break;
  9006. /**
  9007. * Arch Bishop
  9008. **/
  9009. case AB_EPICLESIS:
  9010. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  9011. i = sg->unit->range;
  9012. 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);
  9013. }
  9014. break;
  9015. /**
  9016. * Warlock
  9017. **/
  9018. case WL_COMET:
  9019. if( sc ) {
  9020. sc->comet_x = x;
  9021. sc->comet_y = y;
  9022. }
  9023. i = skill_get_splash(skillid,skilllv);
  9024. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9025. break;
  9026. case WL_EARTHSTRAIN:
  9027. {
  9028. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  9029. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  9030. for( i = 1; i <= wave; i++ )
  9031. {
  9032. switch( dir ){
  9033. case 0: case 1: case 7: sy = y + i; break;
  9034. case 3: case 4: case 5: sy = y - i; break;
  9035. case 2: sx = x - i; break;
  9036. case 6: sx = x + i; break;
  9037. }
  9038. skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2);
  9039. }
  9040. }
  9041. break;
  9042. /**
  9043. * Ranger
  9044. **/
  9045. case RA_DETONATOR:
  9046. i = skill_get_splash(skillid, skilllv);
  9047. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  9048. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  9049. break;
  9050. /**
  9051. * Mechanic
  9052. **/
  9053. case NC_NEUTRALBARRIER:
  9054. case NC_STEALTHFIELD:
  9055. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  9056. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9057. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  9058. if( sd ) pc_overheat(sd,1);
  9059. }
  9060. break;
  9061. case NC_SILVERSNIPER:
  9062. {
  9063. int class_ = 2042;
  9064. struct mob_data *md;
  9065. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "");
  9066. if( md )
  9067. {
  9068. md->master_id = src->id;
  9069. md->special_state.ai = 3;
  9070. if( md->deletetimer != INVALID_TIMER )
  9071. delete_timer(md->deletetimer, mob_timer_delete);
  9072. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  9073. mob_spawn( md );
  9074. }
  9075. }
  9076. break;
  9077. case NC_MAGICDECOY:
  9078. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  9079. break;
  9080. case SC_FEINTBOMB:
  9081. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9082. skill_unitsetting(src,skillid,skilllv,x,y,0); // Set bomb on current Position
  9083. if( skill_blown(src,src,6,unit_getdir(src),0) )
  9084. skill_castend_nodamage_id(src,src,TF_HIDING,1,tick,0);
  9085. break;
  9086. case LG_OVERBRAND:
  9087. {
  9088. int width;//according to data from irowiki it actually is a square
  9089. for( width = 0; width < 7; width++ )
  9090. for( i = 0; i < 7; i++ )
  9091. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, LG_OVERBRAND_BRANDISH, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9092. for( width = 0; width < 7; width++ )
  9093. for( i = 0; i < 7; i++ )
  9094. map_foreachincell(skill_area_sub, src->m, x-2+i, y-2+width, splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY,skill_castend_damage_id);
  9095. }
  9096. break;
  9097. case LG_BANDING:
  9098. if( sc && sc->data[SC_BANDING] )
  9099. status_change_end(src,SC_BANDING,INVALID_TIMER);
  9100. else if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL ) {
  9101. sc_start4(src,SC_BANDING,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  9102. if( sd ) pc_banding(sd,skilllv);
  9103. }
  9104. clif_skill_nodamage(src,src,skillid,skilllv,1);
  9105. break;
  9106. case LG_RAYOFGENESIS:
  9107. if( status_charge(src,status_get_max_hp(src)*3*skilllv / 100,0) ) {
  9108. i = skill_get_splash(skillid,skilllv);
  9109. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  9110. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9111. } else if( sd )
  9112. clif_skill_fail(sd,skillid,USESKILL_FAIL,0);
  9113. break;
  9114. case WM_DOMINION_IMPULSE:
  9115. i = skill_get_splash(skillid, skilllv);
  9116. map_foreachinarea( skill_ative_reverberation,
  9117. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  9118. break;
  9119. case WM_GREAT_ECHO:
  9120. flag|=1; // Should counsume 1 item per skill usage.
  9121. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid,skilllv),splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  9122. break;
  9123. case GN_CRAZYWEED: {
  9124. int area = skill_get_splash(GN_CRAZYWEED_ATK, skilllv);
  9125. short x1 = 0, y1 = 0;
  9126. for( i = 0; i < 3 + (skilllv/2); i++ ) {
  9127. x1 = x - area + rnd()%(area * 2 + 1);
  9128. y1 = y - area + rnd()%(area * 2 + 1);
  9129. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skilllv,-1,0);
  9130. }
  9131. }
  9132. break;
  9133. case GN_FIRE_EXPANSION: {
  9134. int i;
  9135. struct unit_data *ud = unit_bl2ud(src);
  9136. if( !ud ) break;
  9137. for( i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i ++ ) {
  9138. if( ud->skillunit[i]->skill_id == GN_DEMONIC_FIRE &&
  9139. distance_xy(x, y, ud->skillunit[i]->unit->bl.x, ud->skillunit[i]->unit->bl.y) < 4 ) {
  9140. switch( skilllv ) {
  9141. case 3:
  9142. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_SMOKE_POWDER;
  9143. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_SMOKE_POWDER);
  9144. break;
  9145. case 4:
  9146. ud->skillunit[i]->unit_id = UNT_FIRE_EXPANSION_TEAR_GAS;
  9147. clif_changetraplook(&ud->skillunit[i]->unit->bl, UNT_FIRE_EXPANSION_TEAR_GAS);
  9148. break;
  9149. case 5:
  9150. map_foreachinarea(skill_area_sub, src->m,
  9151. ud->skillunit[i]->unit->bl.x - 3, ud->skillunit[i]->unit->bl.y - 3,
  9152. ud->skillunit[i]->unit->bl.x + 3, ud->skillunit[i]->unit->bl.y + 3, BL_CHAR,
  9153. src, CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : skilllv, tick, flag|BCT_ENEMY|1|SD_LEVEL, skill_castend_damage_id);
  9154. skill_delunit(ud->skillunit[i]->unit);
  9155. break;
  9156. default:
  9157. ud->skillunit[i]->unit->val2 = skilllv;
  9158. ud->skillunit[i]->unit->group->val2 = skilllv;
  9159. break;
  9160. }
  9161. }
  9162. }
  9163. }
  9164. break;
  9165. case SO_FIREWALK:
  9166. case SO_ELECTRICWALK:
  9167. if( sc && sc->data[type] )
  9168. status_change_end(src,type,INVALID_TIMER);
  9169. clif_skill_nodamage(src, src ,skillid, skilllv,
  9170. sc_start2(src, type, 100, skillid, skilllv, skill_get_time(skillid, skilllv)));
  9171. break;
  9172. case SC_BLOODYLUST: //set in another group so instance will move if recasted
  9173. flag |= 33;
  9174. skill_unitsetting(src, skillid, skilllv, x, y, 0);
  9175. break;
  9176. default:
  9177. if( skillid >= HM_SKILLBASE && skillid <= HM_SKILLBASE + MAX_HOMUNSKILL ) {
  9178. if( src->type == BL_HOM && ((TBL_HOM*)src)->master->fd )
  9179. clif_colormes(((TBL_HOM*)src)->master, COLOR_RED, "This skill is not yet supported");
  9180. } else /* temporary until all the homun-s skills are supported otherwise console would fill up with pointless warnings */
  9181. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  9182. return 1;
  9183. }
  9184. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  9185. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9186. if( sd )
  9187. {// ensure that the skill last-cast tick is recorded
  9188. sd->canskill_tick = gettick();
  9189. if( sd->state.arrow_atk && !(flag&1) )
  9190. {// consume arrow if this is a ground skill
  9191. battle_consume_ammo(sd, skillid, skilllv);
  9192. }
  9193. // perform skill requirement consumption
  9194. skill_consume_requirement(sd,skillid,skilllv,2);
  9195. }
  9196. return 0;
  9197. }
  9198. /*==========================================
  9199. *
  9200. *------------------------------------------*/
  9201. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  9202. {
  9203. nullpo_ret(sd);
  9204. //Simplify skill_failed code.
  9205. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  9206. if(skill_num != sd->menuskill_id)
  9207. return 0;
  9208. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  9209. skill_failed(sd);
  9210. return 0;
  9211. }
  9212. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  9213. skill_failed(sd);
  9214. return 0;
  9215. }
  9216. if(sd->sc.count && (
  9217. sd->sc.data[SC_SILENCE] ||
  9218. sd->sc.data[SC_ROKISWEIL] ||
  9219. sd->sc.data[SC_AUTOCOUNTER] ||
  9220. sd->sc.data[SC_STEELBODY] ||
  9221. (sd->sc.data[SC_DANCING] && skill_num < RK_ENCHANTBLADE && !pc_checkskill(sd, WM_LESSON)) ||
  9222. sd->sc.data[SC_BERSERK] || sd->sc.data[SC__BLOODYLUST] ||
  9223. sd->sc.data[SC_BASILICA] ||
  9224. sd->sc.data[SC_MARIONETTE] ||
  9225. sd->sc.data[SC_WHITEIMPRISON] ||
  9226. (sd->sc.data[SC_STASIS] && skill_block_check(&sd->bl, SC_STASIS, skill_num)) ||
  9227. (sd->sc.data[SC_KAGEHUMI] && skill_block_check(&sd->bl, SC_KAGEHUMI, skill_num)) ||
  9228. sd->sc.data[SC_OBLIVIONCURSE] ||
  9229. sd->sc.data[SC__MANHOLE]
  9230. )) {
  9231. skill_failed(sd);
  9232. return 0;
  9233. }
  9234. pc_stop_attack(sd);
  9235. pc_stop_walking(sd,0);
  9236. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  9237. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  9238. if(strcmp(map,"cancel")==0) {
  9239. skill_failed(sd);
  9240. return 0;
  9241. }
  9242. switch(skill_num)
  9243. {
  9244. case AL_TELEPORT:
  9245. if(strcmp(map,"Random")==0)
  9246. pc_randomwarp(sd,CLR_TELEPORT);
  9247. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  9248. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  9249. break;
  9250. case AL_WARP:
  9251. {
  9252. const struct point *p[4];
  9253. struct skill_unit_group *group;
  9254. int i, lv, wx, wy;
  9255. int maxcount=0;
  9256. int x,y;
  9257. unsigned short mapindex;
  9258. mapindex = mapindex_name2id((char*)map);
  9259. if(!mapindex) { //Given map not found?
  9260. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9261. skill_failed(sd);
  9262. return 0;
  9263. }
  9264. p[0] = &sd->status.save_point;
  9265. p[1] = &sd->status.memo_point[0];
  9266. p[2] = &sd->status.memo_point[1];
  9267. p[3] = &sd->status.memo_point[2];
  9268. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  9269. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  9270. if(sd->ud.skillunit[i]->skill_id == skill_num)
  9271. maxcount--;
  9272. }
  9273. if(!maxcount) {
  9274. clif_skill_fail(sd,skill_num,USESKILL_FAIL_LEVEL,0);
  9275. skill_failed(sd);
  9276. return 0;
  9277. }
  9278. }
  9279. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  9280. wx = sd->menuskill_val>>16;
  9281. wy = sd->menuskill_val&0xffff;
  9282. if( lv <= 0 ) return 0;
  9283. if( lv > 4 ) lv = 4; // crash prevention
  9284. // check if the chosen map exists in the memo list
  9285. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  9286. if( i < lv ) {
  9287. x=p[i]->x;
  9288. y=p[i]->y;
  9289. } else {
  9290. skill_failed(sd);
  9291. return 0;
  9292. }
  9293. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  9294. { // This checks versus skillid/skilllv...
  9295. skill_failed(sd);
  9296. return 0;
  9297. }
  9298. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  9299. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  9300. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  9301. skill_failed(sd);
  9302. return 0;
  9303. }
  9304. group->val1 = (group->val1<<16)|(short)0;
  9305. // record the destination coordinates
  9306. group->val2 = (x<<16)|y;
  9307. group->val3 = mapindex;
  9308. }
  9309. break;
  9310. }
  9311. sd->menuskill_id = sd->menuskill_val = 0;
  9312. return 0;
  9313. #undef skill_failed
  9314. }
  9315. /// transforms 'target' skill unit into dissonance (if conditions are met)
  9316. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  9317. {
  9318. struct skill_unit* target = (struct skill_unit*)bl;
  9319. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  9320. int flag = va_arg(ap, int);
  9321. if (src == target)
  9322. return 0;
  9323. if (!target->group || !(target->group->state.song_dance&0x1))
  9324. return 0;
  9325. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  9326. return 0;
  9327. if (flag) //Set dissonance
  9328. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  9329. else //Remove dissonance
  9330. target->val2 &= ~UF_ENSEMBLE;
  9331. clif_skill_setunit(target); //Update look of affected cell.
  9332. return 1;
  9333. }
  9334. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  9335. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  9336. //When 1, this unit has been positioned, so start the cancel effect.
  9337. int skill_dance_overlap(struct skill_unit* unit, int flag)
  9338. {
  9339. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  9340. return 0;
  9341. if (!flag && !(unit->val2&UF_ENSEMBLE))
  9342. return 0; //Nothing to remove, this unit is not overlapped.
  9343. if (unit->val1 != unit->group->skill_id)
  9344. { //Reset state
  9345. unit->val1 = unit->group->skill_id;
  9346. unit->val2 &= ~UF_ENSEMBLE;
  9347. }
  9348. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  9349. }
  9350. /*==========================================
  9351. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  9352. * Flag: 0 - Convert, 1 - Revert.
  9353. *------------------------------------------*/
  9354. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  9355. {
  9356. static int prevflag = 1; // by default the backup is empty
  9357. static struct skill_unit_group backup;
  9358. struct skill_unit_group* group = unit->group;
  9359. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  9360. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  9361. return false;
  9362. if( flag == prevflag )
  9363. {// protection against attempts to read an empty backup / write to a full backup
  9364. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  9365. flag ? "read an empty backup" : "write to a full backup",
  9366. group->skill_id, group->skill_lv, group->src_id);
  9367. return false;
  9368. }
  9369. prevflag = flag;
  9370. if( !flag )
  9371. { //Transform
  9372. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  9373. // backup
  9374. backup.skill_id = group->skill_id;
  9375. backup.skill_lv = group->skill_lv;
  9376. backup.unit_id = group->unit_id;
  9377. backup.target_flag = group->target_flag;
  9378. backup.bl_flag = group->bl_flag;
  9379. backup.interval = group->interval;
  9380. // replace
  9381. group->skill_id = skillid;
  9382. group->skill_lv = 1;
  9383. group->unit_id = skill_get_unit_id(skillid,0);
  9384. group->target_flag = skill_get_unit_target(skillid);
  9385. group->bl_flag = skill_get_unit_bl_target(skillid);
  9386. group->interval = skill_get_unit_interval(skillid);
  9387. }
  9388. else
  9389. { //Restore
  9390. group->skill_id = backup.skill_id;
  9391. group->skill_lv = backup.skill_lv;
  9392. group->unit_id = backup.unit_id;
  9393. group->target_flag = backup.target_flag;
  9394. group->bl_flag = backup.bl_flag;
  9395. group->interval = backup.interval;
  9396. }
  9397. return true;
  9398. }
  9399. /**
  9400. * Upon Ice Wall cast it checks all nearby mobs to find any who may be blocked by the IW
  9401. **/
  9402. static int skill_icewall_block(struct block_list *bl,va_list ap) {
  9403. struct block_list *target = NULL;
  9404. struct mob_data *md = ((TBL_MOB*)bl);
  9405. nullpo_ret(bl);
  9406. nullpo_ret(md);
  9407. if( !md->target_id || ( target = map_id2bl(md->target_id) ) == NULL )
  9408. return 0;
  9409. if( path_search_long(NULL,bl->m,bl->x,bl->y,target->x,target->y,CELL_CHKICEWALL) )
  9410. return 0;
  9411. if( !check_distance_bl(bl, target, status_get_range(bl) ) ) {
  9412. mob_unlocktarget(md,gettick());
  9413. mob_stop_walking(md,1);
  9414. }
  9415. return 0;
  9416. }
  9417. /*==========================================
  9418. * Initializes and sets a ground skill.
  9419. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  9420. *------------------------------------------*/
  9421. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  9422. {
  9423. struct skill_unit_group *group;
  9424. int i,limit,val1=0,val2=0,val3=0;
  9425. int target,interval,range,unit_flag,req_item=0;
  9426. struct s_skill_unit_layout *layout;
  9427. struct map_session_data *sd;
  9428. struct status_data *status;
  9429. struct status_change *sc;
  9430. int active_flag=1;
  9431. int subunt=0;
  9432. nullpo_retr(NULL, src);
  9433. limit = skill_get_time(skillid,skilllv);
  9434. range = skill_get_unit_range(skillid,skilllv);
  9435. interval = skill_get_unit_interval(skillid);
  9436. target = skill_get_unit_target(skillid);
  9437. unit_flag = skill_get_unit_flag(skillid);
  9438. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  9439. sd = BL_CAST(BL_PC, src);
  9440. status = status_get_status_data(src);
  9441. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  9442. switch( skillid ) {
  9443. case MG_SAFETYWALL:
  9444. #ifdef RENEWAL
  9445. /**
  9446. * According to data provided in RE, SW life is equal to 3 times caster's health
  9447. **/
  9448. val2 = status_get_max_hp(src) * 3;
  9449. #else
  9450. val2 = skilllv+1;
  9451. #endif
  9452. break;
  9453. case MG_FIREWALL:
  9454. if(sc && sc->data[SC_VIOLENTGALE])
  9455. limit = limit*3/2;
  9456. val2=4+skilllv;
  9457. break;
  9458. case AL_WARP:
  9459. val1=skilllv+6;
  9460. if(!(flag&1))
  9461. limit=2000;
  9462. else // previous implementation (not used anymore)
  9463. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  9464. if( src->type != BL_SKILL ) return NULL;
  9465. group = ((TBL_SKILL*)src)->group;
  9466. src = map_id2bl(group->src_id);
  9467. if( !src ) return NULL;
  9468. val2 = group->val2; //Copy the (x,y) position you warp to
  9469. val3 = group->val3; //as well as the mapindex to warp to.
  9470. }
  9471. break;
  9472. case HP_BASILICA:
  9473. val1 = src->id; // Store caster id.
  9474. break;
  9475. case PR_SANCTUARY:
  9476. case NPC_EVILLAND:
  9477. val1=(skilllv+3)*2;
  9478. break;
  9479. case WZ_FIREPILLAR:
  9480. if((flag&1)!=0)
  9481. limit=1000;
  9482. val1=skilllv+2;
  9483. break;
  9484. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  9485. case AM_DEMONSTRATION:
  9486. case GN_HELLS_PLANT:
  9487. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  9488. && (src->type&battle_config.vs_traps_bctall))
  9489. target = BCT_ALL;
  9490. break;
  9491. case HT_SHOCKWAVE:
  9492. val1=skilllv*15+10;
  9493. case HT_SANDMAN:
  9494. case MA_SANDMAN:
  9495. case HT_CLAYMORETRAP:
  9496. case HT_SKIDTRAP:
  9497. case MA_SKIDTRAP:
  9498. case HT_LANDMINE:
  9499. case MA_LANDMINE:
  9500. case HT_ANKLESNARE:
  9501. case HT_FLASHER:
  9502. case HT_FREEZINGTRAP:
  9503. case MA_FREEZINGTRAP:
  9504. case HT_BLASTMINE:
  9505. /**
  9506. * Ranger
  9507. **/
  9508. case RA_ELECTRICSHOCKER:
  9509. case RA_CLUSTERBOMB:
  9510. case RA_MAGENTATRAP:
  9511. case RA_COBALTTRAP:
  9512. case RA_MAIZETRAP:
  9513. case RA_VERDURETRAP:
  9514. case RA_FIRINGTRAP:
  9515. case RA_ICEBOUNDTRAP:
  9516. {
  9517. struct skill_condition req = skill_get_requirement(sd,skillid,skilllv);
  9518. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  9519. if( req.itemid[i] )
  9520. req_item = req.itemid[i];
  9521. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  9522. limit *= 4; // longer trap times in WOE [celest]
  9523. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  9524. target = BCT_ALL;
  9525. }
  9526. break;
  9527. case SA_LANDPROTECTOR:
  9528. case SA_VOLCANO:
  9529. case SA_DELUGE:
  9530. case SA_VIOLENTGALE:
  9531. {
  9532. struct skill_unit_group *old_sg;
  9533. if ((old_sg = skill_locate_element_field(src)) != NULL)
  9534. { //HelloKitty confirmed that these are interchangeable,
  9535. //so you can change element and not consume gemstones.
  9536. if ((
  9537. old_sg->skill_id == SA_VOLCANO ||
  9538. old_sg->skill_id == SA_DELUGE ||
  9539. old_sg->skill_id == SA_VIOLENTGALE
  9540. ) && old_sg->limit > 0)
  9541. { //Use the previous limit (minus the elapsed time) [Skotlex]
  9542. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  9543. if (limit < 0) //This can happen...
  9544. limit = skill_get_time(skillid,skilllv);
  9545. }
  9546. skill_clear_group(src,1);
  9547. }
  9548. break;
  9549. }
  9550. case BA_DISSONANCE:
  9551. case DC_UGLYDANCE:
  9552. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  9553. break;
  9554. case BA_WHISTLE:
  9555. val1 = skilllv +status->agi/10; // Flee increase
  9556. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  9557. if(sd){
  9558. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9559. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9560. }
  9561. break;
  9562. case DC_HUMMING:
  9563. val1 = 2*skilllv+status->dex/10; // Hit increase
  9564. #ifdef RENEWAL
  9565. val1 *= 2;
  9566. #endif
  9567. if(sd)
  9568. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9569. break;
  9570. case BA_POEMBRAGI:
  9571. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  9572. //For some reason at level 10 the base delay reduction is 50%.
  9573. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  9574. if(sd){
  9575. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9576. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  9577. }
  9578. break;
  9579. case DC_DONTFORGETME:
  9580. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  9581. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  9582. if(sd){
  9583. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9584. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  9585. }
  9586. break;
  9587. case BA_APPLEIDUN:
  9588. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  9589. if(sd)
  9590. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  9591. break;
  9592. case DC_SERVICEFORYOU:
  9593. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  9594. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  9595. if(sd){
  9596. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  9597. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  9598. }
  9599. break;
  9600. case BA_ASSASSINCROSS:
  9601. val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
  9602. if(sd)
  9603. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  9604. break;
  9605. case DC_FORTUNEKISS:
  9606. val1 = 10+skilllv+(status->luk/10); // Critical increase
  9607. if(sd)
  9608. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  9609. val1*=10; //Because every 10 crit is an actual cri point.
  9610. break;
  9611. case BD_DRUMBATTLEFIELD:
  9612. #ifdef RENEWAL
  9613. val1 = (skilllv+5)*25; //Watk increase
  9614. val2 = skilllv*10; //Def increase
  9615. #else
  9616. val1 = (skilllv+1)*25; //Watk increase
  9617. val2 = (skilllv+1)*2; //Def increase
  9618. #endif
  9619. break;
  9620. case BD_RINGNIBELUNGEN:
  9621. val1 = (skilllv+2)*25; //Watk increase
  9622. break;
  9623. case BD_RICHMANKIM:
  9624. val1 = 25 + 11*skilllv; //Exp increase bonus.
  9625. break;
  9626. case BD_SIEGFRIED:
  9627. val1 = 55 + skilllv*5; //Elemental Resistance
  9628. val2 = skilllv*10; //Status ailment resistance
  9629. break;
  9630. case WE_CALLPARTNER:
  9631. if (sd) val1 = sd->status.partner_id;
  9632. break;
  9633. case WE_CALLPARENT:
  9634. if (sd) {
  9635. val1 = sd->status.father;
  9636. val2 = sd->status.mother;
  9637. }
  9638. break;
  9639. case WE_CALLBABY:
  9640. if (sd) val1 = sd->status.child;
  9641. break;
  9642. case NJ_KAENSIN:
  9643. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  9644. val2 = (skilllv+1)/2 + 4;
  9645. break;
  9646. case NJ_SUITON:
  9647. skill_clear_group(src, 1);
  9648. break;
  9649. case GS_GROUNDDRIFT:
  9650. {
  9651. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  9652. val1 = status->rhw.ele;
  9653. if (!val1)
  9654. val1=element[rnd()%5];
  9655. switch (val1)
  9656. {
  9657. case ELE_FIRE:
  9658. subunt++;
  9659. case ELE_WATER:
  9660. subunt++;
  9661. case ELE_POISON:
  9662. subunt++;
  9663. case ELE_DARK:
  9664. subunt++;
  9665. case ELE_WIND:
  9666. break;
  9667. default:
  9668. subunt=rnd()%5;
  9669. break;
  9670. }
  9671. break;
  9672. }
  9673. case GC_POISONSMOKE:
  9674. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  9675. return NULL;
  9676. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  9677. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  9678. limit = 4000 + 2000 * skilllv;
  9679. break;
  9680. case GD_LEADERSHIP:
  9681. case GD_GLORYWOUNDS:
  9682. case GD_SOULCOLD:
  9683. case GD_HAWKEYES:
  9684. limit = 1000000;//it doesn't matter
  9685. break;
  9686. case LG_BANDING:
  9687. limit = -1;
  9688. break;
  9689. case WM_REVERBERATION:
  9690. interval = limit;
  9691. val2 = 1;
  9692. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  9693. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  9694. return NULL;
  9695. break;
  9696. case SO_CLOUD_KILL:
  9697. skill_clear_group(src, 4);
  9698. break;
  9699. case SO_WARMER:
  9700. skill_clear_group(src, 8);
  9701. break;
  9702. case SO_VACUUM_EXTREME:
  9703. range++;
  9704. break;
  9705. case SC_BLOODYLUST:
  9706. skill_clear_group(src, 32);
  9707. break;
  9708. case GN_WALLOFTHORN:
  9709. if( flag&1 )
  9710. limit = 3000;
  9711. val3 = (x<<16)|y;
  9712. break;
  9713. case KO_ZENKAI:
  9714. if( sd ){
  9715. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  9716. if( i < 5 ){
  9717. val1 = sd->talisman[i]; // no. of aura
  9718. val2 = i; // aura type
  9719. limit += val1 * 1000;
  9720. subunt = i - 1;
  9721. pc_del_talisman(sd, sd->talisman[i], i);
  9722. }
  9723. }
  9724. break;
  9725. }
  9726. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  9727. group->val1=val1;
  9728. group->val2=val2;
  9729. group->val3=val3;
  9730. group->target_flag=target;
  9731. group->bl_flag= skill_get_unit_bl_target(skillid);
  9732. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  9733. 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
  9734. group->state.guildaura = ( skillid >= GD_LEADERSHIP && skillid <= GD_HAWKEYES )?1:0;
  9735. group->item_id = req_item;
  9736. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  9737. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  9738. active_flag = 0;
  9739. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  9740. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  9741. if (sd)
  9742. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  9743. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  9744. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  9745. }
  9746. if (group->state.song_dance) {
  9747. if(sd){
  9748. sd->skillid_dance = skillid;
  9749. sd->skilllv_dance = skilllv;
  9750. }
  9751. if (
  9752. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  9753. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  9754. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  9755. )
  9756. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  9757. }
  9758. limit = group->limit;
  9759. for( i = 0; i < layout->count; i++ )
  9760. {
  9761. struct skill_unit *unit;
  9762. int ux = x + layout->dx[i];
  9763. int uy = y + layout->dy[i];
  9764. int val1 = skilllv;
  9765. int val2 = 0;
  9766. int alive = 1;
  9767. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  9768. continue; // don't place skill units on walls (except for songs/dances/encores)
  9769. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  9770. continue; // no path between cell and center of casting.
  9771. switch( skillid )
  9772. {
  9773. case MG_FIREWALL:
  9774. case NJ_KAENSIN:
  9775. val2=group->val2;
  9776. break;
  9777. case WZ_ICEWALL:
  9778. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  9779. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  9780. break;
  9781. case HT_LANDMINE:
  9782. case MA_LANDMINE:
  9783. case HT_ANKLESNARE:
  9784. case HT_SHOCKWAVE:
  9785. case HT_SANDMAN:
  9786. case MA_SANDMAN:
  9787. case HT_FLASHER:
  9788. case HT_FREEZINGTRAP:
  9789. case MA_FREEZINGTRAP:
  9790. case HT_TALKIEBOX:
  9791. case HT_SKIDTRAP:
  9792. case MA_SKIDTRAP:
  9793. case HT_CLAYMORETRAP:
  9794. case HT_BLASTMINE:
  9795. /**
  9796. * Ranger
  9797. **/
  9798. case RA_ELECTRICSHOCKER:
  9799. case RA_CLUSTERBOMB:
  9800. case RA_MAGENTATRAP:
  9801. case RA_COBALTTRAP:
  9802. case RA_MAIZETRAP:
  9803. case RA_VERDURETRAP:
  9804. case RA_FIRINGTRAP:
  9805. case RA_ICEBOUNDTRAP:
  9806. val1 = 3500;
  9807. break;
  9808. case GS_DESPERADO:
  9809. val1 = abs(layout->dx[i]);
  9810. val2 = abs(layout->dy[i]);
  9811. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  9812. if (val2 > val1) val1 = val2;
  9813. if (val1) val1--;
  9814. val1 = 36 -12*val1;
  9815. } else //Diagonal edges
  9816. val1 = 28 -4*val1 -4*val2;
  9817. if (val1 < 1) val1 = 1;
  9818. val2 = 0;
  9819. break;
  9820. case WM_REVERBERATION:
  9821. val1 = 1 + skilllv;
  9822. break;
  9823. case GN_WALLOFTHORN:
  9824. val1 = 1000 * skilllv; // Need official value. [LimitLine]
  9825. break;
  9826. default:
  9827. if (group->state.song_dance&0x1)
  9828. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  9829. break;
  9830. }
  9831. if (skill_get_unit_flag(skillid) & UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  9832. val2 |= UF_RANGEDSINGLEUNIT; // center.
  9833. if( range <= 0 )
  9834. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid, &alive, src);
  9835. if( !alive )
  9836. continue;
  9837. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  9838. unit->limit=limit;
  9839. unit->range=range;
  9840. if (skillid == PF_FOGWALL && alive == 2)
  9841. { //Double duration of cells on top of Deluge/Suiton
  9842. unit->limit *= 2;
  9843. group->limit = unit->limit;
  9844. }
  9845. // execute on all targets standing on this cell
  9846. if (range==0 && active_flag)
  9847. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  9848. }
  9849. if (!group->alive_count)
  9850. { //No cells? Something that was blocked completely by Land Protector?
  9851. skill_delunitgroup(group);
  9852. return NULL;
  9853. }
  9854. //success, unit created.
  9855. switch( skillid ) {
  9856. case WZ_ICEWALL:
  9857. map_foreachinrange(skill_icewall_block, src, AREA_SIZE, BL_MOB);
  9858. break;
  9859. case NJ_TATAMIGAESHI: //Store number of tiles.
  9860. group->val1 = group->alive_count;
  9861. break;
  9862. }
  9863. return group;
  9864. }
  9865. /*==========================================
  9866. *
  9867. *------------------------------------------*/
  9868. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  9869. {
  9870. struct skill_unit_group *sg;
  9871. struct block_list *ss;
  9872. struct status_change *sc;
  9873. struct status_change_entry *sce;
  9874. enum sc_type type;
  9875. int skillid;
  9876. nullpo_ret(src);
  9877. nullpo_ret(bl);
  9878. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  9879. return 0;
  9880. nullpo_ret(sg=src->group);
  9881. nullpo_ret(ss=map_id2bl(sg->src_id));
  9882. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  9883. return 0; //AoE skills are ineffective. [Skotlex]
  9884. sc = status_get_sc(bl);
  9885. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  9886. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  9887. type = status_skill2sc(sg->skill_id);
  9888. sce = (sc && type != -1)?sc->data[type]:NULL;
  9889. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  9890. switch (sg->unit_id)
  9891. {
  9892. case UNT_SPIDERWEB:
  9893. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  9894. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  9895. sc->data[SC_SPIDERWEB]->val2++;
  9896. break;
  9897. }
  9898. else if( sc )
  9899. {
  9900. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  9901. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  9902. {
  9903. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  9904. if( td )
  9905. sec = DIFF_TICK(td->tick, tick);
  9906. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  9907. clif_fixpos(bl);
  9908. sg->val2 = bl->id;
  9909. }
  9910. else
  9911. sec = 3000; //Couldn't trap it?
  9912. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  9913. }
  9914. break;
  9915. case UNT_SAFETYWALL:
  9916. if (!sce)
  9917. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  9918. break;
  9919. case UNT_PNEUMA:
  9920. case UNT_CHAOSPANIC:
  9921. case UNT_MAELSTROM:
  9922. if (!sce)
  9923. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  9924. break;
  9925. case UNT_BLOODYLUST:
  9926. if (sg->src_id == bl->id)
  9927. break; //Does not affect the caster.
  9928. if (!sce) {
  9929. TBL_PC *sd = BL_CAST(BL_PC, bl); //prevent fullheal exploit
  9930. if (sd && sd->bloodylust_tick && DIFF_TICK(gettick(), sd->bloodylust_tick) < skill_get_time2(SC_BLOODYLUST, 1))
  9931. sc_start4(bl, type, 100, sg->skill_lv, 1, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv)); //do not refull heal
  9932. else {
  9933. if (sd) sd->bloodylust_tick = gettick();
  9934. sc_start4(bl, type, 100, sg->skill_lv, 0, 0, 0, skill_get_time(LK_BERSERK, sg->skill_lv));
  9935. }
  9936. }
  9937. break;
  9938. case UNT_WARP_WAITING: {
  9939. int working = sg->val1&0xffff;
  9940. if(bl->type==BL_PC && !working){
  9941. struct map_session_data *sd = (struct map_session_data *)bl;
  9942. if((!sd->chatID || battle_config.chat_warpportal)
  9943. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  9944. {
  9945. int x = sg->val2>>16;
  9946. int y = sg->val2&0xffff;
  9947. int count = sg->val1>>16;
  9948. unsigned short m = sg->val3;
  9949. if( --count <= 0 )
  9950. skill_delunitgroup(sg);
  9951. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  9952. working = 1;/* we break it because officials break it, lovely stuff. */
  9953. sg->val1 = (count<<16)|working;
  9954. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  9955. }
  9956. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  9957. int m = map_mapindex2mapid(sg->val3);
  9958. if (m < 0) break; //Map not available on this map-server.
  9959. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  9960. }
  9961. }
  9962. break;
  9963. case UNT_QUAGMIRE:
  9964. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  9965. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  9966. break;
  9967. case UNT_VOLCANO:
  9968. case UNT_DELUGE:
  9969. case UNT_VIOLENTGALE:
  9970. if(!sce)
  9971. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  9972. break;
  9973. case UNT_SUITON:
  9974. if(!sce)
  9975. sc_start4(bl,type,100,sg->skill_lv,
  9976. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  9977. 0,0,sg->limit);
  9978. break;
  9979. case UNT_HERMODE:
  9980. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  9981. status_change_clear_buffs(bl,1); //Should dispell only allies.
  9982. case UNT_RICHMANKIM:
  9983. case UNT_ETERNALCHAOS:
  9984. case UNT_DRUMBATTLEFIELD:
  9985. case UNT_RINGNIBELUNGEN:
  9986. case UNT_ROKISWEIL:
  9987. case UNT_INTOABYSS:
  9988. case UNT_SIEGFRIED:
  9989. //Needed to check when a dancer/bard leaves their ensemble area.
  9990. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  9991. return skillid;
  9992. if (!sce)
  9993. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  9994. break;
  9995. case UNT_WHISTLE:
  9996. case UNT_ASSASSINCROSS:
  9997. case UNT_POEMBRAGI:
  9998. case UNT_APPLEIDUN:
  9999. case UNT_HUMMING:
  10000. case UNT_DONTFORGETME:
  10001. case UNT_FORTUNEKISS:
  10002. case UNT_SERVICEFORYOU:
  10003. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) {
  10004. if( sce )/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  10005. sce->val4 = 2;
  10006. return 0;
  10007. }
  10008. if (!sc) return 0;
  10009. if (!sce)
  10010. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  10011. else if (sce->val4 == 1) {
  10012. //Readjust timers since the effect will not last long.
  10013. sce->val4 = 0;
  10014. delete_timer(sce->timer, status_change_timer);
  10015. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  10016. }
  10017. break;
  10018. case UNT_FOGWALL:
  10019. if (!sce)
  10020. {
  10021. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  10022. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10023. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  10024. }
  10025. break;
  10026. case UNT_GRAVITATION:
  10027. if (!sce)
  10028. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  10029. break;
  10030. // officially, icewall has no problems existing on occupied cells [ultramage]
  10031. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  10032. // src->val1 = 0;
  10033. // if(src->limit + sg->tick > tick + 700)
  10034. // src->limit = DIFF_TICK(tick+700,sg->tick);
  10035. // break;
  10036. case UNT_MOONLIT:
  10037. //Knockback out of area if affected char isn't in Moonlit effect
  10038. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  10039. break;
  10040. if (ss == bl) //Also needed to prevent infinite loop crash.
  10041. break;
  10042. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10043. break;
  10044. case UNT_WALLOFTHORN:
  10045. if( status_get_mode(bl)&MD_BOSS )
  10046. break; // iRO Wiki says that this skill don't affect to Boss monsters.
  10047. if( map_flag_vs(bl->m) || bl->id == src->bl.id || battle_check_target(&src->bl,bl, BCT_ENEMY) == 1 )
  10048. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10049. break;
  10050. case UNT_GD_LEADERSHIP:
  10051. case UNT_GD_GLORYWOUNDS:
  10052. case UNT_GD_SOULCOLD:
  10053. case UNT_GD_HAWKEYES:
  10054. if ( !sce )
  10055. sc_start4(bl,type,100,sg->skill_lv,0,0,0,1000);
  10056. break;
  10057. }
  10058. return skillid;
  10059. }
  10060. /*==========================================
  10061. *
  10062. *------------------------------------------*/
  10063. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10064. {
  10065. struct skill_unit_group *sg;
  10066. struct block_list *ss;
  10067. TBL_PC* tsd;
  10068. struct status_data *tstatus;
  10069. struct status_change *tsc;
  10070. struct skill_unit_group_tickset *ts;
  10071. enum sc_type type;
  10072. int skillid;
  10073. int diff=0;
  10074. nullpo_ret(src);
  10075. nullpo_ret(bl);
  10076. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  10077. return 0;
  10078. nullpo_ret(sg=src->group);
  10079. nullpo_ret(ss=map_id2bl(sg->src_id));
  10080. tsd = BL_CAST(BL_PC, bl);
  10081. tsc = status_get_sc(bl);
  10082. if ( tsc && tsc->data[SC_HOVERING] )
  10083. return 0; //Under hovering characters are immune to trap and ground target skills.
  10084. tstatus = status_get_status_data(bl);
  10085. type = status_skill2sc(sg->skill_id);
  10086. skillid = sg->skill_id;
  10087. if (sg->interval == -1) {
  10088. switch (sg->unit_id) {
  10089. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  10090. case UNT_FIREPILLAR_ACTIVE:
  10091. case UNT_ELECTRICSHOCKER:
  10092. case UNT_MANHOLE:
  10093. return 0;
  10094. default:
  10095. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  10096. return 0;
  10097. }
  10098. }
  10099. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  10100. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  10101. diff = DIFF_TICK(tick,ts->tick);
  10102. if (diff < 0)
  10103. return 0;
  10104. ts->tick = tick+sg->interval;
  10105. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  10106. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  10107. }
  10108. switch (sg->unit_id)
  10109. {
  10110. case UNT_FIREWALL:
  10111. case UNT_KAEN:
  10112. {
  10113. int count=0;
  10114. const int x = bl->x, y = bl->y;
  10115. if( sg->skill_id == GN_WALLOFTHORN && !map_flag_vs(bl->m) )
  10116. break;
  10117. //Take into account these hit more times than the timer interval can handle.
  10118. do
  10119. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  10120. while(--src->val2 && x == bl->x && y == bl->y &&
  10121. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  10122. if (src->val2<=0)
  10123. skill_delunit(src);
  10124. }
  10125. break;
  10126. case UNT_SANCTUARY:
  10127. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  10128. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  10129. 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) )
  10130. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  10131. }
  10132. else
  10133. {
  10134. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10135. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10136. #ifdef RENEWAL
  10137. if( md && md->class_ == MOBID_EMPERIUM )
  10138. break;
  10139. #endif
  10140. if( md && mob_is_battleground(md) )
  10141. break;
  10142. if( tstatus->hp >= tstatus->max_hp )
  10143. break;
  10144. if( status_isimmune(bl) )
  10145. heal = 0;
  10146. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10147. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  10148. heal = ~heal + 1;
  10149. status_heal(bl, heal, 0, 0);
  10150. if( diff >= 500 )
  10151. sg->val1--;
  10152. }
  10153. if( sg->val1 <= 0 )
  10154. skill_delunitgroup(sg);
  10155. break;
  10156. case UNT_EVILLAND:
  10157. //Will heal demon and undead element monsters, but not players.
  10158. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  10159. { //Damage enemies
  10160. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10161. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10162. } else {
  10163. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  10164. if (tstatus->hp >= tstatus->max_hp)
  10165. break;
  10166. if (status_isimmune(bl))
  10167. heal = 0;
  10168. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10169. status_heal(bl, heal, 0, 0);
  10170. }
  10171. break;
  10172. case UNT_MAGNUS:
  10173. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  10174. break;
  10175. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10176. break;
  10177. case UNT_DUMMYSKILL:
  10178. switch (sg->skill_id)
  10179. {
  10180. case SG_SUN_WARM: //SG skills [Komurka]
  10181. case SG_MOON_WARM:
  10182. case SG_STAR_WARM:
  10183. {
  10184. int count = 0;
  10185. const int x = bl->x, y = bl->y;
  10186. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  10187. do
  10188. {
  10189. if( bl->type == BL_PC )
  10190. status_zap(bl, 0, 15); // sp damage to players
  10191. else // mobs
  10192. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  10193. {
  10194. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  10195. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  10196. }
  10197. else
  10198. { //should end when out of sp.
  10199. sg->limit = DIFF_TICK(tick,sg->tick);
  10200. break;
  10201. }
  10202. } while( x == bl->x && y == bl->y &&
  10203. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  10204. }
  10205. break;
  10206. /**
  10207. * The storm gust counter was dropped in renewal
  10208. **/
  10209. #ifndef RENEWAL
  10210. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  10211. if (tsc)
  10212. tsc->sg_counter++; //SG hit counter.
  10213. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  10214. tsc->sg_counter=0; //Attack absorbed.
  10215. break;
  10216. #endif
  10217. case GS_DESPERADO:
  10218. if (rnd()%100 < src->val1)
  10219. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10220. break;
  10221. case GN_CRAZYWEED_ATK:
  10222. if( bl->type == BL_SKILL ){
  10223. struct skill_unit *su = (struct skill_unit *)bl;
  10224. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  10225. break;
  10226. }
  10227. default:
  10228. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10229. }
  10230. break;
  10231. case UNT_FIREPILLAR_WAITING:
  10232. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  10233. skill_delunit(src);
  10234. break;
  10235. case UNT_SKIDTRAP:
  10236. {
  10237. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  10238. sg->unit_id = UNT_USED_TRAPS;
  10239. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10240. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10241. }
  10242. break;
  10243. case UNT_ANKLESNARE:
  10244. case UNT_MANHOLE:
  10245. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  10246. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  10247. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
  10248. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10249. if( td )
  10250. sec = DIFF_TICK(td->tick, tick);
  10251. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10252. clif_fixpos(bl);
  10253. sg->val2 = bl->id;
  10254. } else
  10255. sec = 3000; //Couldn't trap it?
  10256. if( sg->unit_id == UNT_ANKLESNARE ) {
  10257. clif_skillunit_update(&src->bl);
  10258. /**
  10259. * If you're snared from a trap that was invisible this makes the trap be
  10260. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  10261. * bugreport:3961
  10262. **/
  10263. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  10264. }
  10265. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  10266. sg->interval = -1;
  10267. src->range = 0;
  10268. }
  10269. break;
  10270. case UNT_ELECTRICSHOCKER:
  10271. if( bl->id != ss->id ) {
  10272. if( status_get_mode(bl)&MD_BOSS )
  10273. break;
  10274. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), 8) ) {
  10275. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  10276. clif_fixpos(bl);
  10277. }
  10278. map_foreachinrange(skill_trap_splash, &src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl, tick);
  10279. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10280. }
  10281. break;
  10282. case UNT_VENOMDUST:
  10283. if(tsc && !tsc->data[type])
  10284. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  10285. break;
  10286. case UNT_MAGENTATRAP:
  10287. case UNT_COBALTTRAP:
  10288. case UNT_MAIZETRAP:
  10289. case UNT_VERDURETRAP:
  10290. if( bl->type == BL_PC )// it won't work on players
  10291. break;
  10292. case UNT_FIRINGTRAP:
  10293. case UNT_ICEBOUNDTRAP:
  10294. case UNT_CLUSTERBOMB:
  10295. if( bl->id == ss->id )// it won't trigger on caster
  10296. break;
  10297. case UNT_LANDMINE:
  10298. case UNT_CLAYMORETRAP:
  10299. case UNT_BLASTMINE:
  10300. case UNT_SHOCKWAVE:
  10301. case UNT_SANDMAN:
  10302. case UNT_FLASHER:
  10303. case UNT_FREEZINGTRAP:
  10304. case UNT_FIREPILLAR_ACTIVE:
  10305. case UNT_MAKIBISHI:
  10306. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10307. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  10308. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  10309. sg->limit=DIFF_TICK(tick,sg->tick)+1500 +
  10310. (sg->unit_id== UNT_CLUSTERBOMB || sg->unit_id== UNT_ICEBOUNDTRAP?1000:0);// Cluster Bomb/Icebound has 1s to disappear once activated.
  10311. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  10312. break;
  10313. case UNT_TALKIEBOX:
  10314. if (sg->src_id == bl->id)
  10315. break;
  10316. if (sg->val2 == 0){
  10317. clif_talkiebox(&src->bl, sg->valstr);
  10318. sg->unit_id = UNT_USED_TRAPS;
  10319. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  10320. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  10321. sg->val2 = -1;
  10322. }
  10323. break;
  10324. case UNT_LULLABY:
  10325. if (ss->id == bl->id)
  10326. break;
  10327. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10328. break;
  10329. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  10330. if (ss->id != bl->id)
  10331. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  10332. break;
  10333. case UNT_DISSONANCE:
  10334. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  10335. break;
  10336. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  10337. {
  10338. int heal;
  10339. #ifdef RENEWAL
  10340. struct mob_data *md = BL_CAST(BL_MOB, bl);
  10341. if( md && md->class_ == MOBID_EMPERIUM )
  10342. break;
  10343. #endif
  10344. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  10345. break; // affects self only when soullinked
  10346. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  10347. if( tsc->data[SC_AKAITSUKI] && heal )
  10348. heal = ~heal + 1;
  10349. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  10350. status_heal(bl, heal, 0, 0);
  10351. break;
  10352. }
  10353. case UNT_TATAMIGAESHI:
  10354. case UNT_DEMONSTRATION:
  10355. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10356. break;
  10357. case UNT_GOSPEL:
  10358. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  10359. break;
  10360. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  10361. { // Support Effect only on party, not guild
  10362. int heal;
  10363. int i = rnd()%13; // Positive buff count
  10364. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  10365. switch (i)
  10366. {
  10367. case 0: // Heal 1~9999 HP
  10368. heal = rnd() %9999+1;
  10369. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  10370. status_heal(bl,heal,0,0);
  10371. break;
  10372. case 1: // End all negative status
  10373. status_change_clear_buffs(bl,2);
  10374. if (tsd) clif_gospel_info(tsd, 0x15);
  10375. break;
  10376. case 2: // Immunity to all status
  10377. sc_start(bl,SC_SCRESIST,100,100,time);
  10378. if (tsd) clif_gospel_info(tsd, 0x16);
  10379. break;
  10380. case 3: // MaxHP +100%
  10381. sc_start(bl,SC_INCMHPRATE,100,100,time);
  10382. if (tsd) clif_gospel_info(tsd, 0x17);
  10383. break;
  10384. case 4: // MaxSP +100%
  10385. sc_start(bl,SC_INCMSPRATE,100,100,time);
  10386. if (tsd) clif_gospel_info(tsd, 0x18);
  10387. break;
  10388. case 5: // All stats +20
  10389. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  10390. if (tsd) clif_gospel_info(tsd, 0x19);
  10391. break;
  10392. case 6: // Level 10 Blessing
  10393. sc_start(bl,SC_BLESSING,100,10,time);
  10394. break;
  10395. case 7: // Level 10 Increase AGI
  10396. sc_start(bl,SC_INCREASEAGI,100,10,time);
  10397. break;
  10398. case 8: // Enchant weapon with Holy element
  10399. sc_start(bl,SC_ASPERSIO,100,1,time);
  10400. if (tsd) clif_gospel_info(tsd, 0x1c);
  10401. break;
  10402. case 9: // Enchant armor with Holy element
  10403. sc_start(bl,SC_BENEDICTIO,100,1,time);
  10404. if (tsd) clif_gospel_info(tsd, 0x1d);
  10405. break;
  10406. case 10: // DEF +25%
  10407. sc_start(bl,SC_INCDEFRATE,100,25,time);
  10408. if (tsd) clif_gospel_info(tsd, 0x1e);
  10409. break;
  10410. case 11: // ATK +100%
  10411. sc_start(bl,SC_INCATKRATE,100,100,time);
  10412. if (tsd) clif_gospel_info(tsd, 0x1f);
  10413. break;
  10414. case 12: // HIT/Flee +50
  10415. sc_start(bl,SC_INCHIT,100,50,time);
  10416. sc_start(bl,SC_INCFLEE,100,50,time);
  10417. if (tsd) clif_gospel_info(tsd, 0x20);
  10418. break;
  10419. }
  10420. }
  10421. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  10422. { // Offensive Effect
  10423. int i = rnd()%9; // Negative buff count
  10424. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  10425. switch (i)
  10426. {
  10427. case 0: // Deal 1~9999 damage
  10428. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10429. break;
  10430. case 1: // Curse
  10431. sc_start(bl,SC_CURSE,100,1,time);
  10432. break;
  10433. case 2: // Blind
  10434. sc_start(bl,SC_BLIND,100,1,time);
  10435. break;
  10436. case 3: // Poison
  10437. sc_start(bl,SC_POISON,100,1,time);
  10438. break;
  10439. case 4: // Level 10 Provoke
  10440. sc_start(bl,SC_PROVOKE,100,10,time);
  10441. break;
  10442. case 5: // DEF -100%
  10443. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  10444. break;
  10445. case 6: // ATK -100%
  10446. sc_start(bl,SC_INCATKRATE,100,-100,time);
  10447. break;
  10448. case 7: // Flee -100%
  10449. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  10450. break;
  10451. case 8: // Speed/ASPD -25%
  10452. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  10453. break;
  10454. }
  10455. }
  10456. break;
  10457. case UNT_BASILICA:
  10458. {
  10459. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  10460. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  10461. { // knock-back any enemy except Boss
  10462. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  10463. clif_fixpos(bl);
  10464. }
  10465. if( sg->src_id != bl->id && i <= 0 )
  10466. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  10467. }
  10468. break;
  10469. case UNT_GRAVITATION:
  10470. case UNT_EARTHSTRAIN:
  10471. case UNT_FIREWALK:
  10472. case UNT_ELECTRICWALK:
  10473. case UNT_PSYCHIC_WAVE:
  10474. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10475. break;
  10476. case UNT_GROUNDDRIFT_WIND:
  10477. case UNT_GROUNDDRIFT_DARK:
  10478. case UNT_GROUNDDRIFT_POISON:
  10479. case UNT_GROUNDDRIFT_WATER:
  10480. case UNT_GROUNDDRIFT_FIRE:
  10481. map_foreachinrange(skill_trap_splash,&src->bl,
  10482. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  10483. &src->bl,tick);
  10484. sg->unit_id = UNT_USED_TRAPS;
  10485. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  10486. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  10487. break;
  10488. /**
  10489. * 3rd stuff
  10490. **/
  10491. case UNT_POISONSMOKE:
  10492. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  10493. sc_start(bl,sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  10494. break;
  10495. case UNT_EPICLESIS:
  10496. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  10497. {
  10498. if( ++sg->val2 % 3 == 0 ) {
  10499. int hp, sp;
  10500. switch( sg->skill_lv )
  10501. {
  10502. case 1: case 2: hp = 3; sp = 2; break;
  10503. case 3: case 4: hp = 4; sp = 3; break;
  10504. case 5: default: hp = 5; sp = 4; break;
  10505. }
  10506. hp = tstatus->max_hp * hp / 100;
  10507. sp = tstatus->max_sp * sp / 100;
  10508. status_heal(bl, hp, sp, 2);
  10509. sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
  10510. }
  10511. // Reveal hidden players every 5 seconds.
  10512. if( sg->val2 % 5 == 0 ) {
  10513. // TODO: check if other hidden status can be removed.
  10514. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  10515. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  10516. }
  10517. }
  10518. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  10519. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  10520. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  10521. break;
  10522. case UNT_STEALTHFIELD:
  10523. if( bl->id == sg->src_id )
  10524. break; // Dont work on Self (video shows that)
  10525. case UNT_NEUTRALBARRIER:
  10526. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  10527. break;
  10528. case UNT_DIMENSIONDOOR:
  10529. if( tsd && !map[bl->m].flag.noteleport )
  10530. pc_randomwarp(tsd,3);
  10531. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  10532. unit_warp(bl,-1,-1,-1,3);
  10533. break;
  10534. case UNT_REVERBERATION:
  10535. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  10536. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  10537. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10538. sg->unit_id = UNT_USED_TRAPS;
  10539. break;
  10540. case UNT_SEVERE_RAINSTORM:
  10541. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10542. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  10543. break;
  10544. case UNT_NETHERWORLD:
  10545. if( !(status_get_mode(bl)&MD_BOSS) && ss != bl && battle_check_target(&src->bl, bl, BCT_PARTY) ) {
  10546. if( !(tsc && tsc->data[type]) ){
  10547. sc_start(bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10548. sg->limit = DIFF_TICK(tick,sg->tick);
  10549. sg->unit_id = UNT_USED_TRAPS;
  10550. }
  10551. }
  10552. break;
  10553. case UNT_THORNS_TRAP:
  10554. if( tsc ) {
  10555. if( !sg->val2 ) {
  10556. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  10557. if( sc_start(bl, type, 100, sg->skill_lv, sec) ) {
  10558. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  10559. if( td )
  10560. sec = DIFF_TICK(td->tick, tick);
  10561. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  10562. clif_fixpos(bl);
  10563. sg->val2 = bl->id;
  10564. } else
  10565. sec = 3000; // Couldn't trap it?
  10566. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  10567. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  10568. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  10569. }
  10570. break;
  10571. case UNT_DEMONIC_FIRE: {
  10572. TBL_PC* sd = BL_CAST(BL_PC, ss);
  10573. switch( sg->val2 ) {
  10574. case 1:
  10575. case 2:
  10576. default:
  10577. sc_start(bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv,
  10578. skill_get_time2(sg->skill_id, sg->skill_lv));
  10579. skill_attack(skill_get_type(sg->skill_id), ss, &src->bl, bl,
  10580. sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  10581. break;
  10582. case 3:
  10583. skill_attack(skill_get_type(CR_ACIDDEMONSTRATION), ss, &src->bl, bl,
  10584. CR_ACIDDEMONSTRATION, sd ? pc_checkskill(sd, CR_ACIDDEMONSTRATION) : sg->skill_lv, tick, 0);
  10585. break;
  10586. }
  10587. }
  10588. break;
  10589. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  10590. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
  10591. break;
  10592. case UNT_FIRE_EXPANSION_TEAR_GAS:
  10593. sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
  10594. break;
  10595. case UNT_HELLS_PLANT:
  10596. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 )
  10597. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &src->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, 0);
  10598. if( ss != bl) //The caster is the only one who can step on the Plants, without destroying them
  10599. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  10600. break;
  10601. case UNT_CLOUD_KILL:
  10602. if(tsc && !tsc->data[type])
  10603. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  10604. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10605. break;
  10606. case UNT_WARMER:
  10607. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  10608. int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
  10609. struct status_change *ssc = status_get_sc(ss);
  10610. if( ssc && ssc->data[SC_HEATER_OPTION] )
  10611. hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
  10612. if( tstatus->hp != tstatus->max_hp )
  10613. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
  10614. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  10615. hp = ~hp + 1;
  10616. status_heal(bl, hp, 0, 0);
  10617. sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  10618. }
  10619. break;
  10620. case UNT_FIRE_INSIGNIA:
  10621. case UNT_WATER_INSIGNIA:
  10622. case UNT_WIND_INSIGNIA:
  10623. case UNT_EARTH_INSIGNIA:
  10624. case UNT_ZEPHYR:
  10625. sc_start(bl,type, 100, sg->skill_lv, sg->interval);
  10626. if (sg->unit_id != UNT_ZEPHYR && !battle_check_undead(tstatus->race, tstatus->def_ele)) {
  10627. int hp = tstatus->max_hp / 100; //+1% each 5s
  10628. if ((sg->val3) % 5) { //each 5s
  10629. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  10630. status_heal(bl, hp, 0, 2);
  10631. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  10632. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  10633. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  10634. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  10635. ){
  10636. status_heal(bl, -hp, 0, 0);
  10637. }
  10638. }
  10639. sg->val3++; //timer
  10640. if (sg->val3 > 5) sg->val3 = 0;
  10641. }
  10642. break;
  10643. case UNT_VACUUM_EXTREME:
  10644. {// TODO: official behavior in gvg area. [malufett]
  10645. int sec = sg->limit - DIFF_TICK(tick, sg->tick);
  10646. int range = skill_get_unit_range(sg->skill_id, sg->skill_lv);
  10647. if( tsc && !tsc->data[type] &&
  10648. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range)// don't consider outer bounderies
  10649. sc_start(bl, type, 100, sg->skill_lv, sec);
  10650. if( unit_is_walking(bl) && // wait until target stop walking
  10651. ( tsc && tsc->data[type] && tsc->data[type]->val4 >= tsc->data[type]->val3-range ))
  10652. break;
  10653. if( tsc && ( !tsc->data[type] || (tsc->data[type] && tsc->data[type]->val4 < 1 ) ) )
  10654. break;
  10655. if( unit_is_walking(bl) &&
  10656. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) > range )// going outside of boundaries? then force it to stop
  10657. unit_stop_walking(bl,1);
  10658. if( !unit_is_walking(bl) &&
  10659. distance_xy(src->bl.x, src->bl.y, bl->x, bl->y) <= range && // only snap if the target is inside the range or
  10660. src->bl.x != bl->x && src->bl.y != bl->y){// diagonal position parallel to VE's center
  10661. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  10662. clif_fixpos(bl);
  10663. }
  10664. }
  10665. break;
  10666. case UNT_FIRE_MANTLE:
  10667. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  10668. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  10669. break;
  10670. case UNT_ZENKAI_WATER:
  10671. case UNT_ZENKAI_LAND:
  10672. case UNT_ZENKAI_FIRE:
  10673. case UNT_ZENKAI_WIND:
  10674. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 ){
  10675. switch( sg->unit_id ){
  10676. case UNT_ZENKAI_WATER:
  10677. sc_start(bl, SC_CRYSTALIZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10678. sc_start(bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10679. sc_start(bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10680. break;
  10681. case UNT_ZENKAI_LAND:
  10682. sc_start(bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10683. sc_start(bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10684. break;
  10685. case UNT_ZENKAI_FIRE:
  10686. sc_start(bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10687. break;
  10688. case UNT_ZENKAI_WIND:
  10689. sc_start(bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10690. sc_start(bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10691. sc_start(bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  10692. break;
  10693. }
  10694. }else
  10695. sc_start2(bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  10696. break;
  10697. }
  10698. if (bl->type == BL_MOB && ss != bl)
  10699. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  10700. return skillid;
  10701. }
  10702. /*==========================================
  10703. * Triggered when a char steps out of a skill cell
  10704. *------------------------------------------*/
  10705. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  10706. {
  10707. struct skill_unit_group *sg;
  10708. struct status_change *sc;
  10709. struct status_change_entry *sce;
  10710. enum sc_type type;
  10711. nullpo_ret(src);
  10712. nullpo_ret(bl);
  10713. nullpo_ret(sg=src->group);
  10714. sc = status_get_sc(bl);
  10715. type = status_skill2sc(sg->skill_id);
  10716. sce = (sc && type != -1)?sc->data[type]:NULL;
  10717. if( bl->prev==NULL ||
  10718. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  10719. return 0;
  10720. switch(sg->unit_id){
  10721. case UNT_SAFETYWALL:
  10722. case UNT_PNEUMA:
  10723. case UNT_EPICLESIS://Arch Bishop
  10724. case UNT_NEUTRALBARRIER:
  10725. case UNT_STEALTHFIELD:
  10726. if (sce)
  10727. status_change_end(bl, type, INVALID_TIMER);
  10728. break;
  10729. case UNT_BASILICA:
  10730. if( sce && sce->val4 == src->bl.id )
  10731. status_change_end(bl, type, INVALID_TIMER);
  10732. break;
  10733. case UNT_HERMODE: //Clear Hermode if the owner moved.
  10734. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  10735. status_change_end(bl, type, INVALID_TIMER);
  10736. break;
  10737. case UNT_SPIDERWEB:
  10738. {
  10739. struct block_list *target = map_id2bl(sg->val2);
  10740. if (target && target==bl)
  10741. {
  10742. if (sce && sce->val3 == sg->group_id)
  10743. status_change_end(bl, type, INVALID_TIMER);
  10744. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  10745. }
  10746. break;
  10747. }
  10748. }
  10749. return sg->skill_id;
  10750. }
  10751. /*==========================================
  10752. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  10753. *------------------------------------------*/
  10754. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  10755. {
  10756. struct status_change *sc;
  10757. struct status_change_entry *sce;
  10758. enum sc_type type;
  10759. sc = status_get_sc(bl);
  10760. if (sc && !sc->count)
  10761. sc = NULL;
  10762. type = status_skill2sc(skill_id);
  10763. sce = (sc && type != -1)?sc->data[type]:NULL;
  10764. switch (skill_id)
  10765. {
  10766. case WZ_QUAGMIRE:
  10767. if (bl->type==BL_MOB)
  10768. break;
  10769. if (sce)
  10770. status_change_end(bl, type, INVALID_TIMER);
  10771. break;
  10772. case BD_LULLABY:
  10773. case BD_RICHMANKIM:
  10774. case BD_ETERNALCHAOS:
  10775. case BD_DRUMBATTLEFIELD:
  10776. case BD_RINGNIBELUNGEN:
  10777. case BD_ROKISWEIL:
  10778. case BD_INTOABYSS:
  10779. case BD_SIEGFRIED:
  10780. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  10781. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  10782. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  10783. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  10784. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  10785. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  10786. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  10787. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10788. }
  10789. case MG_SAFETYWALL:
  10790. case AL_PNEUMA:
  10791. case SA_VOLCANO:
  10792. case SA_DELUGE:
  10793. case SA_VIOLENTGALE:
  10794. case CG_HERMODE:
  10795. case HW_GRAVITATION:
  10796. case NJ_SUITON:
  10797. case SC_MAELSTROM:
  10798. case EL_WATER_BARRIER:
  10799. case EL_ZEPHYR:
  10800. case EL_POWER_OF_GAIA:
  10801. case SO_FIRE_INSIGNIA:
  10802. case SO_WATER_INSIGNIA:
  10803. case SO_WIND_INSIGNIA:
  10804. case SO_EARTH_INSIGNIA:
  10805. if (sce)
  10806. status_change_end(bl, type, INVALID_TIMER);
  10807. break;
  10808. case SC_BLOODYLUST:
  10809. if (sce) {
  10810. status_change_end(bl, type, INVALID_TIMER);
  10811. status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone
  10812. }
  10813. break;
  10814. case BA_POEMBRAGI:
  10815. case BA_WHISTLE:
  10816. case BA_ASSASSINCROSS:
  10817. case BA_APPLEIDUN:
  10818. case DC_HUMMING:
  10819. case DC_DONTFORGETME:
  10820. case DC_FORTUNEKISS:
  10821. case DC_SERVICEFORYOU:
  10822. if (sce) {
  10823. if( sce->val4 == 2 ) {/* We have the status but we're not elegible for it, so we take it away. (bugreport:4591) */
  10824. if( !( sc && sc->data[SC_DANCING] && sc->data[SC_DANCING]->val2 ) )/* check if we're still in the skill */
  10825. status_change_end(bl,type,INVALID_TIMER);
  10826. } else {
  10827. delete_timer(sce->timer, status_change_timer);
  10828. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  10829. //not possible on our current implementation.
  10830. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  10831. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  10832. }
  10833. }
  10834. break;
  10835. case PF_FOGWALL:
  10836. if (sce)
  10837. {
  10838. status_change_end(bl, type, INVALID_TIMER);
  10839. if ((sce=sc->data[SC_BLIND]))
  10840. {
  10841. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  10842. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  10843. else {
  10844. delete_timer(sce->timer, status_change_timer);
  10845. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  10846. }
  10847. }
  10848. }
  10849. break;
  10850. case GD_LEADERSHIP:
  10851. case GD_GLORYWOUNDS:
  10852. case GD_SOULCOLD:
  10853. case GD_HAWKEYES:
  10854. if( !(sce && sce->val4) )
  10855. status_change_end(bl, type, INVALID_TIMER);
  10856. break;
  10857. }
  10858. return skill_id;
  10859. }
  10860. /*==========================================
  10861. * Invoked when a unit cell has been placed/removed/deleted.
  10862. * flag values:
  10863. * flag&1: Invoke onplace function (otherwise invoke onout)
  10864. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  10865. *------------------------------------------*/
  10866. static int skill_unit_effect (struct block_list* bl, va_list ap)
  10867. {
  10868. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  10869. struct skill_unit_group* group = unit->group;
  10870. unsigned int tick = va_arg(ap,unsigned int);
  10871. unsigned int flag = va_arg(ap,unsigned int);
  10872. int skill_id;
  10873. bool dissonance;
  10874. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  10875. return 0;
  10876. nullpo_ret(group);
  10877. dissonance = skill_dance_switch(unit, 0);
  10878. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  10879. skill_id = group->skill_id;
  10880. //Target-type check.
  10881. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) && (flag&4) ) {
  10882. if( group->state.song_dance&0x1 || (group->src_id == bl->id && group->state.song_dance&0x2) )
  10883. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  10884. } else {
  10885. if( flag&1 )
  10886. skill_unit_onplace(unit,bl,tick);
  10887. else
  10888. skill_unit_onout(unit,bl,tick);
  10889. if( flag&4 )
  10890. skill_unit_onleft(skill_id, bl, tick);
  10891. }
  10892. if( dissonance ) skill_dance_switch(unit, 1);
  10893. return 0;
  10894. }
  10895. /*==========================================
  10896. *
  10897. *------------------------------------------*/
  10898. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  10899. {
  10900. struct skill_unit_group *sg;
  10901. nullpo_ret(src);
  10902. nullpo_ret(sg=src->group);
  10903. switch( sg->unit_id ) {
  10904. case UNT_BLASTMINE:
  10905. case UNT_SKIDTRAP:
  10906. case UNT_LANDMINE:
  10907. case UNT_SHOCKWAVE:
  10908. case UNT_SANDMAN:
  10909. case UNT_FLASHER:
  10910. case UNT_CLAYMORETRAP:
  10911. case UNT_FREEZINGTRAP:
  10912. case UNT_TALKIEBOX:
  10913. case UNT_ANKLESNARE:
  10914. case UNT_ICEWALL:
  10915. case UNT_REVERBERATION:
  10916. case UNT_WALLOFTHORN:
  10917. src->val1-=damage;
  10918. break;
  10919. default:
  10920. damage = 0;
  10921. break;
  10922. }
  10923. return damage;
  10924. }
  10925. /*==========================================
  10926. *
  10927. *------------------------------------------*/
  10928. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  10929. {
  10930. int *c, skillid;
  10931. struct block_list *src;
  10932. struct map_session_data *sd;
  10933. struct map_session_data *tsd;
  10934. int *p_sd; //Contains the list of characters found.
  10935. nullpo_ret(bl);
  10936. nullpo_ret(tsd=(struct map_session_data*)bl);
  10937. nullpo_ret(src=va_arg(ap,struct block_list *));
  10938. nullpo_ret(sd=(struct map_session_data*)src);
  10939. c=va_arg(ap,int *);
  10940. p_sd = va_arg(ap, int *);
  10941. skillid = va_arg(ap,int);
  10942. if ( ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skillid)&INF2_CHORUS_SKILL) )
  10943. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  10944. if (bl == src)
  10945. return 0;
  10946. if(pc_isdead(tsd))
  10947. return 0;
  10948. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  10949. return 0;
  10950. if( skill_get_inf2(skillid)&INF2_CHORUS_SKILL ) {
  10951. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  10952. p_sd[(*c)++] = tsd->bl.id;
  10953. return 1;
  10954. } else {
  10955. switch(skillid) {
  10956. case PR_BENEDICTIO: {
  10957. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  10958. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  10959. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  10960. && sd->status.sp >= 10)
  10961. p_sd[(*c)++]=tsd->bl.id;
  10962. return 1;
  10963. }
  10964. case AB_ADORAMUS:
  10965. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  10966. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  10967. p_sd[(*c)++] = tsd->bl.id;
  10968. return 1;
  10969. case WL_COMET:
  10970. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  10971. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  10972. p_sd[(*c)++] = tsd->bl.id;
  10973. return 1;
  10974. case LG_RAYOFGENESIS:
  10975. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  10976. tsd->sc.data[SC_BANDING] )
  10977. p_sd[(*c)++] = tsd->bl.id;
  10978. return 1;
  10979. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  10980. {
  10981. int skilllv;
  10982. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  10983. return 0;
  10984. if (sd->status.sex != tsd->status.sex &&
  10985. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  10986. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  10987. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  10988. sd->status.party_id && tsd->status.party_id &&
  10989. sd->status.party_id == tsd->status.party_id &&
  10990. !tsd->sc.data[SC_DANCING])
  10991. {
  10992. p_sd[(*c)++]=tsd->bl.id;
  10993. return skilllv;
  10994. } else {
  10995. return 0;
  10996. }
  10997. }
  10998. break;
  10999. }
  11000. }
  11001. return 0;
  11002. }
  11003. /*==========================================
  11004. * Checks and stores partners for ensemble skills [Skotlex]
  11005. *------------------------------------------*/
  11006. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  11007. {
  11008. static int c=0;
  11009. static int p_sd[2] = { 0, 0 };
  11010. int i;
  11011. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  11012. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  11013. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  11014. if (cast_flag) { //Execute the skill on the partners.
  11015. struct map_session_data* tsd;
  11016. switch (skill_id) {
  11017. case PR_BENEDICTIO:
  11018. for (i = 0; i < c; i++) {
  11019. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  11020. status_charge(&tsd->bl, 0, 10);
  11021. }
  11022. return c;
  11023. case AB_ADORAMUS:
  11024. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  11025. i = 2 * (*skill_lv);
  11026. status_charge(&tsd->bl, 0, i);
  11027. }
  11028. break;
  11029. case WM_GREAT_ECHO:
  11030. for( i = 0; i < c; i++ ) {
  11031. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  11032. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  11033. }
  11034. break;
  11035. default: //Warning: Assuming Ensemble skills here (for speed)
  11036. if( is_chorus )
  11037. break;//Chorus skills are not to be parsed as ensambles
  11038. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  11039. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  11040. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  11041. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  11042. tsd->skillid_dance = skill_id;
  11043. tsd->skilllv_dance = *skill_lv;
  11044. }
  11045. return c;
  11046. }
  11047. }
  11048. //Else: new search for partners.
  11049. c = 0;
  11050. memset (p_sd, 0, sizeof(p_sd));
  11051. if( is_chorus )
  11052. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  11053. else
  11054. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  11055. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  11056. *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.
  11057. return c;
  11058. }
  11059. /*==========================================
  11060. *
  11061. *------------------------------------------*/
  11062. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  11063. {
  11064. int *c,src_id,mob_class,skill;
  11065. struct mob_data *md;
  11066. md=(struct mob_data*)bl;
  11067. src_id=va_arg(ap,int);
  11068. mob_class=va_arg(ap,int);
  11069. skill=va_arg(ap,int);
  11070. c=va_arg(ap,int *);
  11071. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:skill == KO_ZANZOU?4:3) )
  11072. return 0; //Non alchemist summoned mobs have nothing to do here.
  11073. if(md->class_==mob_class)
  11074. (*c)++;
  11075. return 1;
  11076. }
  11077. /*==========================================
  11078. * Determines if a given skill should be made to consume ammo
  11079. * when used by the player. [Skotlex]
  11080. *------------------------------------------*/
  11081. int skill_isammotype (struct map_session_data *sd, int skill)
  11082. {
  11083. return (
  11084. battle_config.arrow_decrement==2 &&
  11085. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  11086. skill != HT_PHANTASMIC &&
  11087. skill_get_type(skill) == BF_WEAPON &&
  11088. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  11089. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  11090. );
  11091. }
  11092. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv) {
  11093. struct status_data *status;
  11094. struct status_change *sc;
  11095. struct skill_condition require;
  11096. int i;
  11097. nullpo_ret(sd);
  11098. if (lv <= 0 || sd->chatID) return 0;
  11099. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill )
  11100. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11101. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  11102. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11103. return 1;
  11104. }
  11105. switch( sd->menuskill_id ) {
  11106. case AM_PHARMACY:
  11107. switch( skill ) {
  11108. case AM_PHARMACY:
  11109. case AC_MAKINGARROW:
  11110. case BS_REPAIRWEAPON:
  11111. case AM_TWILIGHT1:
  11112. case AM_TWILIGHT2:
  11113. case AM_TWILIGHT3:
  11114. return 0;
  11115. }
  11116. break;
  11117. case GN_MIX_COOKING:
  11118. case GN_MAKEBOMB:
  11119. case GN_S_PHARMACY:
  11120. case GN_CHANGEMATERIAL:
  11121. if( sd->menuskill_id != skill )
  11122. return 0;
  11123. break;
  11124. }
  11125. status = &sd->battle_status;
  11126. sc = &sd->sc;
  11127. if( !sc->count )
  11128. sc = NULL;
  11129. if( sd->skillitem == skill )
  11130. {
  11131. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  11132. sd->state.abra_flag = 0;
  11133. else
  11134. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  11135. if( (i = sd->itemindex) == -1 ||
  11136. sd->status.inventory[i].nameid != sd->itemid ||
  11137. sd->inventory_data[i] == NULL ||
  11138. !sd->inventory_data[i]->flag.delay_consume ||
  11139. sd->status.inventory[i].amount < 1
  11140. )
  11141. { //Something went wrong, item exploit?
  11142. sd->itemid = sd->itemindex = -1;
  11143. return 0;
  11144. }
  11145. //Consume
  11146. sd->itemid = sd->itemindex = -1;
  11147. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  11148. ; //Do not consume item.
  11149. else if( sd->status.inventory[i].expire_time == 0 )
  11150. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  11151. }
  11152. return 1;
  11153. }
  11154. if( pc_is90overweight(sd) )
  11155. {
  11156. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  11157. return 0;
  11158. }
  11159. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  11160. return 0;
  11161. switch( skill ) { // Turn off check.
  11162. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  11163. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  11164. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  11165. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
  11166. if( sc && sc->data[status_skill2sc(skill)] )
  11167. return 1;
  11168. }
  11169. // Check the skills that can be used while mounted on a warg
  11170. if( pc_isridingwug(sd) ) {
  11171. switch( skill ) {
  11172. case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE:
  11173. case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE:
  11174. case HT_CLAYMORETRAP: case HT_SPRINGTRAP: case RA_DETONATOR: case RA_CLUSTERBOMB:
  11175. case HT_TALKIEBOX: case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
  11176. case RA_WUGDASH: case RA_WUGRIDER: case RA_WUGSTRIKE:
  11177. break;
  11178. default: // in official there is no message.
  11179. return 0;
  11180. }
  11181. }
  11182. if( pc_ismadogear(sd) ) {
  11183. switch( skill ) { //None Mado skills are unusable when Mado is equipped. [Jobbie]
  11184. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  11185. case BS_HAMMERFALL: case WS_CARTBOOST:
  11186. case BS_ADRENALINE: case WS_WEAPONREFINE:
  11187. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  11188. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  11189. case BS_MAXIMIZE: case NC_AXEBOOMERANG:
  11190. case BS_ADRENALINE2: case NC_POWERSWING:
  11191. case BS_UNFAIRLYTRICK: case NC_AXETORNADO:
  11192. case BS_GREED:
  11193. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11194. return 0;
  11195. default: //Only Mechanic exlcusive skill can be used.
  11196. break;
  11197. }
  11198. }
  11199. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  11200. return 0;
  11201. require = skill_get_requirement(sd,skill,lv);
  11202. //Can only update state when weapon/arrow info is checked.
  11203. sd->state.arrow_atk = require.ammo?1:0;
  11204. // perform skill-specific checks (and actions)
  11205. switch( skill ) {
  11206. case SO_SPELLFIST:
  11207. if(sd->skillid_old != MG_FIREBOLT && sd->skillid_old != MG_COLDBOLT && sd->skillid_old != MG_LIGHTNINGBOLT){
  11208. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11209. return 0;
  11210. }
  11211. case SA_CASTCANCEL:
  11212. if(sd->ud.skilltimer == INVALID_TIMER) {
  11213. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11214. return 0;
  11215. }
  11216. break;
  11217. case AL_WARP:
  11218. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  11219. char output[128]; sprintf(output, msg_txt(365), skill_get_name(AL_WARP));
  11220. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  11221. return 0;
  11222. }
  11223. break;
  11224. case MO_CALLSPIRITS:
  11225. if(sc && sc->data[SC_RAISINGDRAGON])
  11226. lv += sc->data[SC_RAISINGDRAGON]->val1;
  11227. if(sd->spiritball >= lv) {
  11228. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11229. return 0;
  11230. }
  11231. break;
  11232. case MO_FINGEROFFENSIVE:
  11233. case GS_FLING:
  11234. case SR_RAMPAGEBLASTER:
  11235. case SR_RIDEINLIGHTNING:
  11236. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  11237. sd->spiritball_old = require.spiritball = sd->spiritball;
  11238. else
  11239. sd->spiritball_old = require.spiritball;
  11240. break;
  11241. case MO_CHAINCOMBO:
  11242. if(!sc)
  11243. return 0;
  11244. if(sc->data[SC_BLADESTOP])
  11245. break;
  11246. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  11247. break;
  11248. return 0;
  11249. case MO_COMBOFINISH:
  11250. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  11251. return 0;
  11252. break;
  11253. case CH_TIGERFIST:
  11254. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  11255. return 0;
  11256. break;
  11257. case CH_CHAINCRUSH:
  11258. if(!(sc && sc->data[SC_COMBO]))
  11259. return 0;
  11260. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  11261. return 0;
  11262. break;
  11263. case MO_EXTREMITYFIST:
  11264. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  11265. // return 0;
  11266. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  11267. break;
  11268. if( sc && sc->data[SC_COMBO] )
  11269. {
  11270. switch(sc->data[SC_COMBO]->val1) {
  11271. case MO_COMBOFINISH:
  11272. case CH_TIGERFIST:
  11273. case CH_CHAINCRUSH:
  11274. break;
  11275. default:
  11276. return 0;
  11277. }
  11278. }
  11279. else if( !unit_can_move(&sd->bl) )
  11280. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  11281. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11282. return 0;
  11283. }
  11284. break;
  11285. case TK_MISSION:
  11286. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  11287. {// Cannot be used by Non-Taekwon classes
  11288. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11289. return 0;
  11290. }
  11291. break;
  11292. case TK_READYCOUNTER:
  11293. case TK_READYDOWN:
  11294. case TK_READYSTORM:
  11295. case TK_READYTURN:
  11296. case TK_JUMPKICK:
  11297. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  11298. {// Soul Linkers cannot use this skill
  11299. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11300. return 0;
  11301. }
  11302. break;
  11303. case TK_TURNKICK:
  11304. case TK_STORMKICK:
  11305. case TK_DOWNKICK:
  11306. case TK_COUNTER:
  11307. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  11308. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  11309. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  11310. return 0; //Combo needs to be ready
  11311. if (sc->data[SC_COMBO]->val3) { //Kick chain
  11312. //Do not repeat a kick.
  11313. if (sc->data[SC_COMBO]->val3 != skill)
  11314. break;
  11315. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  11316. return 0;
  11317. }
  11318. if(sc->data[SC_COMBO]->val1 != skill && !( sd && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON) )) { //Cancel combo wait.
  11319. unit_cancel_combo(&sd->bl);
  11320. return 0;
  11321. }
  11322. break; //Combo ready.
  11323. case BD_ADAPTATION:
  11324. {
  11325. int time;
  11326. if(!(sc && sc->data[SC_DANCING]))
  11327. {
  11328. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11329. return 0;
  11330. }
  11331. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  11332. if (skill_get_time(
  11333. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  11334. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  11335. - time < skill_get_time2(skill,lv))
  11336. {
  11337. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11338. return 0;
  11339. }
  11340. }
  11341. break;
  11342. case PR_BENEDICTIO:
  11343. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  11344. {
  11345. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11346. return 0;
  11347. }
  11348. break;
  11349. case SL_SMA:
  11350. if(!(sc && sc->data[SC_SMA]))
  11351. return 0;
  11352. break;
  11353. case HT_POWER:
  11354. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  11355. return 0;
  11356. break;
  11357. case CG_HERMODE:
  11358. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  11359. {
  11360. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11361. return 0;
  11362. }
  11363. break;
  11364. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  11365. {
  11366. int i,x,y,range = skill_get_splash(skill, lv)+1;
  11367. int size = range*2+1;
  11368. for (i=0;i<size*size;i++) {
  11369. x = sd->bl.x+(i%size-range);
  11370. y = sd->bl.y+(i/size-range);
  11371. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  11372. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11373. return 0;
  11374. }
  11375. }
  11376. }
  11377. break;
  11378. case PR_REDEMPTIO:
  11379. {
  11380. int exp;
  11381. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  11382. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  11383. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  11384. return 0;
  11385. }
  11386. break;
  11387. }
  11388. case AM_TWILIGHT2:
  11389. case AM_TWILIGHT3:
  11390. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  11391. {
  11392. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11393. return 0;
  11394. }
  11395. break;
  11396. case SG_SUN_WARM:
  11397. case SG_MOON_WARM:
  11398. case SG_STAR_WARM:
  11399. if (sc && sc->data[SC_MIRACLE])
  11400. break;
  11401. i = skill-SG_SUN_WARM;
  11402. if (sd->bl.m == sd->feel_map[i].m)
  11403. break;
  11404. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11405. return 0;
  11406. break;
  11407. case SG_SUN_COMFORT:
  11408. case SG_MOON_COMFORT:
  11409. case SG_STAR_COMFORT:
  11410. if (sc && sc->data[SC_MIRACLE])
  11411. break;
  11412. i = skill-SG_SUN_COMFORT;
  11413. if (sd->bl.m == sd->feel_map[i].m &&
  11414. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  11415. break;
  11416. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11417. return 0;
  11418. case SG_FUSION:
  11419. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  11420. break;
  11421. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  11422. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  11423. if( require.sp > 0 )
  11424. {
  11425. if (status->sp < (unsigned int)require.sp)
  11426. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11427. else
  11428. status_zap(&sd->bl, 0, require.sp);
  11429. }
  11430. return 0;
  11431. case GD_BATTLEORDER:
  11432. case GD_REGENERATION:
  11433. case GD_RESTORE:
  11434. if (!map_flag_gvg2(sd->bl.m)) {
  11435. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11436. return 0;
  11437. }
  11438. case GD_EMERGENCYCALL:
  11439. // other checks were already done in skillnotok()
  11440. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  11441. return 0;
  11442. break;
  11443. case GS_GLITTERING:
  11444. if(sd->spiritball >= 10) {
  11445. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11446. return 0;
  11447. }
  11448. break;
  11449. case NJ_ISSEN:
  11450. if (status->hp < 2) {
  11451. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11452. return 0;
  11453. }
  11454. case NJ_BUNSINJYUTSU:
  11455. if (!(sc && sc->data[SC_NEN])) {
  11456. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11457. return 0;
  11458. }
  11459. break;
  11460. case NJ_ZENYNAGE:
  11461. case KO_MUCHANAGE:
  11462. if(sd->status.zeny < require.zeny) {
  11463. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  11464. return 0;
  11465. }
  11466. break;
  11467. case PF_HPCONVERSION:
  11468. if (status->sp == status->max_sp)
  11469. return 0; //Unusable when at full SP.
  11470. break;
  11471. case AM_CALLHOMUN: //Can't summon if a hom is already out
  11472. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  11473. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11474. return 0;
  11475. }
  11476. break;
  11477. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  11478. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  11479. {
  11480. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11481. return 0;
  11482. }
  11483. break;
  11484. /**
  11485. * Arch Bishop
  11486. **/
  11487. case AB_ANCILLA:
  11488. {
  11489. int count = 0;
  11490. for( i = 0; i < MAX_INVENTORY; i ++ )
  11491. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  11492. count += sd->status.inventory[i].amount;
  11493. if( count >= 3 ) {
  11494. clif_skill_fail(sd, skill, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  11495. return 0;
  11496. }
  11497. }
  11498. break;
  11499. /**
  11500. * Keeping as a note:
  11501. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  11502. **/
  11503. //case AB_LAUDAAGNUS:
  11504. //case AB_LAUDARAMUS:
  11505. // if( !sd->status.party_id ) {
  11506. // clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11507. // return 0;
  11508. // }
  11509. // break;
  11510. case AB_ADORAMUS:
  11511. /**
  11512. * Warlock
  11513. **/
  11514. case WL_COMET:
  11515. if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  11516. {
  11517. //clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  11518. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11519. return 0;
  11520. }
  11521. break;
  11522. case WL_SUMMONFB:
  11523. case WL_SUMMONBL:
  11524. case WL_SUMMONWB:
  11525. case WL_SUMMONSTONE:
  11526. if( sc )
  11527. {
  11528. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  11529. if( i == SC_SPHERE_5+1 )
  11530. { // No more free slots
  11531. clif_skill_fail(sd,skill,USESKILL_FAIL_SUMMON,0);
  11532. return 0;
  11533. }
  11534. }
  11535. break;
  11536. /**
  11537. * Guilotine Cross
  11538. **/
  11539. case GC_HALLUCINATIONWALK:
  11540. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  11541. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11542. return 0;
  11543. }
  11544. break;
  11545. case GC_COUNTERSLASH:
  11546. case GC_WEAPONCRUSH:
  11547. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  11548. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  11549. return 0;
  11550. }
  11551. break;
  11552. /**
  11553. * Ranger
  11554. **/
  11555. case RA_WUGMASTERY:
  11556. if( pc_isfalcon(sd) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  11557. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11558. return 0;
  11559. }
  11560. break;
  11561. case RA_WUGSTRIKE:
  11562. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  11563. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11564. return 0;
  11565. }
  11566. break;
  11567. case RA_WUGRIDER:
  11568. if( pc_isfalcon(sd) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  11569. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11570. return 0;
  11571. }
  11572. break;
  11573. case RA_WUGDASH:
  11574. if(!pc_isridingwug(sd)) {
  11575. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11576. return 0;
  11577. }
  11578. break;
  11579. /**
  11580. * Royal Guard
  11581. **/
  11582. case LG_BANDING:
  11583. if( sc && sc->data[SC_INSPIRATION] ) {
  11584. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11585. return 0;
  11586. }
  11587. break;
  11588. case LG_PRESTIGE:
  11589. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  11590. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11591. return 0;
  11592. }
  11593. break;
  11594. case LG_RAGEBURST:
  11595. if( sd->spiritball == 0 ) {
  11596. clif_skill_fail(sd,skill,USESKILL_FAIL_SKILLINTERVAL,0);
  11597. return 0;
  11598. }
  11599. sd->spiritball_old = require.spiritball = sd->spiritball;
  11600. break;
  11601. case LG_RAYOFGENESIS:
  11602. if( sc && sc->data[SC_INSPIRATION] )
  11603. return 1; // Don't check for partner.
  11604. if( !(sc && sc->data[SC_BANDING]) ) {
  11605. clif_skill_fail(sd,skill,USESKILL_FAIL,0);
  11606. return 0;
  11607. } else if( skill_check_pc_partner(sd,skill,&lv,skill_get_range(skill,lv),0) < 1 )
  11608. return 0; // Just fails, no msg here.
  11609. break;
  11610. case LG_HESPERUSLIT:
  11611. if( !sc || !sc->data[SC_BANDING] ) {
  11612. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11613. return 0;
  11614. }
  11615. break;
  11616. case SR_FALLENEMPIRE:
  11617. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  11618. return 0;
  11619. break;
  11620. case SR_CRESCENTELBOW:
  11621. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  11622. clif_skill_fail(sd, skill, USESKILL_FAIL_DUPLICATE, 0);
  11623. return 0;
  11624. }
  11625. break;
  11626. case SR_CURSEDCIRCLE:
  11627. if( sd->spiritball > 0 )
  11628. sd->spiritball_old = require.spiritball = sd->spiritball;
  11629. else {
  11630. clif_skill_fail(sd,skill,0,0);
  11631. return 0;
  11632. }
  11633. break;
  11634. case SR_GATEOFHELL:
  11635. if( sd->spiritball > 0 )
  11636. sd->spiritball_old = require.spiritball;
  11637. break;
  11638. case SC_MANHOLE:
  11639. case SC_DIMENSIONDOOR:
  11640. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  11641. clif_skill_fail(sd,skill,0,0);
  11642. return 0;
  11643. }
  11644. break;
  11645. case WM_GREAT_ECHO: {
  11646. int count;
  11647. count = skill_check_pc_partner(sd, skill, &lv, skill_get_splash(skill,lv), 0);
  11648. if( count < 1 ) {
  11649. clif_skill_fail(sd,skill,USESKILL_FAIL_NEED_HELPER,0);
  11650. return 0;
  11651. } else
  11652. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  11653. }
  11654. break;
  11655. case SO_FIREWALK:
  11656. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  11657. if( sc && sc->data[SC_PROPERTYWALK] &&
  11658. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  11659. clif_skill_fail(sd,skill,0x0,0);
  11660. return 0;
  11661. }
  11662. break;
  11663. case SO_EL_CONTROL:
  11664. if( !sd->status.ele_id || !sd->ed ) {
  11665. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11666. return 0;
  11667. }
  11668. break;
  11669. case RETURN_TO_ELDICASTES:
  11670. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  11671. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11672. return 0;
  11673. }
  11674. break;
  11675. case LG_REFLECTDAMAGE:
  11676. case CR_REFLECTSHIELD:
  11677. if( sc && sc->data[SC_KYOMU] && rand()%100 < 30){
  11678. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11679. return 0;
  11680. }
  11681. break;
  11682. case KO_KAHU_ENTEN:
  11683. case KO_HYOUHU_HUBUKI:
  11684. case KO_KAZEHU_SEIRAN:
  11685. case KO_DOHU_KOUKAI:
  11686. {
  11687. int ttype = skill_get_ele(skill, lv);
  11688. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  11689. if( (i < 5 && i != ttype) || sd->talisman[ttype] >= 10 ){
  11690. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  11691. return 0;
  11692. }
  11693. }
  11694. break;
  11695. case KO_KAIHOU:
  11696. case KO_ZENKAI:
  11697. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11698. if( i > 4 ) {
  11699. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11700. return 0;
  11701. }
  11702. break;
  11703. }
  11704. switch(require.state) {
  11705. case ST_HIDING:
  11706. if(!(sc && sc->option&OPTION_HIDE)) {
  11707. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11708. return 0;
  11709. }
  11710. break;
  11711. case ST_CLOAKING:
  11712. if(!pc_iscloaking(sd)) {
  11713. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11714. return 0;
  11715. }
  11716. break;
  11717. case ST_HIDDEN:
  11718. if(!pc_ishiding(sd)) {
  11719. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11720. return 0;
  11721. }
  11722. break;
  11723. case ST_RIDING:
  11724. if(!pc_isriding(sd)) {
  11725. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11726. return 0;
  11727. }
  11728. break;
  11729. case ST_FALCON:
  11730. if(!pc_isfalcon(sd)) {
  11731. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11732. return 0;
  11733. }
  11734. break;
  11735. case ST_CARTBOOST:
  11736. if(!(sc && sc->data[SC_CARTBOOST])) {
  11737. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11738. return 0;
  11739. }
  11740. case ST_CART:
  11741. if(!pc_iscarton(sd)) {
  11742. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11743. return 0;
  11744. }
  11745. break;
  11746. case ST_SHIELD:
  11747. if(sd->status.shield <= 0) {
  11748. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11749. return 0;
  11750. }
  11751. break;
  11752. case ST_SIGHT:
  11753. if(!(sc && sc->data[SC_SIGHT])) {
  11754. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11755. return 0;
  11756. }
  11757. break;
  11758. case ST_EXPLOSIONSPIRITS:
  11759. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  11760. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11761. return 0;
  11762. }
  11763. break;
  11764. case ST_RECOV_WEIGHT_RATE:
  11765. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  11766. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11767. return 0;
  11768. }
  11769. break;
  11770. case ST_MOVE_ENABLE:
  11771. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  11772. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  11773. if (!unit_can_move(&sd->bl)) {
  11774. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11775. return 0;
  11776. }
  11777. break;
  11778. case ST_WATER:
  11779. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  11780. break;
  11781. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  11782. break;
  11783. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11784. return 0;
  11785. /**
  11786. * Rune Knight
  11787. **/
  11788. case ST_RIDINGDRAGON:
  11789. if( !pc_isridingdragon(sd) ) {
  11790. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11791. return 0;
  11792. }
  11793. break;
  11794. /**
  11795. * Wug
  11796. **/
  11797. case ST_WUG:
  11798. if( !pc_iswug(sd) ) {
  11799. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11800. return 0;
  11801. }
  11802. break;
  11803. /**
  11804. * Riding Wug
  11805. **/
  11806. case ST_RIDINGWUG:
  11807. if( !pc_isridingwug(sd) ){
  11808. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11809. return 0;
  11810. }
  11811. break;
  11812. /**
  11813. * Mechanic
  11814. **/
  11815. case ST_MADO:
  11816. if( !pc_ismadogear(sd) ) {
  11817. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11818. return 0;
  11819. }
  11820. break;
  11821. /**
  11822. * Sorcerer
  11823. **/
  11824. case ST_ELEMENTALSPIRIT:
  11825. if(!sd->ed) {
  11826. clif_skill_fail(sd,skill,USESKILL_FAIL_EL_SUMMON,0);
  11827. return 0;
  11828. }
  11829. break;
  11830. case ST_POISONINGWEAPON:
  11831. if (!(sc && sc->data[SC_POISONINGWEAPON])) {
  11832. clif_skill_fail(sd, skill, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  11833. return 0;
  11834. }
  11835. break;
  11836. case ST_ROLLINGCUTTER:
  11837. if (!(sc && sc->data[SC_ROLLINGCUTTER])) {
  11838. clif_skill_fail(sd, skill, USESKILL_FAIL_CONDITION, 0);
  11839. return 0;
  11840. }
  11841. break;
  11842. }
  11843. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  11844. //mhp is the max-hp-requirement, that is,
  11845. //you must have this % or less of HP to cast it.
  11846. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  11847. return 0;
  11848. }
  11849. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  11850. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  11851. return 0;
  11852. }
  11853. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  11854. clif_skill_fail(sd,skill,USESKILL_FAIL_SP_INSUFFICIENT,0);
  11855. return 0;
  11856. }
  11857. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  11858. clif_skill_fail(sd,skill,USESKILL_FAIL_MONEY,0);
  11859. return 0;
  11860. }
  11861. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  11862. clif_skill_fail(sd,skill,USESKILL_FAIL_SPIRITS,require.spiritball);
  11863. return 0;
  11864. }
  11865. return 1;
  11866. }
  11867. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  11868. {
  11869. struct skill_condition require;
  11870. struct status_data *status;
  11871. int i;
  11872. int index[MAX_SKILL_ITEM_REQUIRE];
  11873. nullpo_ret(sd);
  11874. if( lv <= 0 || sd->chatID )
  11875. return 0;
  11876. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill ) {
  11877. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  11878. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  11879. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  11880. return 1;
  11881. }
  11882. switch( sd->menuskill_id ) { // Cast start or cast end??
  11883. case AM_PHARMACY:
  11884. switch( skill ) {
  11885. case AM_PHARMACY:
  11886. case AC_MAKINGARROW:
  11887. case BS_REPAIRWEAPON:
  11888. case AM_TWILIGHT1:
  11889. case AM_TWILIGHT2:
  11890. case AM_TWILIGHT3:
  11891. return 0;
  11892. }
  11893. break;
  11894. case GN_MIX_COOKING:
  11895. case GN_MAKEBOMB:
  11896. case GN_S_PHARMACY:
  11897. case GN_CHANGEMATERIAL:
  11898. if( sd->menuskill_id != skill )
  11899. return 0;
  11900. break;
  11901. }
  11902. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  11903. return 1;
  11904. if( pc_is90overweight(sd) ) {
  11905. clif_skill_fail(sd,skill,USESKILL_FAIL_WEIGHTOVER,0);
  11906. return 0;
  11907. }
  11908. // perform skill-specific checks (and actions)
  11909. switch( skill ) {
  11910. case PR_BENEDICTIO:
  11911. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  11912. break;
  11913. case AM_CANNIBALIZE:
  11914. case AM_SPHEREMINE: {
  11915. int c=0;
  11916. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  11917. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  11918. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  11919. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  11920. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  11921. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  11922. if(c >= maxcount ||
  11923. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  11924. { //Fails when: exceed max limit. There are other plant types already out.
  11925. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  11926. return 0;
  11927. }
  11928. }
  11929. break;
  11930. }
  11931. case NC_SILVERSNIPER:
  11932. case NC_MAGICDECOY: {
  11933. int c = 0, j;
  11934. int maxcount = skill_get_maxcount(skill,lv);
  11935. int mob_class = 2042;
  11936. if( skill == NC_MAGICDECOY )
  11937. mob_class = 2043;
  11938. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  11939. if( skill == NC_MAGICDECOY ) {
  11940. for( j = mob_class; j <= 2046; j++ )
  11941. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  11942. } else
  11943. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  11944. if( c >= maxcount ) {
  11945. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  11946. return 0;
  11947. }
  11948. }
  11949. }
  11950. break;
  11951. case KO_ZANZOU: {
  11952. int c = 0;
  11953. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, 2308, skill, &c);
  11954. if( c >= skill_get_maxcount(skill,lv) || c != i)
  11955. {
  11956. clif_skill_fail(sd , skill, USESKILL_FAIL_LEVEL, 0);
  11957. return 0;
  11958. }
  11959. }
  11960. break;
  11961. }
  11962. status = &sd->battle_status;
  11963. require = skill_get_requirement(sd,skill,lv);
  11964. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  11965. clif_skill_fail(sd,skill,USESKILL_FAIL_HP_INSUFFICIENT,0);
  11966. return 0;
  11967. }
  11968. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  11969. clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  11970. return 0;
  11971. }
  11972. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  11973. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  11974. clif_arrow_fail(sd,0);
  11975. return 0;
  11976. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  11977. char e_msg[100];
  11978. sprintf(e_msg,"Skill Failed. [%s] requires %dx %s.",
  11979. skill_get_desc(skill),
  11980. require.ammo_qty,
  11981. itemdb_jname(sd->status.inventory[i].nameid));
  11982. clif_colormes(sd,COLOR_RED,e_msg);
  11983. return 0;
  11984. }
  11985. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  11986. //which is the closest we have to wrong ammo type. [Skotlex]
  11987. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  11988. //clif_skill_fail(sd,skill,USESKILL_FAIL_THIS_WEAPON,0);
  11989. return 0;
  11990. }
  11991. }
  11992. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  11993. if( !require.itemid[i] )
  11994. continue;
  11995. index[i] = pc_search_inventory(sd,require.itemid[i]);
  11996. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  11997. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  11998. clif_skill_fail(sd,skill,USESKILL_FAIL_REDJAMSTONE,0);// red gemstone required
  11999. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  12000. clif_skill_fail(sd,skill,USESKILL_FAIL_BLUEJAMSTONE,0);// blue gemstone required
  12001. else
  12002. clif_skill_fail(sd,skill,USESKILL_FAIL_LEVEL,0);
  12003. return 0;
  12004. }
  12005. }
  12006. return 1;
  12007. }
  12008. // type&2: consume items (after skill was used)
  12009. // type&1: consume the others (before skill was used)
  12010. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  12011. {
  12012. struct skill_condition req;
  12013. nullpo_ret(sd);
  12014. req = skill_get_requirement(sd,skill,lv);
  12015. if( type&1 )
  12016. {
  12017. if( skill == CG_TAROTCARD || sd->state.autocast )
  12018. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  12019. if(req.hp || req.sp)
  12020. status_zap(&sd->bl, req.hp, req.sp);
  12021. if(req.spiritball > 0)
  12022. pc_delspiritball(sd,req.spiritball,0);
  12023. if(req.zeny > 0)
  12024. {
  12025. if( skill == NJ_ZENYNAGE )
  12026. req.zeny = 0; //Zeny is reduced on skill_attack.
  12027. if( sd->status.zeny < req.zeny )
  12028. req.zeny = sd->status.zeny;
  12029. pc_payzeny(sd,req.zeny);
  12030. }
  12031. }
  12032. if( type&2 )
  12033. {
  12034. struct status_change *sc = &sd->sc;
  12035. int n,i;
  12036. if( !sc->count )
  12037. sc = NULL;
  12038. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  12039. {
  12040. if( !req.itemid[i] )
  12041. continue;
  12042. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  12043. continue; //Gemstones are checked, but not substracted from inventory.
  12044. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  12045. pc_delitem(sd,n,req.amount[i],0,1,LOG_TYPE_CONSUME);
  12046. }
  12047. }
  12048. return 1;
  12049. }
  12050. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  12051. {
  12052. struct skill_condition req;
  12053. struct status_data *status;
  12054. struct status_change *sc;
  12055. int i,j,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  12056. memset(&req,0,sizeof(req));
  12057. if( !sd )
  12058. return req;
  12059. if( sd->skillitem == skill )
  12060. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  12061. sc = &sd->sc;
  12062. if( !sc->count )
  12063. sc = NULL;
  12064. switch( skill )
  12065. { // Turn off check.
  12066. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  12067. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  12068. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  12069. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
  12070. if( sc && sc->data[status_skill2sc(skill)] )
  12071. return req;
  12072. }
  12073. j = skill_get_index(skill);
  12074. if( j == 0 ) // invalid skill id
  12075. return req;
  12076. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  12077. return req;
  12078. status = &sd->battle_status;
  12079. req.hp = skill_db[j].hp[lv-1];
  12080. hp_rate = skill_db[j].hp_rate[lv-1];
  12081. if(hp_rate > 0)
  12082. req.hp += (status->hp * hp_rate)/100;
  12083. else
  12084. req.hp += (status->max_hp * (-hp_rate))/100;
  12085. req.sp = skill_db[j].sp[lv-1];
  12086. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  12087. req.sp /= 2;
  12088. sp_rate = skill_db[j].sp_rate[lv-1];
  12089. if(sp_rate > 0)
  12090. req.sp += (status->sp * sp_rate)/100;
  12091. else
  12092. req.sp += (status->max_sp * (-sp_rate))/100;
  12093. if( sd->dsprate != 100 )
  12094. req.sp = req.sp * sd->dsprate / 100;
  12095. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill);
  12096. if( i < ARRAYLENGTH(sd->skillusesprate) )
  12097. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  12098. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill);
  12099. if( i < ARRAYLENGTH(sd->skillusesp) )
  12100. req.sp -= sd->skillusesp[i].val;
  12101. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  12102. if( sc ) {
  12103. if( sc->data[SC__LAZINESS] )
  12104. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  12105. if( sc->data[SC_RECOGNIZEDSPELL] )
  12106. req.sp += req.sp / 4;
  12107. }
  12108. req.zeny = skill_db[j].zeny[lv-1];
  12109. if( sc && sc->data[SC__UNLUCKY] )
  12110. req.zeny += sc->data[SC__UNLUCKY]->val1 * 500;
  12111. req.spiritball = skill_db[j].spiritball[lv-1];
  12112. req.state = skill_db[j].state;
  12113. req.mhp = skill_db[j].mhp[lv-1];
  12114. req.weapon = skill_db[j].weapon;
  12115. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  12116. if (req.ammo_qty)
  12117. req.ammo = skill_db[j].ammo;
  12118. if (!req.ammo && skill && skill_isammotype(sd, skill))
  12119. { //Assume this skill is using the weapon, therefore it requires arrows.
  12120. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  12121. req.ammo_qty = 1;
  12122. }
  12123. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  12124. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  12125. continue;
  12126. switch( skill ) {
  12127. case AM_CALLHOMUN:
  12128. if (sd->status.hom_id) //Don't delete items when hom is already out.
  12129. continue;
  12130. break;
  12131. case NC_SHAPESHIFT:
  12132. if( i < 4 )
  12133. continue;
  12134. break;
  12135. case WZ_FIREPILLAR: // celest
  12136. if (lv <= 5) // no gems required at level 1-5
  12137. continue;
  12138. break;
  12139. case AB_ADORAMUS:
  12140. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  12141. continue;
  12142. break;
  12143. case WL_COMET:
  12144. if( itemid_isgemstone(skill_db[j].itemid[i]) && skill_check_pc_partner(sd,skill,&lv, 1, 0) )
  12145. continue;
  12146. break;
  12147. case GN_FIRE_EXPANSION:
  12148. if( i < 5 )
  12149. continue;
  12150. break;
  12151. case SO_SUMMON_AGNI:
  12152. case SO_SUMMON_AQUA:
  12153. case SO_SUMMON_VENTUS:
  12154. case SO_SUMMON_TERA:
  12155. case SO_WATER_INSIGNIA:
  12156. case SO_FIRE_INSIGNIA:
  12157. case SO_WIND_INSIGNIA:
  12158. case SO_EARTH_INSIGNIA:
  12159. if( i < 3 )
  12160. continue;
  12161. break;
  12162. }
  12163. req.itemid[i] = skill_db[j].itemid[i];
  12164. req.amount[i] = skill_db[j].amount[i];
  12165. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  12166. {
  12167. if( sd->special_state.no_gemstone )
  12168. { //Make it substract 1 gem rather than skipping the cost.
  12169. if( --req.amount[i] < 1 )
  12170. req.itemid[i] = 0;
  12171. }
  12172. if(sc && sc->data[SC_INTOABYSS])
  12173. {
  12174. if( skill != SA_ABRACADABRA )
  12175. req.itemid[i] = req.amount[i] = 0;
  12176. else if( --req.amount[i] < 1 )
  12177. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  12178. }
  12179. }
  12180. if( skill >= HT_SKIDTRAP && skill <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  12181. if( (j=pc_search_inventory(sd,req.itemid[i])) < 0 || ( j >= 0 && sd->status.inventory[j].amount < req.amount[i] ) ){
  12182. req.itemid[i] = ITEMID_TRAP_ALLOY;
  12183. req.amount[i] = 1;
  12184. }
  12185. break;
  12186. }
  12187. }
  12188. /* requirements are level-dependent */
  12189. switch( skill ) {
  12190. case NC_SHAPESHIFT:
  12191. case GN_FIRE_EXPANSION:
  12192. case SO_SUMMON_AGNI:
  12193. case SO_SUMMON_AQUA:
  12194. case SO_SUMMON_VENTUS:
  12195. case SO_SUMMON_TERA:
  12196. case SO_WATER_INSIGNIA:
  12197. case SO_FIRE_INSIGNIA:
  12198. case SO_WIND_INSIGNIA:
  12199. case SO_EARTH_INSIGNIA:
  12200. req.itemid[lv-1] = skill_db[j].itemid[lv-1];
  12201. req.amount[lv-1] = skill_db[j].amount[lv-1];
  12202. break;
  12203. }
  12204. // Check for cost reductions due to skills & SCs
  12205. switch(skill) {
  12206. case MC_MAMMONITE:
  12207. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  12208. req.zeny -= req.zeny*10/100;
  12209. break;
  12210. case AL_HOLYLIGHT:
  12211. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  12212. req.sp *= 5;
  12213. break;
  12214. case SL_SMA:
  12215. case SL_STUN:
  12216. case SL_STIN:
  12217. {
  12218. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  12219. if(kaina_lv==0 || sd->status.base_level<70)
  12220. break;
  12221. if(sd->status.base_level>=90)
  12222. req.sp -= req.sp*7*kaina_lv/100;
  12223. else if(sd->status.base_level>=80)
  12224. req.sp -= req.sp*5*kaina_lv/100;
  12225. else if(sd->status.base_level>=70)
  12226. req.sp -= req.sp*3*kaina_lv/100;
  12227. }
  12228. break;
  12229. case MO_TRIPLEATTACK:
  12230. case MO_CHAINCOMBO:
  12231. case MO_COMBOFINISH:
  12232. case CH_TIGERFIST:
  12233. case CH_CHAINCRUSH:
  12234. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  12235. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  12236. break;
  12237. case MO_BODYRELOCATION:
  12238. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  12239. req.spiritball = 0;
  12240. break;
  12241. case MO_EXTREMITYFIST:
  12242. if( sc )
  12243. {
  12244. if( sc->data[SC_BLADESTOP] )
  12245. req.spiritball--;
  12246. else if( sc->data[SC_COMBO] )
  12247. {
  12248. switch( sc->data[SC_COMBO]->val1 )
  12249. {
  12250. case MO_COMBOFINISH:
  12251. req.spiritball = 4;
  12252. break;
  12253. case CH_TIGERFIST:
  12254. req.spiritball = 3;
  12255. break;
  12256. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  12257. req.spiritball = sd->spiritball?sd->spiritball:1;
  12258. break;
  12259. }
  12260. }else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  12261. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  12262. }
  12263. break;
  12264. case SR_RAMPAGEBLASTER:
  12265. req.spiritball = sd->spiritball?sd->spiritball:15;
  12266. break;
  12267. case SR_GATEOFHELL:
  12268. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  12269. req.sp -= req.sp * 10 / 100;
  12270. break;
  12271. case SO_SUMMON_AGNI:
  12272. case SO_SUMMON_AQUA:
  12273. case SO_SUMMON_VENTUS:
  12274. case SO_SUMMON_TERA:
  12275. req.sp -= req.sp * (5 + 5 * pc_checkskill(sd,SO_EL_SYMPATHY)) / 100;
  12276. break;
  12277. }
  12278. return req;
  12279. }
  12280. /*==========================================
  12281. * Does cast-time reductions based on dex, item bonuses and config setting
  12282. *------------------------------------------*/
  12283. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv) {
  12284. int time = skill_get_cast(skill_id, skill_lv);
  12285. nullpo_ret(bl);
  12286. #ifndef RENEWAL_CAST
  12287. {
  12288. struct map_session_data *sd;
  12289. sd = BL_CAST(BL_PC, bl);
  12290. // calculate base cast time (reduced by dex)
  12291. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  12292. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12293. if( scale > 0 ) // not instant cast
  12294. time = time * scale / battle_config.castrate_dex_scale;
  12295. else
  12296. return 0; // instant cast
  12297. }
  12298. // calculate cast time reduced by item/card bonuses
  12299. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  12300. {
  12301. int i;
  12302. if( sd->castrate != 100 )
  12303. time = time * sd->castrate / 100;
  12304. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12305. {
  12306. if( sd->skillcast[i].id == skill_id )
  12307. {
  12308. time+= time * sd->skillcast[i].val / 100;
  12309. break;
  12310. }
  12311. }
  12312. }
  12313. }
  12314. #endif
  12315. // config cast time multiplier
  12316. if (battle_config.cast_rate != 100)
  12317. time = time * battle_config.cast_rate / 100;
  12318. // return final cast time
  12319. time = max(time, 0);
  12320. // ShowInfo("Castime castfix = %d\n",time);
  12321. return time;
  12322. }
  12323. /*==========================================
  12324. * Does cast-time reductions based on sc data.
  12325. *------------------------------------------*/
  12326. int skill_castfix_sc (struct block_list *bl, int time)
  12327. {
  12328. struct status_change *sc = status_get_sc(bl);
  12329. if( time < 0 )
  12330. return 0;
  12331. if (sc && sc->count) {
  12332. if (sc->data[SC_SLOWCAST])
  12333. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  12334. if (sc->data[SC_SUFFRAGIUM]) {
  12335. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  12336. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12337. }
  12338. if (sc->data[SC_MEMORIZE]) {
  12339. time>>=1;
  12340. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12341. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12342. }
  12343. if (sc->data[SC_POEMBRAGI])
  12344. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  12345. if (sc->data[SC_IZAYOI])
  12346. time -= time * 50 / 100;
  12347. }
  12348. time = max(time, 0);
  12349. // ShowInfo("Castime castfix_sc = %d\n",time);
  12350. return time;
  12351. }
  12352. #ifdef RENEWAL_CAST
  12353. int skill_vfcastfix (struct block_list *bl, double time, int skill_id, int skill_lv)
  12354. {
  12355. struct status_change *sc = status_get_sc(bl);
  12356. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  12357. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
  12358. if( time < 0 )
  12359. return 0;
  12360. if( fixed == 0 ){
  12361. fixed = (int)time * 20 / 100; // fixed time
  12362. time = time * 80 / 100; // variable time
  12363. }else if( fixed < 0 ) // no fixed cast time
  12364. fixed = 0;
  12365. if(sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){ // Increases/Decreases fixed/variable cast time of a skill by item/card bonuses.
  12366. if( sd->bonus.varcastrate < 0 )
  12367. VARCAST_REDUCTION(sd->bonus.varcastrate);
  12368. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  12369. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  12370. fixed += sd->skillfixcast[i].val;
  12371. break;
  12372. }
  12373. for( i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++ )
  12374. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  12375. time += sd->skillvarcast[i].val;
  12376. break;
  12377. }
  12378. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  12379. if( sd->skillcast[i].id == skill_id ){ // bonus2 bVariableCastrate
  12380. if( (i=sd->skillcast[i].val) < 0)
  12381. VARCAST_REDUCTION(i);
  12382. break;
  12383. }
  12384. }
  12385. if (sc && sc->count && !(skill_get_castnodex(skill_id, skill_lv)&2) ) {
  12386. // All variable cast additive bonuses must come first
  12387. if (sc->data[SC_SLOWCAST])
  12388. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  12389. // Variable cast reduction bonuses
  12390. if (sc->data[SC_SUFFRAGIUM]) {
  12391. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  12392. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  12393. }
  12394. if (sc->data[SC_MEMORIZE]) {
  12395. VARCAST_REDUCTION(50);
  12396. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  12397. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  12398. }
  12399. if (sc->data[SC_POEMBRAGI])
  12400. VARCAST_REDUCTION(sc->data[SC_POEMBRAGI]->val2);
  12401. if (sc->data[SC_IZAYOI])
  12402. VARCAST_REDUCTION(50);
  12403. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  12404. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of Water spells.
  12405. // Fixed cast reduction bonuses
  12406. if( sc->data[SC__LAZINESS] )
  12407. fixcast_r = max(fixcast_r, sc->data[SC__LAZINESS]->val2);
  12408. if( sc->data[SC_SECRAMENT] )
  12409. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  12410. if( sd && ( skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP )
  12411. fixcast_r = max(fixcast_r, 5 + skill_lv * 5);
  12412. // Fixed cast non percentage bonuses
  12413. if( sc->data[SC_MANDRAGORA] && (skill_id >= SM_BASH && skill_id <= RETURN_TO_ELDICASTES) )
  12414. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  12415. if (sc->data[SC_IZAYOI] && (skill_id >= NJ_TOBIDOUGU && skill_id <= NJ_ISSEN))
  12416. fixed = 0;
  12417. }
  12418. if( sd && !(skill_get_castnodex(skill_id, skill_lv)&4) ){
  12419. VARCAST_REDUCTION( max(sd->bonus.varcastrate, 0) + max(i, 0) );
  12420. fixcast_r = max(fixcast_r, sd->bonus.fixcastrate) + min(sd->bonus.fixcastrate,0);
  12421. }
  12422. if( varcast_r < 0 ) // now compute overall factors
  12423. time = time * (1 - (float)varcast_r / 100);
  12424. if( !(skill_get_castnodex(skill_id, skill_lv)&1) )// reduction from status point
  12425. time = (1 - sqrt( ((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale) )) * time;
  12426. // underflow checking/capping
  12427. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * fixed;
  12428. // ShowInfo("Casttime vfcastfix = %d\n",time);
  12429. return (int)time;
  12430. }
  12431. #endif
  12432. /*==========================================
  12433. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  12434. *------------------------------------------*/
  12435. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  12436. {
  12437. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  12438. int time = skill_get_delay(skill_id, skill_lv);
  12439. struct map_session_data *sd;
  12440. struct status_change *sc = status_get_sc(bl);
  12441. nullpo_ret(bl);
  12442. sd = BL_CAST(BL_PC, bl);
  12443. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  12444. return 0; //Will use picked skill's delay.
  12445. if (bl->type&battle_config.no_skill_delay)
  12446. return battle_config.min_skill_delay_limit;
  12447. if (time < 0)
  12448. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  12449. // Delay reductions
  12450. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  12451. case MO_TRIPLEATTACK:
  12452. case MO_CHAINCOMBO:
  12453. case MO_COMBOFINISH:
  12454. case CH_TIGERFIST:
  12455. case CH_CHAINCRUSH:
  12456. case SR_DRAGONCOMBO:
  12457. case SR_FALLENEMPIRE:
  12458. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  12459. break;
  12460. case HP_BASILICA:
  12461. if( sc && !sc->data[SC_BASILICA] )
  12462. time = 0; // There is no Delay on Basilica creation, only on cancel
  12463. break;
  12464. default:
  12465. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  12466. { // if skill delay is allowed to be reduced by dex
  12467. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  12468. if (scale > 0)
  12469. time = time * scale / battle_config.castrate_dex_scale;
  12470. else //To be capped later to minimum.
  12471. time = 0;
  12472. }
  12473. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  12474. { // if skill delay is allowed to be reduced by agi
  12475. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  12476. if (scale > 0)
  12477. time = time * scale / battle_config.castrate_dex_scale;
  12478. else //To be capped later to minimum.
  12479. time = 0;
  12480. }
  12481. }
  12482. if ( sc && sc->data[SC_SPIRIT] )
  12483. {
  12484. switch (skill_id) {
  12485. case CR_SHIELDBOOMERANG:
  12486. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  12487. time /= 2;
  12488. break;
  12489. case AS_SONICBLOW:
  12490. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  12491. time /= 2;
  12492. break;
  12493. }
  12494. }
  12495. if (!(delaynodex&2))
  12496. {
  12497. if (sc && sc->count) {
  12498. if (sc->data[SC_POEMBRAGI])
  12499. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  12500. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  12501. time /= 2; // After Delay of Wind element spells reduced by 50%.
  12502. }
  12503. }
  12504. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  12505. time = time * sd->delayrate / 100;
  12506. if (battle_config.delay_rate != 100)
  12507. time = time * battle_config.delay_rate / 100;
  12508. //min delay
  12509. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  12510. time = max(time, battle_config.min_skill_delay_limit);
  12511. // ShowInfo("Delay delayfix = %d\n",time);
  12512. return time;
  12513. }
  12514. /*=========================================
  12515. *
  12516. *-----------------------------------------*/
  12517. struct square {
  12518. int val1[5];
  12519. int val2[5];
  12520. };
  12521. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  12522. {
  12523. nullpo_retv(tc);
  12524. if(dir == 0){
  12525. tc->val1[0]=x-2;
  12526. tc->val1[1]=x-1;
  12527. tc->val1[2]=x;
  12528. tc->val1[3]=x+1;
  12529. tc->val1[4]=x+2;
  12530. tc->val2[0]=
  12531. tc->val2[1]=
  12532. tc->val2[2]=
  12533. tc->val2[3]=
  12534. tc->val2[4]=y-1;
  12535. }
  12536. else if(dir==2){
  12537. tc->val1[0]=
  12538. tc->val1[1]=
  12539. tc->val1[2]=
  12540. tc->val1[3]=
  12541. tc->val1[4]=x+1;
  12542. tc->val2[0]=y+2;
  12543. tc->val2[1]=y+1;
  12544. tc->val2[2]=y;
  12545. tc->val2[3]=y-1;
  12546. tc->val2[4]=y-2;
  12547. }
  12548. else if(dir==4){
  12549. tc->val1[0]=x-2;
  12550. tc->val1[1]=x-1;
  12551. tc->val1[2]=x;
  12552. tc->val1[3]=x+1;
  12553. tc->val1[4]=x+2;
  12554. tc->val2[0]=
  12555. tc->val2[1]=
  12556. tc->val2[2]=
  12557. tc->val2[3]=
  12558. tc->val2[4]=y+1;
  12559. }
  12560. else if(dir==6){
  12561. tc->val1[0]=
  12562. tc->val1[1]=
  12563. tc->val1[2]=
  12564. tc->val1[3]=
  12565. tc->val1[4]=x-1;
  12566. tc->val2[0]=y+2;
  12567. tc->val2[1]=y+1;
  12568. tc->val2[2]=y;
  12569. tc->val2[3]=y-1;
  12570. tc->val2[4]=y-2;
  12571. }
  12572. else if(dir==1){
  12573. tc->val1[0]=x-1;
  12574. tc->val1[1]=x;
  12575. tc->val1[2]=x+1;
  12576. tc->val1[3]=x+2;
  12577. tc->val1[4]=x+3;
  12578. tc->val2[0]=y-4;
  12579. tc->val2[1]=y-3;
  12580. tc->val2[2]=y-1;
  12581. tc->val2[3]=y;
  12582. tc->val2[4]=y+1;
  12583. }
  12584. else if(dir==3){
  12585. tc->val1[0]=x+3;
  12586. tc->val1[1]=x+2;
  12587. tc->val1[2]=x+1;
  12588. tc->val1[3]=x;
  12589. tc->val1[4]=x-1;
  12590. tc->val2[0]=y-1;
  12591. tc->val2[1]=y;
  12592. tc->val2[2]=y+1;
  12593. tc->val2[3]=y+2;
  12594. tc->val2[4]=y+3;
  12595. }
  12596. else if(dir==5){
  12597. tc->val1[0]=x+1;
  12598. tc->val1[1]=x;
  12599. tc->val1[2]=x-1;
  12600. tc->val1[3]=x-2;
  12601. tc->val1[4]=x-3;
  12602. tc->val2[0]=y+3;
  12603. tc->val2[1]=y+2;
  12604. tc->val2[2]=y+1;
  12605. tc->val2[3]=y;
  12606. tc->val2[4]=y-1;
  12607. }
  12608. else if(dir==7){
  12609. tc->val1[0]=x-3;
  12610. tc->val1[1]=x-2;
  12611. tc->val1[2]=x-1;
  12612. tc->val1[3]=x;
  12613. tc->val1[4]=x+1;
  12614. tc->val2[1]=y;
  12615. tc->val2[0]=y+1;
  12616. tc->val2[2]=y-1;
  12617. tc->val2[3]=y-2;
  12618. tc->val2[4]=y-3;
  12619. }
  12620. }
  12621. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  12622. {
  12623. int c;
  12624. nullpo_retv(tc);
  12625. for( c = 0; c < 5; c++ )
  12626. {
  12627. switch( dir )
  12628. {
  12629. case 0: tc->val2[c]+=are; break;
  12630. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  12631. case 2: tc->val1[c]-=are; break;
  12632. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  12633. case 4: tc->val2[c]-=are; break;
  12634. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  12635. case 6: tc->val1[c]+=are; break;
  12636. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  12637. }
  12638. }
  12639. }
  12640. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  12641. {
  12642. int c,n=4;
  12643. int dir = map_calc_dir(src,bl->x,bl->y);
  12644. struct square tc;
  12645. int x=bl->x,y=bl->y;
  12646. skill_brandishspear_first(&tc,dir,x,y);
  12647. skill_brandishspear_dir(&tc,dir,4);
  12648. skill_area_temp[1] = bl->id;
  12649. if(skilllv > 9){
  12650. for(c=1;c<4;c++){
  12651. map_foreachincell(skill_area_sub,
  12652. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12653. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12654. skill_castend_damage_id);
  12655. }
  12656. }
  12657. if(skilllv > 6){
  12658. skill_brandishspear_dir(&tc,dir,-1);
  12659. n--;
  12660. }else{
  12661. skill_brandishspear_dir(&tc,dir,-2);
  12662. n-=2;
  12663. }
  12664. if(skilllv > 3){
  12665. for(c=0;c<5;c++){
  12666. map_foreachincell(skill_area_sub,
  12667. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  12668. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  12669. skill_castend_damage_id);
  12670. if(skilllv > 6 && n==3 && c==4){
  12671. skill_brandishspear_dir(&tc,dir,-1);
  12672. n--;c=-1;
  12673. }
  12674. }
  12675. }
  12676. for(c=0;c<10;c++){
  12677. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  12678. map_foreachincell(skill_area_sub,
  12679. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  12680. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  12681. skill_castend_damage_id);
  12682. }
  12683. }
  12684. /*==========================================
  12685. * Weapon Repair [Celest/DracoRPG]
  12686. *------------------------------------------*/
  12687. void skill_repairweapon (struct map_session_data *sd, int idx) {
  12688. int material;
  12689. int materials[4] = { 1002, 998, 999, 756 };
  12690. struct item *item;
  12691. struct map_session_data *target_sd;
  12692. nullpo_retv(sd);
  12693. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  12694. return;
  12695. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  12696. return;
  12697. if( idx < 0 || idx >= MAX_INVENTORY )
  12698. return; //Invalid index??
  12699. item = &target_sd->status.inventory[idx];
  12700. if( item->nameid <= 0 || item->attribute == 0 )
  12701. return; //Again invalid item....
  12702. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  12703. clif_item_repaireffect(sd,idx,1);
  12704. return;
  12705. }
  12706. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  12707. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  12708. else
  12709. material = materials [2]; // Armors consume 1 Steel
  12710. if ( pc_search_inventory(sd,material) < 0 ) {
  12711. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12712. return;
  12713. }
  12714. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  12715. item->attribute = 0;/* clear broken state */
  12716. clif_equiplist(target_sd);
  12717. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  12718. clif_item_repaireffect(sd,idx,0);
  12719. if( sd != target_sd )
  12720. clif_item_repaireffect(target_sd,idx,0);
  12721. }
  12722. /*==========================================
  12723. * Item Appraisal
  12724. *------------------------------------------*/
  12725. void skill_identify (struct map_session_data *sd, int idx)
  12726. {
  12727. int flag=1;
  12728. nullpo_retv(sd);
  12729. if(idx >= 0 && idx < MAX_INVENTORY) {
  12730. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  12731. flag=0;
  12732. sd->status.inventory[idx].identify=1;
  12733. }
  12734. }
  12735. clif_item_identified(sd,idx,flag);
  12736. }
  12737. /*==========================================
  12738. * Weapon Refine [Celest]
  12739. *------------------------------------------*/
  12740. void skill_weaponrefine (struct map_session_data *sd, int idx)
  12741. {
  12742. nullpo_retv(sd);
  12743. if (idx >= 0 && idx < MAX_INVENTORY)
  12744. {
  12745. int i = 0, ep = 0, per;
  12746. int material[5] = { 0, 1010, 1011, 984, 984 };
  12747. struct item *item;
  12748. struct item_data *ditem = sd->inventory_data[idx];
  12749. item = &sd->status.inventory[idx];
  12750. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  12751. {
  12752. if( item->refine >= sd->menuskill_val
  12753. || item->refine >= 10 // if it's no longer refineable
  12754. || ditem->flag.no_refine // if the item isn't refinable
  12755. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  12756. {
  12757. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  12758. return;
  12759. }
  12760. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  12761. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  12762. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  12763. if (per > rnd() % 100) {
  12764. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  12765. item->refine++;
  12766. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  12767. if(item->equip) {
  12768. ep = item->equip;
  12769. pc_unequipitem(sd,idx,3);
  12770. }
  12771. clif_refine(sd->fd,0,idx,item->refine);
  12772. clif_delitem(sd,idx,1,3);
  12773. clif_additem(sd,idx,1,0);
  12774. if (ep)
  12775. pc_equipitem(sd,idx,ep);
  12776. clif_misceffect(&sd->bl,3);
  12777. if(item->refine == 10 &&
  12778. item->card[0] == CARD0_FORGE &&
  12779. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  12780. { // Fame point system [DracoRPG]
  12781. switch(ditem->wlv){
  12782. case 1:
  12783. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  12784. break;
  12785. case 2:
  12786. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  12787. break;
  12788. case 3:
  12789. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  12790. break;
  12791. }
  12792. }
  12793. } else {
  12794. item->refine = 0;
  12795. if(item->equip)
  12796. pc_unequipitem(sd,idx,3);
  12797. clif_refine(sd->fd,1,idx,item->refine);
  12798. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  12799. clif_misceffect(&sd->bl,2);
  12800. clif_emotion(&sd->bl, E_OMG);
  12801. }
  12802. }
  12803. }
  12804. }
  12805. /*==========================================
  12806. *
  12807. *------------------------------------------*/
  12808. int skill_autospell (struct map_session_data *sd, int skillid)
  12809. {
  12810. int skilllv;
  12811. int maxlv=1,lv;
  12812. nullpo_ret(sd);
  12813. skilllv = sd->menuskill_val;
  12814. lv=pc_checkskill(sd,skillid);
  12815. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  12816. if(skillid==MG_NAPALMBEAT) maxlv=3;
  12817. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  12818. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  12819. maxlv =10; //Soul Linker bonus. [Skotlex]
  12820. else if(skilllv==2) maxlv=1;
  12821. else if(skilllv==3) maxlv=2;
  12822. else if(skilllv>=4) maxlv=3;
  12823. }
  12824. else if(skillid==MG_SOULSTRIKE){
  12825. if(skilllv==5) maxlv=1;
  12826. else if(skilllv==6) maxlv=2;
  12827. else if(skilllv>=7) maxlv=3;
  12828. }
  12829. else if(skillid==MG_FIREBALL){
  12830. if(skilllv==8) maxlv=1;
  12831. else if(skilllv>=9) maxlv=2;
  12832. }
  12833. else if(skillid==MG_FROSTDIVER) maxlv=1;
  12834. else return 0;
  12835. if(maxlv > lv)
  12836. maxlv = lv;
  12837. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  12838. skill_get_time(SA_AUTOSPELL,skilllv));
  12839. return 0;
  12840. }
  12841. /*==========================================
  12842. * Sitting skills functions.
  12843. *------------------------------------------*/
  12844. static int skill_sit_count (struct block_list *bl, va_list ap)
  12845. {
  12846. struct map_session_data *sd;
  12847. int type =va_arg(ap,int);
  12848. sd=(struct map_session_data*)bl;
  12849. if(!pc_issit(sd))
  12850. return 0;
  12851. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  12852. return 1;
  12853. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  12854. return 1;
  12855. return 0;
  12856. }
  12857. static int skill_sit_in (struct block_list *bl, va_list ap)
  12858. {
  12859. struct map_session_data *sd;
  12860. int type =va_arg(ap,int);
  12861. sd=(struct map_session_data*)bl;
  12862. if(!pc_issit(sd))
  12863. return 0;
  12864. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  12865. sd->state.gangsterparadise=1;
  12866. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  12867. {
  12868. sd->state.rest=1;
  12869. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  12870. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  12871. }
  12872. return 0;
  12873. }
  12874. static int skill_sit_out (struct block_list *bl, va_list ap)
  12875. {
  12876. struct map_session_data *sd;
  12877. int type =va_arg(ap,int);
  12878. sd=(struct map_session_data*)bl;
  12879. if(sd->state.gangsterparadise && type&1)
  12880. sd->state.gangsterparadise=0;
  12881. if(sd->state.rest && type&2) {
  12882. sd->state.rest=0;
  12883. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  12884. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  12885. }
  12886. return 0;
  12887. }
  12888. int skill_sit (struct map_session_data *sd, int type)
  12889. {
  12890. int flag = 0;
  12891. int range = 0, lv;
  12892. nullpo_ret(sd);
  12893. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  12894. flag|=1;
  12895. range = skill_get_splash(RG_GANGSTER, lv);
  12896. }
  12897. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  12898. flag|=2;
  12899. range = skill_get_splash(TK_HPTIME, lv);
  12900. }
  12901. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  12902. flag|=2;
  12903. range = skill_get_splash(TK_SPTIME, lv);
  12904. }
  12905. if( type ) {
  12906. clif_status_load(&sd->bl,SI_SIT,1);
  12907. } else {
  12908. clif_status_load(&sd->bl,SI_SIT,0);
  12909. }
  12910. if (!flag) return 0;
  12911. if(type) {
  12912. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  12913. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  12914. } else {
  12915. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  12916. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  12917. }
  12918. return 0;
  12919. }
  12920. /*==========================================
  12921. *
  12922. *------------------------------------------*/
  12923. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  12924. {
  12925. struct block_list *src;
  12926. int skillnum,skilllv;
  12927. unsigned int tick;
  12928. nullpo_ret(bl);
  12929. nullpo_ret(src=va_arg(ap,struct block_list*));
  12930. skillnum=va_arg(ap,int);
  12931. skilllv=va_arg(ap,int);
  12932. if(skilllv <= 0) return 0;
  12933. tick=va_arg(ap,unsigned int);
  12934. if (src == bl || status_isdead(bl))
  12935. return 0;
  12936. if (bl->type == BL_PC) {
  12937. struct map_session_data *sd = (struct map_session_data *)bl;
  12938. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  12939. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  12940. }
  12941. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  12942. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  12943. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  12944. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  12945. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  12946. return 0;
  12947. }
  12948. /*==========================================
  12949. *
  12950. *------------------------------------------*/
  12951. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  12952. {
  12953. int range = skill_get_unit_range(skill_num,skill_lv);
  12954. int x,y;
  12955. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  12956. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  12957. map_setcell(src->bl.m, x, y, cell, flag);
  12958. }
  12959. /*==========================================
  12960. *
  12961. *------------------------------------------*/
  12962. int skill_attack_area (struct block_list *bl, va_list ap)
  12963. {
  12964. struct block_list *src,*dsrc;
  12965. int atk_type,skillid,skilllv,flag,type;
  12966. unsigned int tick;
  12967. if(status_isdead(bl))
  12968. return 0;
  12969. atk_type = va_arg(ap,int);
  12970. src=va_arg(ap,struct block_list*);
  12971. dsrc=va_arg(ap,struct block_list*);
  12972. skillid=va_arg(ap,int);
  12973. skilllv=va_arg(ap,int);
  12974. tick=va_arg(ap,unsigned int);
  12975. flag=va_arg(ap,int);
  12976. type=va_arg(ap,int);
  12977. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  12978. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  12979. if(battle_check_target(dsrc,bl,type) <= 0 ||
  12980. !status_check_skilluse(NULL, bl, skillid, 2))
  12981. return 0;
  12982. switch (skillid) {
  12983. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  12984. case NPC_ACIDBREATH:
  12985. case NPC_DARKNESSBREATH:
  12986. case NPC_FIREBREATH:
  12987. case NPC_ICEBREATH:
  12988. case NPC_THUNDERBREATH:
  12989. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  12990. default:
  12991. //Area-splash, disable skill animation.
  12992. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  12993. }
  12994. }
  12995. /*==========================================
  12996. *
  12997. *------------------------------------------*/
  12998. int skill_clear_group (struct block_list *bl, int flag)
  12999. {
  13000. struct unit_data *ud = unit_bl2ud(bl);
  13001. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  13002. int i, count=0;
  13003. nullpo_ret(bl);
  13004. if (!ud) return 0;
  13005. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  13006. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13007. {
  13008. switch (ud->skillunit[i]->skill_id) {
  13009. case SA_DELUGE:
  13010. case SA_VOLCANO:
  13011. case SA_VIOLENTGALE:
  13012. case SA_LANDPROTECTOR:
  13013. case NJ_SUITON:
  13014. case NJ_KAENSIN:
  13015. if (flag&1)
  13016. group[count++]= ud->skillunit[i];
  13017. break;
  13018. case SO_CLOUD_KILL:
  13019. if( flag&4 )
  13020. group[count++]= ud->skillunit[i];
  13021. break;
  13022. case SO_WARMER:
  13023. if( flag&8 )
  13024. group[count++]= ud->skillunit[i];
  13025. break;
  13026. case SC_BLOODYLUST:
  13027. if (flag & 32)
  13028. group[count++] = ud->skillunit[i];
  13029. break;
  13030. default:
  13031. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  13032. group[count++]= ud->skillunit[i];
  13033. break;
  13034. }
  13035. }
  13036. for (i=0;i<count;i++)
  13037. skill_delunitgroup(group[i]);
  13038. return count;
  13039. }
  13040. /*==========================================
  13041. * Returns the first element field found [Skotlex]
  13042. *------------------------------------------*/
  13043. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  13044. {
  13045. struct unit_data *ud = unit_bl2ud(bl);
  13046. int i;
  13047. nullpo_ret(bl);
  13048. if (!ud) return NULL;
  13049. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  13050. switch (ud->skillunit[i]->skill_id) {
  13051. case SA_DELUGE:
  13052. case SA_VOLCANO:
  13053. case SA_VIOLENTGALE:
  13054. case SA_LANDPROTECTOR:
  13055. case NJ_SUITON:
  13056. case SO_WARMER:
  13057. case SO_CLOUD_KILL:
  13058. case SC_BLOODYLUST:
  13059. return ud->skillunit[i];
  13060. }
  13061. }
  13062. return NULL;
  13063. }
  13064. // for graffiti cleaner [Valaris]
  13065. int skill_graffitiremover (struct block_list *bl, va_list ap)
  13066. {
  13067. struct skill_unit *unit=NULL;
  13068. nullpo_ret(bl);
  13069. nullpo_ret(ap);
  13070. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  13071. return 0;
  13072. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  13073. skill_delunit(unit);
  13074. return 0;
  13075. }
  13076. int skill_greed (struct block_list *bl, va_list ap)
  13077. {
  13078. struct block_list *src;
  13079. struct map_session_data *sd=NULL;
  13080. struct flooritem_data *fitem=NULL;
  13081. nullpo_ret(bl);
  13082. nullpo_ret(src = va_arg(ap, struct block_list *));
  13083. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  13084. pc_takeitem(sd, fitem);
  13085. return 0;
  13086. }
  13087. //For Ranger's Detonator [Jobbie/3CeAM]
  13088. int skill_detonator(struct block_list *bl, va_list ap)
  13089. {
  13090. struct skill_unit *unit=NULL;
  13091. struct block_list *src;
  13092. int unit_id;
  13093. nullpo_ret(bl);
  13094. nullpo_ret(ap);
  13095. src = va_arg(ap,struct block_list *);
  13096. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  13097. return 0;
  13098. if( unit->group->src_id != src->id )
  13099. return 0;
  13100. unit_id = unit->group->unit_id;
  13101. switch( unit_id )
  13102. { //List of Hunter and Ranger Traps that can be detonate.
  13103. case UNT_BLASTMINE:
  13104. case UNT_SANDMAN:
  13105. case UNT_CLAYMORETRAP:
  13106. case UNT_TALKIEBOX:
  13107. case UNT_CLUSTERBOMB:
  13108. case UNT_FIRINGTRAP:
  13109. case UNT_ICEBOUNDTRAP:
  13110. if( unit_id == UNT_TALKIEBOX )
  13111. {
  13112. clif_talkiebox(bl,unit->group->valstr);
  13113. unit->group->val2 = -1;
  13114. }
  13115. else
  13116. 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);
  13117. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  13118. unit->group->unit_id = UNT_USED_TRAPS;
  13119. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  13120. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : 1500) );
  13121. break;
  13122. }
  13123. return 0;
  13124. }
  13125. /*==========================================
  13126. *
  13127. *------------------------------------------*/
  13128. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  13129. {
  13130. int skillid;
  13131. int *alive;
  13132. struct skill_unit *unit;
  13133. skillid = va_arg(ap,int);
  13134. alive = va_arg(ap,int *);
  13135. unit = (struct skill_unit *)bl;
  13136. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  13137. return 0;
  13138. switch (skillid) {
  13139. case SA_LANDPROTECTOR:
  13140. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  13141. (*alive) = 0;
  13142. skill_delunit(unit);
  13143. return 1;
  13144. }
  13145. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) ) { //It deletes everything except songs/dances and traps
  13146. skill_delunit(unit);
  13147. return 1;
  13148. }
  13149. break;
  13150. case HW_GANBANTEIN:
  13151. case LG_EARTHDRIVE:
  13152. if( !(unit->group->state.song_dance&0x1) ) {// Don't touch song/dance.
  13153. skill_delunit(unit);
  13154. return 1;
  13155. }
  13156. break;
  13157. case SA_VOLCANO:
  13158. case SA_DELUGE:
  13159. case SA_VIOLENTGALE:
  13160. // The official implementation makes them fail to appear when casted on top of ANYTHING
  13161. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  13162. // hence, I leave the alternate implementation here, commented. [Skotlex]
  13163. if (unit->range <= 0)
  13164. {
  13165. (*alive) = 0;
  13166. return 1;
  13167. }
  13168. /*
  13169. switch (unit->group->skill_id)
  13170. { //These cannot override each other.
  13171. case SA_VOLCANO:
  13172. case SA_DELUGE:
  13173. case SA_VIOLENTGALE:
  13174. (*alive) = 0;
  13175. return 1;
  13176. }
  13177. */
  13178. break;
  13179. case PF_FOGWALL:
  13180. switch(unit->group->skill_id) {
  13181. case SA_VOLCANO: //Can't be placed on top of these
  13182. case SA_VIOLENTGALE:
  13183. (*alive) = 0;
  13184. return 1;
  13185. case SA_DELUGE:
  13186. case NJ_SUITON:
  13187. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  13188. (*alive) = 2;
  13189. break;
  13190. }
  13191. break;
  13192. case HP_BASILICA:
  13193. if (unit->group->skill_id == HP_BASILICA)
  13194. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  13195. (*alive) = 0;
  13196. return 1;
  13197. }
  13198. break;
  13199. case GN_CRAZYWEED_ATK:
  13200. switch(unit->group->unit_id){ //TODO: look for other ground skills that are affected.
  13201. case UNT_WALLOFTHORN:
  13202. case UNT_THORNS_TRAP:
  13203. case UNT_BLOODYLUST:
  13204. case UNT_CHAOSPANIC:
  13205. case UNT_MAELSTROM:
  13206. case UNT_FIREPILLAR_ACTIVE:
  13207. case UNT_LANDPROTECTOR:
  13208. case UNT_VOLCANO:
  13209. case UNT_DELUGE:
  13210. case UNT_VIOLENTGALE:
  13211. case UNT_SAFETYWALL:
  13212. case UNT_PNEUMA:
  13213. skill_delunit(unit);
  13214. return 1;
  13215. }
  13216. break;
  13217. }
  13218. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP))) { //It deletes everything except songs/dances/traps
  13219. (*alive) = 0;
  13220. return 1;
  13221. }
  13222. return 0;
  13223. }
  13224. /*==========================================
  13225. *
  13226. *------------------------------------------*/
  13227. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  13228. {
  13229. struct mob_data* md;
  13230. struct unit_data*ud = unit_bl2ud(bl);
  13231. struct block_list *from_bl;
  13232. struct block_list *to_bl;
  13233. md = (struct mob_data*)bl;
  13234. from_bl = va_arg(ap,struct block_list *);
  13235. to_bl = va_arg(ap,struct block_list *);
  13236. if(ud && ud->target == from_bl->id)
  13237. ud->target = to_bl->id;
  13238. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  13239. md->target_id = to_bl->id;
  13240. return 0;
  13241. }
  13242. /*==========================================
  13243. *
  13244. *------------------------------------------*/
  13245. static int skill_trap_splash (struct block_list *bl, va_list ap)
  13246. {
  13247. struct block_list *src;
  13248. int tick;
  13249. struct skill_unit *unit;
  13250. struct skill_unit_group *sg;
  13251. struct block_list *ss;
  13252. src = va_arg(ap,struct block_list *);
  13253. unit = (struct skill_unit *)src;
  13254. tick = va_arg(ap,int);
  13255. if( !unit->alive || bl->prev == NULL )
  13256. return 0;
  13257. nullpo_ret(sg = unit->group);
  13258. nullpo_ret(ss = map_id2bl(sg->src_id));
  13259. if(battle_check_target(src,bl,sg->target_flag) <= 0)
  13260. return 0;
  13261. switch(sg->unit_id){
  13262. case UNT_SHOCKWAVE:
  13263. case UNT_SANDMAN:
  13264. case UNT_FLASHER:
  13265. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  13266. break;
  13267. case UNT_GROUNDDRIFT_WIND:
  13268. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13269. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13270. break;
  13271. case UNT_GROUNDDRIFT_DARK:
  13272. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13273. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13274. break;
  13275. case UNT_GROUNDDRIFT_POISON:
  13276. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13277. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13278. break;
  13279. case UNT_GROUNDDRIFT_WATER:
  13280. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13281. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  13282. break;
  13283. case UNT_GROUNDDRIFT_FIRE:
  13284. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  13285. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  13286. break;
  13287. case UNT_ELECTRICSHOCKER:
  13288. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  13289. break;
  13290. case UNT_FIRINGTRAP:
  13291. case UNT_ICEBOUNDTRAP:
  13292. case UNT_CLUSTERBOMB:
  13293. if( ss != bl )
  13294. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  13295. break;
  13296. case UNT_MAGENTATRAP:
  13297. case UNT_COBALTTRAP:
  13298. case UNT_MAIZETRAP:
  13299. case UNT_VERDURETRAP:
  13300. if( bl->type != BL_PC && !is_boss(bl) )
  13301. sc_start2(bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  13302. break;
  13303. case UNT_REVERBERATION:
  13304. 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
  13305. skill_addtimerskill(ss,tick+250,bl->id,0,0,WM_REVERBERATION_MAGIC,sg->skill_lv,BF_MAGIC,0);
  13306. break;
  13307. default:
  13308. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  13309. break;
  13310. }
  13311. return 1;
  13312. }
  13313. /*==========================================
  13314. *
  13315. *------------------------------------------*/
  13316. int skill_enchant_elemental_end (struct block_list *bl, int type)
  13317. {
  13318. struct status_change *sc;
  13319. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS, SC_EXEEDBREAK };
  13320. int i;
  13321. nullpo_ret(bl);
  13322. nullpo_ret(sc= status_get_sc(bl));
  13323. if (!sc->count) return 0;
  13324. for (i = 0; i < ARRAYLENGTH(scs); i++)
  13325. if (type != scs[i] && sc->data[scs[i]])
  13326. status_change_end(bl, scs[i], INVALID_TIMER);
  13327. return 0;
  13328. }
  13329. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  13330. {
  13331. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13332. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13333. bool wall = true;
  13334. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  13335. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  13336. { //Check for walls.
  13337. int i;
  13338. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13339. if( i == 8 )
  13340. wall = false;
  13341. }
  13342. if( sce )
  13343. {
  13344. if( !wall )
  13345. {
  13346. if( sce->val1 < 3 ) //End cloaking.
  13347. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13348. else
  13349. if( sce->val4&1 )
  13350. { //Remove wall bonus
  13351. sce->val4&=~1;
  13352. status_calc_bl(bl,SCB_SPEED);
  13353. }
  13354. }
  13355. else
  13356. {
  13357. if( !(sce->val4&1) )
  13358. { //Add wall speed bonus
  13359. sce->val4|=1;
  13360. status_calc_bl(bl,SCB_SPEED);
  13361. }
  13362. }
  13363. }
  13364. return wall;
  13365. }
  13366. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  13367. {
  13368. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13369. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13370. bool wall = true;
  13371. if( bl->type == BL_PC )
  13372. { //Check for walls.
  13373. int i;
  13374. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  13375. if( i == 8 )
  13376. wall = false;
  13377. }
  13378. if( sce )
  13379. {
  13380. if( !wall )
  13381. {
  13382. if( sce->val1 < 3 ) //End camouflage.
  13383. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13384. else
  13385. if( sce->val3&1 )
  13386. { //Remove wall bonus
  13387. sce->val3&=~1;
  13388. status_calc_bl(bl,SCB_SPEED);
  13389. }
  13390. }
  13391. }
  13392. return wall;
  13393. }
  13394. /*==========================================
  13395. *
  13396. *------------------------------------------*/
  13397. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  13398. {
  13399. struct skill_unit *unit;
  13400. nullpo_retr(NULL, group);
  13401. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  13402. nullpo_retr(NULL, unit=&group->unit[idx]);
  13403. if(!unit->alive)
  13404. group->alive_count++;
  13405. unit->bl.id=map_get_new_object_id();
  13406. unit->bl.type=BL_SKILL;
  13407. unit->bl.m=group->map;
  13408. unit->bl.x=x;
  13409. unit->bl.y=y;
  13410. unit->group=group;
  13411. unit->alive=1;
  13412. unit->val1=val1;
  13413. unit->val2=val2;
  13414. idb_put(skillunit_db, unit->bl.id, unit);
  13415. map_addiddb(&unit->bl);
  13416. map_addblock(&unit->bl);
  13417. // perform oninit actions
  13418. switch (group->skill_id) {
  13419. case WZ_ICEWALL:
  13420. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  13421. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  13422. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  13423. map[unit->bl.m].icewall_num++;
  13424. break;
  13425. case SA_LANDPROTECTOR:
  13426. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  13427. break;
  13428. case HP_BASILICA:
  13429. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  13430. break;
  13431. case SC_MAELSTROM:
  13432. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  13433. break;
  13434. default:
  13435. if (group->state.song_dance&0x1) //Check for dissonance.
  13436. skill_dance_overlap(unit, 1);
  13437. break;
  13438. }
  13439. clif_skill_setunit(unit);
  13440. return unit;
  13441. }
  13442. /*==========================================
  13443. *
  13444. *------------------------------------------*/
  13445. int skill_delunit (struct skill_unit* unit)
  13446. {
  13447. struct skill_unit_group *group;
  13448. nullpo_ret(unit);
  13449. if( !unit->alive )
  13450. return 0;
  13451. unit->alive=0;
  13452. nullpo_ret(group=unit->group);
  13453. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  13454. skill_dance_overlap(unit, 0);
  13455. // invoke onout event
  13456. if( !unit->range )
  13457. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  13458. // perform ondelete actions
  13459. switch (group->skill_id) {
  13460. case HT_ANKLESNARE: {
  13461. struct block_list* target = map_id2bl(group->val2);
  13462. if( target )
  13463. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  13464. }
  13465. break;
  13466. case WZ_ICEWALL:
  13467. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  13468. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  13469. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  13470. map[unit->bl.m].icewall_num--;
  13471. break;
  13472. case SA_LANDPROTECTOR:
  13473. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  13474. break;
  13475. case HP_BASILICA:
  13476. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  13477. break;
  13478. case RA_ELECTRICSHOCKER: {
  13479. struct block_list* target = map_id2bl(group->val2);
  13480. if( target )
  13481. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  13482. }
  13483. break;
  13484. case SC_MAELSTROM:
  13485. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  13486. break;
  13487. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  13488. if( group->val2 ) { // Someone Traped
  13489. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  13490. if( tsc && tsc->data[SC__MANHOLE] )
  13491. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  13492. }
  13493. break;
  13494. }
  13495. clif_skill_delunit(unit);
  13496. unit->group=NULL;
  13497. map_delblock(&unit->bl); // don't free yet
  13498. map_deliddb(&unit->bl);
  13499. idb_remove(skillunit_db, unit->bl.id);
  13500. if(--group->alive_count==0)
  13501. skill_delunitgroup(group);
  13502. return 0;
  13503. }
  13504. /*==========================================
  13505. *
  13506. *------------------------------------------*/
  13507. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  13508. /// Returns the target skill_unit_group or NULL if not found.
  13509. struct skill_unit_group* skill_id2group(int group_id)
  13510. {
  13511. return (struct skill_unit_group*)idb_get(group_db, group_id);
  13512. }
  13513. static int skill_unit_group_newid = MAX_SKILL_DB;
  13514. /// Returns a new group_id that isn't being used in group_db.
  13515. /// Fatal error if nothing is available.
  13516. static int skill_get_new_group_id(void)
  13517. {
  13518. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  13519. return skill_unit_group_newid++;// available
  13520. {// find next id
  13521. int base_id = skill_unit_group_newid;
  13522. while( base_id != ++skill_unit_group_newid )
  13523. {
  13524. if( skill_unit_group_newid < MAX_SKILL_DB )
  13525. skill_unit_group_newid = MAX_SKILL_DB;
  13526. if( skill_id2group(skill_unit_group_newid) == NULL )
  13527. return skill_unit_group_newid++;// available
  13528. }
  13529. // full loop, nothing available
  13530. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  13531. exit(1);
  13532. }
  13533. }
  13534. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  13535. {
  13536. struct unit_data* ud = unit_bl2ud( src );
  13537. struct skill_unit_group* group;
  13538. int i;
  13539. if(skillid <= 0 || skilllv <= 0) return 0;
  13540. nullpo_retr(NULL, src);
  13541. nullpo_retr(NULL, ud);
  13542. // find a free spot to store the new unit group
  13543. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  13544. if(i == MAX_SKILLUNITGROUP)
  13545. {
  13546. // array is full, make room by discarding oldest group
  13547. int j=0;
  13548. unsigned maxdiff=0,x,tick=gettick();
  13549. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  13550. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  13551. maxdiff=x;
  13552. j=i;
  13553. }
  13554. skill_delunitgroup(ud->skillunit[j]);
  13555. //Since elements must have shifted, we use the last slot.
  13556. i = MAX_SKILLUNITGROUP-1;
  13557. }
  13558. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  13559. group->src_id = src->id;
  13560. group->party_id = status_get_party_id(src);
  13561. group->guild_id = status_get_guild_id(src);
  13562. group->bg_id = bg_team_get_id(src);
  13563. group->group_id = skill_get_new_group_id();
  13564. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  13565. group->unit_count = count;
  13566. group->alive_count = 0;
  13567. group->val1 = 0;
  13568. group->val2 = 0;
  13569. group->val3 = 0;
  13570. group->skill_id = skillid;
  13571. group->skill_lv = skilllv;
  13572. group->unit_id = unit_id;
  13573. group->map = src->m;
  13574. group->limit = limit;
  13575. group->interval = interval;
  13576. group->tick = gettick();
  13577. group->valstr = NULL;
  13578. ud->skillunit[i] = group;
  13579. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  13580. group->tick += 1500;
  13581. idb_put(group_db, group->group_id, group);
  13582. return group;
  13583. }
  13584. /*==========================================
  13585. *
  13586. *------------------------------------------*/
  13587. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  13588. {
  13589. struct block_list* src;
  13590. struct unit_data *ud;
  13591. int i,j;
  13592. if( group == NULL )
  13593. {
  13594. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  13595. return 0;
  13596. }
  13597. src=map_id2bl(group->src_id);
  13598. ud = unit_bl2ud(src);
  13599. if(!src || !ud) {
  13600. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13601. return 0;
  13602. }
  13603. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  13604. switch( group->skill_id ) {
  13605. case BA_DISSONANCE:
  13606. case BA_POEMBRAGI:
  13607. case BA_WHISTLE:
  13608. case BA_ASSASSINCROSS:
  13609. case BA_APPLEIDUN:
  13610. case DC_UGLYDANCE:
  13611. case DC_HUMMING:
  13612. case DC_DONTFORGETME:
  13613. case DC_FORTUNEKISS:
  13614. case DC_SERVICEFORYOU:
  13615. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  13616. break;
  13617. }
  13618. }
  13619. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  13620. {
  13621. struct status_change* sc = status_get_sc(src);
  13622. if (sc && sc->data[SC_DANCING])
  13623. {
  13624. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  13625. status_change_end(src, SC_DANCING, INVALID_TIMER);
  13626. }
  13627. }
  13628. // end Gospel's status change on 'src'
  13629. // (needs to be done when the group is deleted by other means than skill deactivation)
  13630. if (group->unit_id == UNT_GOSPEL) {
  13631. struct status_change *sc = status_get_sc(src);
  13632. if(sc && sc->data[SC_GOSPEL]) {
  13633. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  13634. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  13635. }
  13636. }
  13637. switch( group->skill_id ) {
  13638. case SG_SUN_WARM:
  13639. case SG_MOON_WARM:
  13640. case SG_STAR_WARM:
  13641. {
  13642. struct status_change *sc = NULL;
  13643. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  13644. sc->data[SC_WARM]->val4 = 0;
  13645. status_change_end(src, SC_WARM, INVALID_TIMER);
  13646. }
  13647. }
  13648. break;
  13649. case NC_NEUTRALBARRIER:
  13650. {
  13651. struct status_change *sc = NULL;
  13652. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  13653. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  13654. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  13655. }
  13656. }
  13657. break;
  13658. case NC_STEALTHFIELD:
  13659. {
  13660. struct status_change *sc = NULL;
  13661. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  13662. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  13663. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  13664. }
  13665. }
  13666. break;
  13667. case LG_BANDING:
  13668. {
  13669. struct status_change *sc = NULL;
  13670. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  13671. sc->data[SC_BANDING]->val4 = 0;
  13672. status_change_end(src,SC_BANDING,INVALID_TIMER);
  13673. }
  13674. }
  13675. break;
  13676. }
  13677. if (src->type==BL_PC && group->state.ammo_consume)
  13678. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  13679. group->alive_count=0;
  13680. // remove all unit cells
  13681. if(group->unit != NULL)
  13682. for( i = 0; i < group->unit_count; i++ )
  13683. skill_delunit(&group->unit[i]);
  13684. // clear Talkie-box string
  13685. if( group->valstr != NULL )
  13686. {
  13687. aFree(group->valstr);
  13688. group->valstr = NULL;
  13689. }
  13690. idb_remove(group_db, group->group_id);
  13691. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  13692. group->unit=NULL;
  13693. group->group_id=0;
  13694. group->unit_count=0;
  13695. // locate this group, swap with the last entry and delete it
  13696. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  13697. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  13698. if( i < MAX_SKILLUNITGROUP )
  13699. {
  13700. ud->skillunit[i] = ud->skillunit[j];
  13701. ud->skillunit[j] = NULL;
  13702. ers_free(skill_unit_ers, group);
  13703. }
  13704. else
  13705. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  13706. return 1;
  13707. }
  13708. /*==========================================
  13709. *
  13710. *------------------------------------------*/
  13711. int skill_clear_unitgroup (struct block_list *src)
  13712. {
  13713. struct unit_data *ud = unit_bl2ud(src);
  13714. nullpo_ret(ud);
  13715. while (ud->skillunit[0])
  13716. skill_delunitgroup(ud->skillunit[0]);
  13717. return 1;
  13718. }
  13719. /*==========================================
  13720. *
  13721. *------------------------------------------*/
  13722. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  13723. {
  13724. int i,j=-1,k,s,id;
  13725. struct unit_data *ud;
  13726. struct skill_unit_group_tickset *set;
  13727. nullpo_ret(bl);
  13728. if (group->interval==-1)
  13729. return NULL;
  13730. ud = unit_bl2ud(bl);
  13731. if (!ud) return NULL;
  13732. set = ud->skillunittick;
  13733. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  13734. id = s = group->skill_id;
  13735. else
  13736. id = s = group->group_id;
  13737. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  13738. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  13739. if (set[k].id == id)
  13740. return &set[k];
  13741. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  13742. j=k;
  13743. }
  13744. if (j == -1) {
  13745. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  13746. j = id % MAX_SKILLUNITGROUPTICKSET;
  13747. }
  13748. set[j].id = id;
  13749. set[j].tick = tick;
  13750. return &set[j];
  13751. }
  13752. /*==========================================
  13753. *
  13754. *------------------------------------------*/
  13755. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  13756. {
  13757. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  13758. struct skill_unit_group* group = unit->group;
  13759. unsigned int tick = va_arg(ap,unsigned int);
  13760. if( !unit->alive || bl->prev == NULL )
  13761. return 0;
  13762. nullpo_ret(group);
  13763. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  13764. return 0; //AoE skills are ineffective. [Skotlex]
  13765. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  13766. return 0;
  13767. skill_unit_onplace_timer(unit,bl,tick);
  13768. return 1;
  13769. }
  13770. /**
  13771. * @see DBApply
  13772. */
  13773. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  13774. {
  13775. struct skill_unit* unit = db_data2ptr(data);
  13776. struct skill_unit_group* group = unit->group;
  13777. unsigned int tick = va_arg(ap,unsigned int);
  13778. bool dissonance;
  13779. struct block_list* bl = &unit->bl;
  13780. if( !unit->alive )
  13781. return 0;
  13782. nullpo_ret(group);
  13783. // check for expiration
  13784. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  13785. {// skill unit expired (inlined from skill_unit_onlimit())
  13786. switch( group->unit_id )
  13787. {
  13788. case UNT_BLASTMINE:
  13789. #ifdef RENEWAL
  13790. case UNT_CLAYMORETRAP:
  13791. #endif
  13792. case UNT_GROUNDDRIFT_WIND:
  13793. case UNT_GROUNDDRIFT_DARK:
  13794. case UNT_GROUNDDRIFT_POISON:
  13795. case UNT_GROUNDDRIFT_WATER:
  13796. case UNT_GROUNDDRIFT_FIRE:
  13797. group->unit_id = UNT_USED_TRAPS;
  13798. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  13799. group->limit=DIFF_TICK(tick+1500,group->tick);
  13800. unit->limit=DIFF_TICK(tick+1500,group->tick);
  13801. break;
  13802. case UNT_ANKLESNARE:
  13803. case UNT_ELECTRICSHOCKER:
  13804. if( group->val2 > 0 ) {
  13805. // Used Trap don't returns back to item
  13806. skill_delunit(unit);
  13807. break;
  13808. }
  13809. case UNT_SKIDTRAP:
  13810. case UNT_LANDMINE:
  13811. case UNT_SHOCKWAVE:
  13812. case UNT_SANDMAN:
  13813. case UNT_FLASHER:
  13814. case UNT_FREEZINGTRAP:
  13815. #ifndef RENEWAL
  13816. case UNT_CLAYMORETRAP:
  13817. #endif
  13818. case UNT_TALKIEBOX:
  13819. case UNT_CLUSTERBOMB:
  13820. case UNT_MAGENTATRAP:
  13821. case UNT_COBALTTRAP:
  13822. case UNT_MAIZETRAP:
  13823. case UNT_VERDURETRAP:
  13824. case UNT_FIRINGTRAP:
  13825. case UNT_ICEBOUNDTRAP:
  13826. {
  13827. struct block_list* src;
  13828. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  13829. { // revert unit back into a trap
  13830. struct item item_tmp;
  13831. memset(&item_tmp,0,sizeof(item_tmp));
  13832. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  13833. item_tmp.identify = 1;
  13834. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  13835. }
  13836. skill_delunit(unit);
  13837. }
  13838. break;
  13839. case UNT_WARP_ACTIVE:
  13840. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  13841. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  13842. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  13843. // restart timers
  13844. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  13845. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  13846. // apply effect to all units standing on it
  13847. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13848. break;
  13849. case UNT_CALLFAMILY:
  13850. {
  13851. struct map_session_data *sd = NULL;
  13852. if(group->val1) {
  13853. sd = map_charid2sd(group->val1);
  13854. group->val1 = 0;
  13855. if (sd && !map[sd->bl.m].flag.nowarp)
  13856. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  13857. }
  13858. if(group->val2) {
  13859. sd = map_charid2sd(group->val2);
  13860. group->val2 = 0;
  13861. if (sd && !map[sd->bl.m].flag.nowarp)
  13862. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  13863. }
  13864. skill_delunit(unit);
  13865. }
  13866. break;
  13867. case UNT_REVERBERATION:
  13868. if( unit->val1 <= 0 ) { // If it was deactivated.
  13869. skill_delunit(unit);
  13870. break;
  13871. }
  13872. clif_changetraplook(bl,UNT_USED_TRAPS);
  13873. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  13874. group->limit = DIFF_TICK(tick,group->tick)+1000;
  13875. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  13876. group->unit_id = UNT_USED_TRAPS;
  13877. break;
  13878. case UNT_FEINTBOMB: {
  13879. struct block_list *src = map_id2bl(group->src_id);
  13880. if( src )
  13881. 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);
  13882. skill_delunit(unit);
  13883. break;
  13884. }
  13885. case UNT_BANDING:
  13886. {
  13887. struct block_list *src = map_id2bl(group->src_id);
  13888. struct status_change *sc;
  13889. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
  13890. {
  13891. skill_delunit(unit);
  13892. break;
  13893. }
  13894. // This unit isn't removed while SC_BANDING is active.
  13895. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  13896. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  13897. }
  13898. break;
  13899. default:
  13900. skill_delunit(unit);
  13901. }
  13902. }
  13903. else
  13904. {// skill unit is still active
  13905. switch( group->unit_id )
  13906. {
  13907. case UNT_ICEWALL:
  13908. // icewall loses 50 hp every second
  13909. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  13910. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  13911. unit->limit = DIFF_TICK(tick+700,group->tick);
  13912. break;
  13913. case UNT_BLASTMINE:
  13914. case UNT_SKIDTRAP:
  13915. case UNT_LANDMINE:
  13916. case UNT_SHOCKWAVE:
  13917. case UNT_SANDMAN:
  13918. case UNT_FLASHER:
  13919. case UNT_CLAYMORETRAP:
  13920. case UNT_FREEZINGTRAP:
  13921. case UNT_TALKIEBOX:
  13922. case UNT_ANKLESNARE:
  13923. if( unit->val1 <= 0 ) {
  13924. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  13925. skill_delunit(unit);
  13926. else {
  13927. clif_changetraplook(bl, group->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  13928. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  13929. group->unit_id = UNT_USED_TRAPS;
  13930. }
  13931. }
  13932. break;
  13933. case UNT_REVERBERATION:
  13934. if( unit->val1 <= 0 ){
  13935. clif_changetraplook(bl,UNT_USED_TRAPS);
  13936. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  13937. group->limit = DIFF_TICK(tick,group->tick)+1000;
  13938. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  13939. group->unit_id = UNT_USED_TRAPS;
  13940. }
  13941. break;
  13942. case UNT_WALLOFTHORN:
  13943. if( unit->val1 <= 0 ) {
  13944. group->unit_id = UNT_USED_TRAPS;
  13945. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  13946. }
  13947. break;
  13948. }
  13949. }
  13950. //Don't continue if unit or even group is expired and has been deleted.
  13951. if( !group || !unit->alive )
  13952. return 0;
  13953. dissonance = skill_dance_switch(unit, 0);
  13954. if( unit->range >= 0 && group->interval != -1 )
  13955. {
  13956. if( battle_config.skill_wall_check )
  13957. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  13958. else
  13959. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  13960. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  13961. group->unit_id = UNT_USED_TRAPS;
  13962. if( group->unit_id == UNT_TATAMIGAESHI )
  13963. {
  13964. unit->range = -1; //Disable processed cell.
  13965. if (--group->val1 <= 0) // number of live cells
  13966. { //All tiles were processed, disable skill.
  13967. group->target_flag=BCT_NOONE;
  13968. group->bl_flag= BL_NUL;
  13969. }
  13970. }
  13971. }
  13972. if( dissonance ) skill_dance_switch(unit, 1);
  13973. return 0;
  13974. }
  13975. /*==========================================
  13976. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  13977. *------------------------------------------*/
  13978. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  13979. {
  13980. map_freeblock_lock();
  13981. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  13982. map_freeblock_unlock();
  13983. return 0;
  13984. }
  13985. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  13986. /*==========================================
  13987. *
  13988. *------------------------------------------*/
  13989. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  13990. {
  13991. struct skill_unit* unit = (struct skill_unit *)bl;
  13992. struct skill_unit_group* group = unit->group;
  13993. struct block_list* target = va_arg(ap,struct block_list*);
  13994. unsigned int tick = va_arg(ap,unsigned int);
  13995. int flag = va_arg(ap,int);
  13996. bool dissonance;
  13997. int skill_id;
  13998. int i;
  13999. nullpo_ret(group);
  14000. if( !unit->alive || target->prev == NULL )
  14001. return 0;
  14002. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  14003. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  14004. dissonance = skill_dance_switch(unit, 0);
  14005. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14006. skill_id = unit->group->skill_id;
  14007. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  14008. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  14009. if( dissonance ) skill_dance_switch(unit, 1);
  14010. return 0;
  14011. }
  14012. //Target-type check.
  14013. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  14014. {
  14015. if( group->src_id == target->id && group->state.song_dance&0x2 )
  14016. { //Ensemble check to see if they went out/in of the area [Skotlex]
  14017. if( flag&1 )
  14018. {
  14019. if( flag&2 )
  14020. { //Clear this skill id.
  14021. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  14022. if( i < ARRAYLENGTH(skill_unit_temp) )
  14023. skill_unit_temp[i] = 0;
  14024. }
  14025. }
  14026. else
  14027. {
  14028. if( flag&2 )
  14029. { //Store this skill id.
  14030. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14031. if( i < ARRAYLENGTH(skill_unit_temp) )
  14032. skill_unit_temp[i] = skill_id;
  14033. else
  14034. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14035. }
  14036. }
  14037. if( flag&4 )
  14038. skill_unit_onleft(skill_id,target,tick);
  14039. }
  14040. if( dissonance ) skill_dance_switch(unit, 1);
  14041. return 0;
  14042. }
  14043. else
  14044. {
  14045. if( flag&1 )
  14046. {
  14047. int result = skill_unit_onplace(unit,target,tick);
  14048. if( flag&2 && result )
  14049. { //Clear skill ids we have stored in onout.
  14050. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  14051. if( i < ARRAYLENGTH(skill_unit_temp) )
  14052. skill_unit_temp[i] = 0;
  14053. }
  14054. }
  14055. else
  14056. {
  14057. int result = skill_unit_onout(unit,target,tick);
  14058. if( flag&2 && result )
  14059. { //Store this unit id.
  14060. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  14061. if( i < ARRAYLENGTH(skill_unit_temp) )
  14062. skill_unit_temp[i] = skill_id;
  14063. else
  14064. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  14065. }
  14066. }
  14067. //TODO: Normally, this is dangerous since the unit and group could be freed
  14068. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  14069. //cells do not get deleted within them. [Skotlex]
  14070. if( dissonance ) skill_dance_switch(unit, 1);
  14071. if( flag&4 )
  14072. skill_unit_onleft(skill_id,target,tick);
  14073. return 1;
  14074. }
  14075. }
  14076. /*==========================================
  14077. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  14078. * Flag values:
  14079. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  14080. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  14081. * units to figure out when they have left a group.
  14082. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  14083. *------------------------------------------*/
  14084. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  14085. {
  14086. nullpo_ret(bl);
  14087. if( bl->prev == NULL )
  14088. return 0;
  14089. if( flag&2 && !(flag&1) )
  14090. { //Onout, clear data
  14091. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  14092. }
  14093. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  14094. if( flag&2 && flag&1 )
  14095. { //Onplace, check any skill units you have left.
  14096. int i;
  14097. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  14098. if( skill_unit_temp[i] )
  14099. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  14100. }
  14101. return 0;
  14102. }
  14103. /*==========================================
  14104. *
  14105. *------------------------------------------*/
  14106. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  14107. {
  14108. int i,j;
  14109. unsigned int tick = gettick();
  14110. int *m_flag;
  14111. struct skill_unit *unit1;
  14112. struct skill_unit *unit2;
  14113. if (group == NULL)
  14114. return 0;
  14115. if (group->unit_count<=0)
  14116. return 0;
  14117. if (group->unit==NULL)
  14118. return 0;
  14119. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  14120. return 0; //Ensembles may not be moved around.
  14121. if( group->unit_id == UNT_ICEWALL || group->unit_id == UNT_WALLOFTHORN )
  14122. return 0; //Icewalls and Wall of Thorns don't get knocked back
  14123. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  14124. // m_flag
  14125. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  14126. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  14127. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  14128. // 3: Both 1+2.
  14129. for(i=0;i<group->unit_count;i++){
  14130. unit1=&group->unit[i];
  14131. if (!unit1->alive || unit1->bl.m!=m)
  14132. continue;
  14133. for(j=0;j<group->unit_count;j++){
  14134. unit2=&group->unit[j];
  14135. if (!unit2->alive)
  14136. continue;
  14137. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  14138. m_flag[i] |= 0x1;
  14139. }
  14140. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  14141. m_flag[i] |= 0x2;
  14142. }
  14143. }
  14144. }
  14145. j = 0;
  14146. for (i=0;i<group->unit_count;i++) {
  14147. unit1=&group->unit[i];
  14148. if (!unit1->alive)
  14149. continue;
  14150. if (!(m_flag[i]&0x2)) {
  14151. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  14152. skill_dance_overlap(unit1, 0);
  14153. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  14154. }
  14155. //Move Cell using "smart" criteria (avoid useless moving around)
  14156. switch(m_flag[i])
  14157. {
  14158. case 0:
  14159. //Cell moves independently, safely move it.
  14160. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  14161. break;
  14162. case 1:
  14163. //Cell moves unto another cell, look for a replacement cell that won't collide
  14164. //and has no cell moving into it (flag == 2)
  14165. for(;j<group->unit_count;j++)
  14166. {
  14167. if(m_flag[j]!=2 || !group->unit[j].alive)
  14168. continue;
  14169. //Move to where this cell would had moved.
  14170. unit2 = &group->unit[j];
  14171. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  14172. j++; //Skip this cell as we have used it.
  14173. break;
  14174. }
  14175. break;
  14176. case 2:
  14177. case 3:
  14178. break; //Don't move the cell as a cell will end on this tile anyway.
  14179. }
  14180. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  14181. if (group->state.song_dance&0x1) //Check for dissonance effect.
  14182. skill_dance_overlap(unit1, 1);
  14183. clif_skill_setunit(unit1);
  14184. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  14185. }
  14186. }
  14187. aFree(m_flag);
  14188. return 0;
  14189. }
  14190. /*==========================================
  14191. *
  14192. *------------------------------------------*/
  14193. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  14194. {
  14195. int i,j;
  14196. nullpo_ret(sd);
  14197. if(nameid<=0)
  14198. return 0;
  14199. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  14200. if(skill_produce_db[i].nameid == nameid ){
  14201. if((j=skill_produce_db[i].req_skill)>0 &&
  14202. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  14203. continue; // must iterate again to check other skills that produce it. [malufett]
  14204. if( j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j )
  14205. continue; // special case
  14206. break;
  14207. }
  14208. }
  14209. if( i >= MAX_SKILL_PRODUCE_DB )
  14210. return 0;
  14211. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  14212. {// cannot carry the produced stuff
  14213. return 0;
  14214. }
  14215. if(trigger>=0){
  14216. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  14217. if(skill_produce_db[i].itemlv!=trigger)
  14218. return 0;
  14219. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  14220. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  14221. return 0;
  14222. } else { // Weapon (itemlv must be higher or equal)
  14223. if(skill_produce_db[i].itemlv>trigger)
  14224. return 0;
  14225. }
  14226. }
  14227. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  14228. int id,x,y;
  14229. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  14230. continue;
  14231. if(skill_produce_db[i].mat_amount[j] <= 0) {
  14232. if(pc_search_inventory(sd,id) < 0)
  14233. return 0;
  14234. }
  14235. else {
  14236. for(y=0,x=0;y<MAX_INVENTORY;y++)
  14237. if( sd->status.inventory[y].nameid == id )
  14238. x+=sd->status.inventory[y].amount;
  14239. if(x<qty*skill_produce_db[i].mat_amount[j])
  14240. return 0;
  14241. }
  14242. }
  14243. return i+1;
  14244. }
  14245. /*==========================================
  14246. *
  14247. *------------------------------------------*/
  14248. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  14249. {
  14250. int slot[3];
  14251. int i,sc,ele,idx,equip,wlv,make_per = 0,flag = 0,skilllv = 0;
  14252. int num = -1; // exclude the recipe
  14253. struct status_data *status;
  14254. struct item_data* data;
  14255. nullpo_ret(sd);
  14256. status = status_get_status_data(&sd->bl);
  14257. if( sd->skillid_old == skill_id )
  14258. skilllv = sd->skilllv_old;
  14259. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  14260. return 0;
  14261. idx--;
  14262. if (qty < 1)
  14263. qty = 1;
  14264. if (!skill_id) //A skill can be specified for some override cases.
  14265. skill_id = skill_produce_db[idx].req_skill;
  14266. if( skill_id == GC_RESEARCHNEWPOISON )
  14267. skill_id = GC_CREATENEWPOISON;
  14268. slot[0]=slot1;
  14269. slot[1]=slot2;
  14270. slot[2]=slot3;
  14271. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  14272. int j;
  14273. if( slot[i]<=0 )
  14274. continue;
  14275. j = pc_search_inventory(sd,slot[i]);
  14276. if(j < 0)
  14277. continue;
  14278. if(slot[i]==1000){ /* Star Crumb */
  14279. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14280. sc++;
  14281. }
  14282. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  14283. static const int ele_table[4]={3,1,4,2};
  14284. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  14285. ele=ele_table[slot[i]-994];
  14286. }
  14287. }
  14288. if( skill_id == RK_RUNEMASTERY ) {
  14289. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  14290. data = itemdb_search(nameid);
  14291. if( skill_lv == 10 ) temp_qty = 1 + rnd()%3;
  14292. else if( skill_lv > 5 ) temp_qty = 1 + rnd()%2;
  14293. else temp_qty = 1;
  14294. if (data->stack.inventory) {
  14295. for( i = 0; i < MAX_INVENTORY; i++ ) {
  14296. if( sd->status.inventory[i].nameid == nameid ) {
  14297. if( sd->status.inventory[i].amount >= data->stack.amount ) {
  14298. clif_msgtable(sd->fd,0x61b);
  14299. return 0;
  14300. } else {
  14301. /**
  14302. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  14303. **/
  14304. if( temp_qty + sd->status.inventory[i].amount >= data->stack.amount )
  14305. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  14306. }
  14307. break;
  14308. }
  14309. }
  14310. }
  14311. qty = temp_qty;
  14312. }
  14313. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  14314. int j,id,x;
  14315. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  14316. continue;
  14317. num++;
  14318. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  14319. do{
  14320. int y=0;
  14321. j = pc_search_inventory(sd,id);
  14322. if(j >= 0){
  14323. y = sd->status.inventory[j].amount;
  14324. if(y>x)y=x;
  14325. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  14326. } else
  14327. ShowError("skill_produce_mix: material item error\n");
  14328. x-=y;
  14329. }while( j>=0 && x>0 );
  14330. }
  14331. if( (equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )) )
  14332. wlv = itemdb_wlv(nameid);
  14333. if(!equip) {
  14334. switch(skill_id){
  14335. case BS_IRON:
  14336. case BS_STEEL:
  14337. case BS_ENCHANTEDSTONE:
  14338. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  14339. i = pc_checkskill(sd,skill_id);
  14340. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  14341. switch(nameid){
  14342. case 998: // Iron
  14343. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  14344. break;
  14345. case 999: // Steel
  14346. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  14347. break;
  14348. case 1000: //Star Crumb
  14349. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  14350. break;
  14351. default: // Enchanted Stones
  14352. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  14353. break;
  14354. }
  14355. break;
  14356. case ASC_CDP:
  14357. make_per = (2000 + 40*status->dex + 20*status->luk);
  14358. break;
  14359. case AL_HOLYWATER:
  14360. /**
  14361. * Arch Bishop
  14362. **/
  14363. case AB_ANCILLA:
  14364. make_per = 100000; //100% success
  14365. break;
  14366. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  14367. case AM_TWILIGHT1:
  14368. case AM_TWILIGHT2:
  14369. case AM_TWILIGHT3:
  14370. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  14371. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  14372. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  14373. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  14374. int skill;
  14375. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  14376. make_per += skill*100; //+1% bonus per level
  14377. }
  14378. switch(nameid){
  14379. case 501: // Red Potion
  14380. case 503: // Yellow Potion
  14381. case 504: // White Potion
  14382. make_per += (1+rnd()%100)*10 + 2000;
  14383. break;
  14384. case 970: // Alcohol
  14385. make_per += (1+rnd()%100)*10 + 1000;
  14386. break;
  14387. case 7135: // Bottle Grenade
  14388. case 7136: // Acid Bottle
  14389. case 7137: // Plant Bottle
  14390. case 7138: // Marine Sphere Bottle
  14391. make_per += (1+rnd()%100)*10;
  14392. break;
  14393. case 546: // Condensed Yellow Potion
  14394. make_per -= (1+rnd()%50)*10;
  14395. break;
  14396. case 547: // Condensed White Potion
  14397. case 7139: // Glistening Coat
  14398. make_per -= (1+rnd()%100)*10;
  14399. break;
  14400. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  14401. case 505: // Blue Potion
  14402. case 545: // Condensed Red Potion
  14403. case 605: // Anodyne
  14404. case 606: // Aloevera
  14405. default:
  14406. break;
  14407. }
  14408. if(battle_config.pp_rate != 100)
  14409. make_per = make_per * battle_config.pp_rate / 100;
  14410. break;
  14411. case SA_CREATECON: // Elemental Converter Creation
  14412. make_per = 100000; // should be 100% success rate
  14413. break;
  14414. /**
  14415. * Rune Knight
  14416. **/
  14417. case RK_RUNEMASTERY:
  14418. make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100;
  14419. break;
  14420. /**
  14421. * Guilotine Cross
  14422. **/
  14423. case GC_CREATENEWPOISON:
  14424. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14425. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  14426. break;
  14427. case GN_CHANGEMATERIAL:
  14428. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14429. if( skill_changematerial_db[i].itemid == nameid ){
  14430. make_per = skill_changematerial_db[i].rate * 10;
  14431. break;
  14432. }
  14433. break;
  14434. case GN_S_PHARMACY:
  14435. {
  14436. int difficulty = 0;
  14437. difficulty = (620 - 20 * skilllv);// (620 - 20 * Skill Level)
  14438. 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) +
  14439. (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)
  14440. switch(nameid){// difficulty factor
  14441. case 12422: case 12425:
  14442. case 12428:
  14443. difficulty += 10;
  14444. break;
  14445. case 6212: case 12426:
  14446. difficulty += 15;
  14447. break;
  14448. case 13264: case 12423:
  14449. case 12427: case 12436:
  14450. difficulty += 20;
  14451. break;
  14452. case 6210: case 6211:
  14453. case 12437:
  14454. difficulty += 30;
  14455. break;
  14456. case 12424: case 12475:
  14457. difficulty += 40;
  14458. break;
  14459. }
  14460. if( make_per >= 400 && make_per > difficulty)
  14461. qty = 10;
  14462. else if( make_per >= 300 && make_per > difficulty)
  14463. qty = 7;
  14464. else if( make_per >= 100 && make_per > difficulty)
  14465. qty = 6;
  14466. else if( make_per >= 1 && make_per > difficulty)
  14467. qty = 5;
  14468. else
  14469. qty = 4;
  14470. make_per = 10000;
  14471. }
  14472. break;
  14473. case GN_MAKEBOMB:
  14474. case GN_MIX_COOKING:
  14475. {
  14476. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  14477. 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)
  14478. qty = ~(5 + rnd()%5) + 1;
  14479. switch(nameid){// difficulty factor
  14480. case 13260:
  14481. difficulty += 5;
  14482. break;
  14483. case 13261: case 13262:
  14484. difficulty += 10;
  14485. break;
  14486. case 12429: case 12430: case 12431:
  14487. case 12432: case 12433: case 12434:
  14488. case 13263:
  14489. difficulty += 15;
  14490. break;
  14491. case 13264:
  14492. difficulty += 20;
  14493. break;
  14494. }
  14495. if( make_per >= 30 && make_per > difficulty)
  14496. qty = 10 + rnd()%2;
  14497. else if( make_per >= 10 && make_per > difficulty)
  14498. qty = 10;
  14499. else if( make_per == 10 && make_per > difficulty)
  14500. qty = 8;
  14501. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  14502. ;// Food/Bomb creation fails.
  14503. else if( make_per >= 30 && make_per < difficulty)
  14504. qty = 5;
  14505. if( qty < 0 || (skilllv == 1 && make_per < difficulty)){
  14506. qty = ~qty + 1;
  14507. make_per = 0;
  14508. }else
  14509. make_per = 10000;
  14510. qty = (skilllv > 1 ? qty : 1);
  14511. }
  14512. break;
  14513. default:
  14514. if (sd->menuskill_id == AM_PHARMACY &&
  14515. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  14516. { //Assume Cooking Dish
  14517. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  14518. make_per = 10000; //100% Success
  14519. else
  14520. make_per = 1200 * (sd->menuskill_val - 10)
  14521. + 20 * (sd->status.base_level + 1)
  14522. + 20 * (status->dex + 1)
  14523. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  14524. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  14525. - 10 * (100 - status->luk + 1)
  14526. - 500 * (num - 1)
  14527. - 100 * (rnd()%4 + 1);
  14528. break;
  14529. }
  14530. make_per = 5000;
  14531. break;
  14532. }
  14533. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  14534. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  14535. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  14536. 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
  14537. 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
  14538. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  14539. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  14540. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  14541. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  14542. if(battle_config.wp_rate != 100)
  14543. make_per = make_per * battle_config.wp_rate / 100;
  14544. }
  14545. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  14546. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  14547. if(make_per < 1) make_per = 1;
  14548. if(rnd()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  14549. struct item tmp_item;
  14550. memset(&tmp_item,0,sizeof(tmp_item));
  14551. tmp_item.nameid=nameid;
  14552. tmp_item.amount=1;
  14553. tmp_item.identify=1;
  14554. if(equip){
  14555. tmp_item.card[0]=CARD0_FORGE;
  14556. tmp_item.card[1]=((sc*5)<<8)+ele;
  14557. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14558. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14559. } else {
  14560. //Flag is only used on the end, so it can be used here. [Skotlex]
  14561. switch (skill_id) {
  14562. case BS_DAGGER:
  14563. case BS_SWORD:
  14564. case BS_TWOHANDSWORD:
  14565. case BS_AXE:
  14566. case BS_MACE:
  14567. case BS_KNUCKLE:
  14568. case BS_SPEAR:
  14569. flag = battle_config.produce_item_name_input&0x1;
  14570. break;
  14571. case AM_PHARMACY:
  14572. case AM_TWILIGHT1:
  14573. case AM_TWILIGHT2:
  14574. case AM_TWILIGHT3:
  14575. flag = battle_config.produce_item_name_input&0x2;
  14576. break;
  14577. case AL_HOLYWATER:
  14578. /**
  14579. * Arch Bishop
  14580. **/
  14581. case AB_ANCILLA:
  14582. flag = battle_config.produce_item_name_input&0x8;
  14583. break;
  14584. case ASC_CDP:
  14585. flag = battle_config.produce_item_name_input&0x10;
  14586. break;
  14587. default:
  14588. flag = battle_config.produce_item_name_input&0x80;
  14589. break;
  14590. }
  14591. if (flag) {
  14592. tmp_item.card[0]=CARD0_CREATE;
  14593. tmp_item.card[1]=0;
  14594. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14595. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14596. }
  14597. }
  14598. // if(log_config.produce > 0)
  14599. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  14600. //TODO update PICKLOG
  14601. if(equip){
  14602. clif_produceeffect(sd,0,nameid);
  14603. clif_misceffect(&sd->bl,3);
  14604. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  14605. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  14606. } else {
  14607. int fame = 0;
  14608. tmp_item.amount = 0;
  14609. for (i=0; i< qty; i++) { //Apply quantity modifiers.
  14610. if( (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1){
  14611. tmp_item.amount = qty;
  14612. break;
  14613. }
  14614. if (rnd()%10000 < make_per || qty == 1) { //Success
  14615. tmp_item.amount++;
  14616. if(nameid < 545 || nameid > 547)
  14617. continue;
  14618. if( skill_id != AM_PHARMACY &&
  14619. skill_id != AM_TWILIGHT1 &&
  14620. skill_id != AM_TWILIGHT2 &&
  14621. skill_id != AM_TWILIGHT3 )
  14622. continue;
  14623. //Add fame as needed.
  14624. switch(++sd->potion_success_counter) {
  14625. case 3:
  14626. fame+=1; // Success to prepare 3 Condensed Potions in a row
  14627. break;
  14628. case 5:
  14629. fame+=3; // Success to prepare 5 Condensed Potions in a row
  14630. break;
  14631. case 7:
  14632. fame+=10; // Success to prepare 7 Condensed Potions in a row
  14633. break;
  14634. case 10:
  14635. fame+=50; // Success to prepare 10 Condensed Potions in a row
  14636. sd->potion_success_counter = 0;
  14637. break;
  14638. }
  14639. } else //Failure
  14640. sd->potion_success_counter = 0;
  14641. }
  14642. if (fame)
  14643. pc_addfame(sd,fame);
  14644. //Visual effects and the like.
  14645. switch (skill_id) {
  14646. case AM_PHARMACY:
  14647. case AM_TWILIGHT1:
  14648. case AM_TWILIGHT2:
  14649. case AM_TWILIGHT3:
  14650. case ASC_CDP:
  14651. clif_produceeffect(sd,2,nameid);
  14652. clif_misceffect(&sd->bl,5);
  14653. break;
  14654. case BS_IRON:
  14655. case BS_STEEL:
  14656. case BS_ENCHANTEDSTONE:
  14657. clif_produceeffect(sd,0,nameid);
  14658. clif_misceffect(&sd->bl,3);
  14659. break;
  14660. case RK_RUNEMASTERY:
  14661. case GC_CREATENEWPOISON:
  14662. clif_produceeffect(sd,2,nameid);
  14663. clif_misceffect(&sd->bl,5);
  14664. break;
  14665. default: //Those that don't require a skill?
  14666. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  14667. { //Cooking items.
  14668. clif_specialeffect(&sd->bl, 608, AREA);
  14669. if( sd->cook_mastery < 1999 )
  14670. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  14671. }
  14672. break;
  14673. }
  14674. }
  14675. if ( skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  14676. int j, k = 0;
  14677. for(i=0; i<MAX_SKILL_PRODUCE_DB; i++)
  14678. if( skill_changematerial_db[i].itemid == nameid ){
  14679. for(j=0; j<5; j++){
  14680. if( rnd()%1000 < skill_changematerial_db[i].qty_rate[j] ){
  14681. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  14682. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14683. clif_additem(sd,0,0,flag);
  14684. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14685. }
  14686. k++;
  14687. }
  14688. }
  14689. break;
  14690. }
  14691. if( k ){
  14692. clif_msg_skill(sd,skill_id,0x627);
  14693. return 1;
  14694. }
  14695. } else if (tmp_item.amount) { //Success
  14696. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14697. clif_additem(sd,0,0,flag);
  14698. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14699. }
  14700. if( skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY )
  14701. clif_msg_skill(sd,skill_id,0x627);
  14702. return 1;
  14703. }
  14704. }
  14705. //Failure
  14706. // if(log_config.produce)
  14707. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  14708. //TODO update PICKLOG
  14709. if(equip){
  14710. clif_produceeffect(sd,1,nameid);
  14711. clif_misceffect(&sd->bl,2);
  14712. } else {
  14713. switch (skill_id) {
  14714. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  14715. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  14716. case AM_PHARMACY:
  14717. case AM_TWILIGHT1:
  14718. case AM_TWILIGHT2:
  14719. case AM_TWILIGHT3:
  14720. clif_produceeffect(sd,3,nameid);
  14721. clif_misceffect(&sd->bl,6);
  14722. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  14723. break;
  14724. case BS_IRON:
  14725. case BS_STEEL:
  14726. case BS_ENCHANTEDSTONE:
  14727. clif_produceeffect(sd,1,nameid);
  14728. clif_misceffect(&sd->bl,2);
  14729. break;
  14730. case RK_RUNEMASTERY:
  14731. case GC_CREATENEWPOISON:
  14732. clif_produceeffect(sd,3,nameid);
  14733. clif_misceffect(&sd->bl,6);
  14734. break;
  14735. case GN_MIX_COOKING: {
  14736. struct item tmp_item;
  14737. const int compensation[5] = {13265, 13266, 13267, 12435, 13268};
  14738. int rate = rnd()%500;
  14739. memset(&tmp_item,0,sizeof(tmp_item));
  14740. if( rate < 50) i = 4;
  14741. else if( rate < 100) i = 2+rnd()%1;
  14742. else if( rate < 250 ) i = 1;
  14743. else if( rate < 500 ) i = 0;
  14744. tmp_item.nameid = compensation[i];
  14745. tmp_item.amount = qty;
  14746. tmp_item.identify = 1;
  14747. if( pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE) ) {
  14748. clif_additem(sd,0,0,flag);
  14749. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14750. }
  14751. clif_msg_skill(sd,skill_id,0x628);
  14752. }
  14753. break;
  14754. case GN_MAKEBOMB:
  14755. case GN_S_PHARMACY:
  14756. case GN_CHANGEMATERIAL:
  14757. clif_msg_skill(sd,skill_id,0x628);
  14758. break;
  14759. default:
  14760. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  14761. { //Cooking items.
  14762. clif_specialeffect(&sd->bl, 609, AREA);
  14763. if( sd->cook_mastery > 0 )
  14764. 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 ));
  14765. }
  14766. }
  14767. }
  14768. return 0;
  14769. }
  14770. int skill_arrow_create (struct map_session_data *sd, int nameid)
  14771. {
  14772. int i,j,flag,index=-1;
  14773. struct item tmp_item;
  14774. nullpo_ret(sd);
  14775. if(nameid <= 0)
  14776. return 1;
  14777. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  14778. if(nameid == skill_arrow_db[i].nameid) {
  14779. index = i;
  14780. break;
  14781. }
  14782. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  14783. return 1;
  14784. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  14785. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  14786. memset(&tmp_item,0,sizeof(tmp_item));
  14787. tmp_item.identify = 1;
  14788. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  14789. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  14790. if(battle_config.produce_item_name_input&0x4) {
  14791. tmp_item.card[0]=CARD0_CREATE;
  14792. tmp_item.card[1]=0;
  14793. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  14794. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  14795. }
  14796. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  14797. continue;
  14798. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  14799. clif_additem(sd,0,0,flag);
  14800. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14801. }
  14802. }
  14803. return 0;
  14804. }
  14805. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  14806. sc_type type;
  14807. int chance, i;
  14808. nullpo_ret(sd);
  14809. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  14810. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  14811. return 0;
  14812. }
  14813. switch( nameid )
  14814. { // t_lv used to take duration from skill_get_time2
  14815. case PO_PARALYSE: type = SC_PARALYSE; break;
  14816. case PO_PYREXIA: type = SC_PYREXIA; break;
  14817. case PO_DEATHHURT: type = SC_DEATHHURT; break;
  14818. case PO_LEECHESEND: type = SC_LEECHESEND; break;
  14819. case PO_VENOMBLEED: type = SC_VENOMBLEED; break;
  14820. case PO_TOXIN: type = SC_TOXIN; break;
  14821. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; break;
  14822. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; break;
  14823. default:
  14824. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  14825. return 0;
  14826. }
  14827. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  14828. sc_start4(&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  14829. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  14830. return 0;
  14831. }
  14832. static void skill_toggle_magicpower(struct block_list *bl, short skillid)
  14833. {
  14834. struct status_change *sc = status_get_sc(bl);
  14835. // non-offensive and non-magic skills do not affect the status
  14836. if (skill_get_nk(skillid)&NK_NO_DAMAGE || !(skill_get_type(skillid)&BF_MAGIC))
  14837. return;
  14838. if (sc && sc->count && sc->data[SC_MAGICPOWER])
  14839. {
  14840. if (sc->data[SC_MAGICPOWER]->val4)
  14841. {
  14842. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  14843. }
  14844. else
  14845. {
  14846. sc->data[SC_MAGICPOWER]->val4 = 1;
  14847. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  14848. }
  14849. }
  14850. }
  14851. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  14852. int x, y, i, class_, skill;
  14853. struct mob_data *md;
  14854. nullpo_ret(sd);
  14855. skill = sd->menuskill_val;
  14856. 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) )
  14857. {
  14858. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  14859. return 0;
  14860. }
  14861. // Spawn Position
  14862. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  14863. x = sd->sc.comet_x;
  14864. y = sd->sc.comet_y;
  14865. sd->sc.comet_x = sd->sc.comet_y = 0;
  14866. sd->menuskill_val = 0;
  14867. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  14868. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "");
  14869. if( md ) {
  14870. md->master_id = sd->bl.id;
  14871. md->special_state.ai = 3;
  14872. if( md->deletetimer != INVALID_TIMER )
  14873. delete_timer(md->deletetimer, mob_timer_delete);
  14874. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  14875. mob_spawn(md);
  14876. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  14877. }
  14878. return 0;
  14879. }
  14880. // Warlock Spellbooks. [LimitLine/3CeAM]
  14881. int skill_spellbook (struct map_session_data *sd, int nameid) {
  14882. int i, max_preserve, skill_id, point;
  14883. struct status_change *sc;
  14884. nullpo_ret(sd);
  14885. sc = status_get_sc(&sd->bl);
  14886. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  14887. for(i=SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) if( sc && !sc->data[i] ) break;
  14888. if( i > SC_MAXSPELLBOOK )
  14889. {
  14890. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  14891. return 0;
  14892. }
  14893. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  14894. if( i == MAX_SKILL_SPELLBOOK_DB ) return 0;
  14895. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skillid)) )
  14896. { // User don't know the skill
  14897. sc_start(&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  14898. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  14899. return 0;
  14900. }
  14901. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  14902. point = skill_spellbook_db[i].point;
  14903. if( sc && sc->data[SC_READING_SB] ){
  14904. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve )
  14905. {
  14906. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  14907. return 0;
  14908. }
  14909. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  14910. if( !sc->data[i] ){
  14911. sc->data[SC_READING_SB]->val2 += point; // increase points
  14912. sc_start4(&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  14913. break;
  14914. }
  14915. }
  14916. }else{
  14917. sc_start2(&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  14918. sc_start4(&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  14919. }
  14920. return 1;
  14921. }
  14922. int skill_select_menu(struct map_session_data *sd,int skill_id) {
  14923. int id, lv, prob, aslvl = 0;
  14924. nullpo_ret(sd);
  14925. if (sd->sc.data[SC_STOP]) {
  14926. aslvl = sd->sc.data[SC_STOP]->val1;
  14927. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  14928. }
  14929. if( skill_id >= GS_GLITTERING || skill_get_type(skill_id) != BF_MAGIC ||
  14930. (id = sd->status.skill[skill_id].id) == 0 || sd->status.skill[skill_id].flag != SKILL_FLAG_PLAGIARIZED ) {
  14931. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,0,0);
  14932. return 0;
  14933. }
  14934. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  14935. lv = min(lv,sd->status.skill[skill_id].lv);
  14936. prob = (aslvl == 10) ? 15 : (32 - 2 * aslvl); // Probability at level 10 was increased to 15.
  14937. sc_start4(&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  14938. return 0;
  14939. }
  14940. int skill_elementalanalysis(struct map_session_data* sd, int n, int skill_lv, unsigned short* item_list) {
  14941. int i;
  14942. nullpo_ret(sd);
  14943. nullpo_ret(item_list);
  14944. if( n <= 0 )
  14945. return 1;
  14946. for( i = 0; i < n; i++ ) {
  14947. int nameid, add_amount, del_amount, idx, product, flag;
  14948. struct item tmp_item;
  14949. idx = item_list[i*2+0]-2;
  14950. del_amount = item_list[i*2+1];
  14951. if( skill_lv == 2 )
  14952. del_amount -= (del_amount % 10);
  14953. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  14954. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  14955. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14956. return 1;
  14957. }
  14958. switch( nameid ) {
  14959. // Level 1
  14960. case 994: product = 990; break; // Flame Heart -> Red Blood.
  14961. case 995: product = 991; break; // Mystic Frozen -> Crystal Blue.
  14962. case 996: product = 992; break; // Rough Wind -> Wind of Verdure.
  14963. case 997: product = 993; break; // Great Nature -> Green Live.
  14964. // Level 2
  14965. case 990: product = 994; break; // Red Blood -> Flame Heart.
  14966. case 991: product = 995; break; // Crystal Blue -> Mystic Frozen.
  14967. case 992: product = 996; break; // Wind of Verdure -> Rough Wind.
  14968. case 993: product = 997; break; // Green Live -> Great Nature.
  14969. default:
  14970. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14971. return 1;
  14972. }
  14973. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  14974. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14975. return 1;
  14976. }
  14977. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  14978. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  14979. return 1;
  14980. }
  14981. memset(&tmp_item,0,sizeof(tmp_item));
  14982. tmp_item.nameid = product;
  14983. tmp_item.amount = add_amount;
  14984. tmp_item.identify = 1;
  14985. if( tmp_item.amount ) {
  14986. if( (flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME)) ) {
  14987. clif_additem(sd,0,0,flag);
  14988. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  14989. }
  14990. }
  14991. }
  14992. return 0;
  14993. }
  14994. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  14995. int i, j, k, c, p = 0, nameid, amount;
  14996. nullpo_ret(sd);
  14997. nullpo_ret(item_list);
  14998. // Search for objects that can be created.
  14999. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  15000. if( skill_produce_db[i].itemlv == 26 ) {
  15001. p = 0;
  15002. do {
  15003. c = 0;
  15004. // Verification of overlap between the objects required and the list submitted.
  15005. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  15006. if( skill_produce_db[i].mat_id[j] > 0 ) {
  15007. for( k = 0; k < n; k++ ) {
  15008. int idx = item_list[k*2+0]-2;
  15009. nameid = sd->status.inventory[idx].nameid;
  15010. amount = item_list[k*2+1];
  15011. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  15012. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x62D);
  15013. return 0;
  15014. }
  15015. 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]
  15016. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  15017. c++; // match
  15018. }
  15019. }
  15020. else
  15021. break; // No more items required
  15022. }
  15023. p++;
  15024. } while(n == j && c == n);
  15025. p--;
  15026. if ( p > 0 ) {
  15027. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  15028. return 1;
  15029. }
  15030. }
  15031. }
  15032. if( p == 0)
  15033. clif_msg_skill(sd,GN_CHANGEMATERIAL,0x623);
  15034. return 0;
  15035. }
  15036. /**
  15037. * for Royal Guard's LG_TRAMPLE
  15038. **/
  15039. static int skill_destroy_trap( struct block_list *bl, va_list ap ) {
  15040. struct skill_unit *su = (struct skill_unit *)bl;
  15041. struct skill_unit_group *sg;
  15042. unsigned int tick;
  15043. nullpo_ret(su);
  15044. tick = va_arg(ap, unsigned int);
  15045. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  15046. switch( sg->unit_id ) {
  15047. case UNT_LANDMINE:
  15048. case UNT_CLAYMORETRAP:
  15049. case UNT_BLASTMINE:
  15050. case UNT_SHOCKWAVE:
  15051. case UNT_SANDMAN:
  15052. case UNT_FLASHER:
  15053. case UNT_FREEZINGTRAP:
  15054. case UNT_CLUSTERBOMB:
  15055. case UNT_FIRINGTRAP:
  15056. case UNT_ICEBOUNDTRAP:
  15057. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  15058. break;
  15059. }
  15060. // Traps aren't recovered.
  15061. skill_delunit(su);
  15062. }
  15063. return 0;
  15064. }
  15065. /*==========================================
  15066. *
  15067. *------------------------------------------*/
  15068. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  15069. {
  15070. struct map_session_data *sd = map_id2sd(id);
  15071. struct skill_cd * cd = NULL;
  15072. if (data <= 0 || data >= MAX_SKILL)
  15073. return 0;
  15074. if (!sd) return 0;
  15075. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  15076. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  15077. int i,cursor;
  15078. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  15079. cd->duration[cursor] = 0;
  15080. cd->skidx[cursor] = 0;
  15081. cd->nameid[cursor] = 0;
  15082. // compact the cool down list
  15083. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  15084. if( cd->duration[i] == 0 )
  15085. continue;
  15086. if( cursor != i ) {
  15087. cd->duration[cursor] = cd->duration[i];
  15088. cd->skidx[cursor] = cd->skidx[i];
  15089. cd->nameid[cursor] = cd->nameid[i];
  15090. }
  15091. cursor++;
  15092. }
  15093. if( cursor == 0 )
  15094. idb_remove(skillcd_db,sd->status.char_id);
  15095. else
  15096. cd->cursor = cursor;
  15097. }
  15098. sd->blockskill[data] = 0;
  15099. return 1;
  15100. }
  15101. /**
  15102. * flags a singular skill as being blocked from persistent usage.
  15103. * @param sd the player the skill delay affects
  15104. * @param skillid the skill which should be delayed
  15105. * @param tick the length of time the delay should last
  15106. * @param load whether this assignment is being loaded upon player login
  15107. * @return 0 if successful, -1 otherwise
  15108. */
  15109. int skill_blockpc_start_(struct map_session_data *sd, int skillid, int tick, bool load)
  15110. {
  15111. int oskillid = skillid;
  15112. struct skill_cd* cd = NULL;
  15113. nullpo_retr (-1, sd);
  15114. skillid = skill_get_index(skillid);
  15115. if (skillid == 0)
  15116. return -1;
  15117. if (tick < 1) {
  15118. sd->blockskill[skillid] = 0;
  15119. return -1;
  15120. }
  15121. if( battle_config.display_status_timers )
  15122. clif_skill_cooldown(sd, skillid, tick);
  15123. if( !load )
  15124. {// not being loaded initially so ensure the skill delay is recorded
  15125. if( !(cd = idb_get(skillcd_db,sd->status.char_id)) )
  15126. {// create a new skill cooldown object for map storage
  15127. CREATE( cd, struct skill_cd, 1 );
  15128. idb_put( skillcd_db, sd->status.char_id, cd );
  15129. }
  15130. // record the skill duration in the database map
  15131. cd->duration[cd->cursor] = tick;
  15132. cd->skidx[cd->cursor] = skillid;
  15133. cd->nameid[cd->cursor] = oskillid;
  15134. cd->cursor++;
  15135. }
  15136. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  15137. return 0;
  15138. }
  15139. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15140. {
  15141. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  15142. if (data <= 0 || data >= MAX_SKILL)
  15143. return 0;
  15144. if (hd) hd->blockskill[data] = 0;
  15145. return 1;
  15146. }
  15147. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  15148. {
  15149. nullpo_retr (-1, hd);
  15150. skillid = skill_get_index(skillid);
  15151. if (skillid == 0)
  15152. return -1;
  15153. if (tick < 1) {
  15154. hd->blockskill[skillid] = 0;
  15155. return -1;
  15156. }
  15157. hd->blockskill[skillid] = 1;
  15158. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  15159. }
  15160. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  15161. {
  15162. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  15163. if( data <= 0 || data >= MAX_SKILL )
  15164. return 0;
  15165. if( md ) md->blockskill[data] = 0;
  15166. return 1;
  15167. }
  15168. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  15169. {
  15170. nullpo_retr (-1, md);
  15171. if( (skillid = skill_get_index(skillid)) == 0 )
  15172. return -1;
  15173. if( tick < 1 )
  15174. {
  15175. md->blockskill[skillid] = 0;
  15176. return -1;
  15177. }
  15178. md->blockskill[skillid] = 1;
  15179. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  15180. }
  15181. /**
  15182. * Adds a new skill unit entry for this player to recast after map load
  15183. **/
  15184. void skill_usave_add(struct map_session_data * sd, int skill_num, int skill_lv) {
  15185. struct skill_usave * sus = NULL;
  15186. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  15187. idb_remove(skillusave_db,sd->status.char_id);
  15188. }
  15189. CREATE( sus, struct skill_usave, 1 );
  15190. idb_put( skillusave_db, sd->status.char_id, sus );
  15191. sus->skill_num = skill_num;
  15192. sus->skill_lv = skill_lv;
  15193. return;
  15194. }
  15195. void skill_usave_trigger(struct map_session_data *sd) {
  15196. struct skill_usave * sus = NULL;
  15197. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) ) {
  15198. return;
  15199. }
  15200. skill_unitsetting(&sd->bl,sus->skill_num,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  15201. idb_remove(skillusave_db,sd->status.char_id);
  15202. return;
  15203. }
  15204. /*
  15205. *
  15206. */
  15207. int skill_split_str (char *str, char **val, int num)
  15208. {
  15209. int i;
  15210. for( i = 0; i < num && str; i++ )
  15211. {
  15212. val[i] = str;
  15213. str = strchr(str,',');
  15214. if( str )
  15215. *str++=0;
  15216. }
  15217. return i;
  15218. }
  15219. /*
  15220. *
  15221. */
  15222. int skill_split_atoi (char *str, int *val)
  15223. {
  15224. int i, j, diff, step = 1;
  15225. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  15226. if (!str) break;
  15227. val[i] = atoi(str);
  15228. str = strchr(str,':');
  15229. if (str)
  15230. *str++=0;
  15231. }
  15232. if(i==0) //No data found.
  15233. return 0;
  15234. if(i==1)
  15235. { //Single value, have the whole range have the same value.
  15236. for (; i < MAX_SKILL_LEVEL; i++)
  15237. val[i] = val[i-1];
  15238. return i;
  15239. }
  15240. //Check for linear change with increasing steps until we reach half of the data acquired.
  15241. for (step = 1; step <= i/2; step++)
  15242. {
  15243. diff = val[i-1] - val[i-step-1];
  15244. for(j = i-1; j >= step; j--)
  15245. if ((val[j]-val[j-step]) != diff)
  15246. break;
  15247. if (j>=step) //No match, try next step.
  15248. continue;
  15249. for(; i < MAX_SKILL_LEVEL; i++)
  15250. { //Apply linear increase
  15251. val[i] = val[i-step]+diff;
  15252. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  15253. { val[i] = 1; diff = 0; step = 1; }
  15254. }
  15255. return i;
  15256. }
  15257. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  15258. for (;i<MAX_SKILL_LEVEL; i++)
  15259. val[i] = val[i-1];
  15260. return i;
  15261. }
  15262. /*
  15263. *
  15264. */
  15265. void skill_init_unit_layout (void)
  15266. {
  15267. int i,j,size,pos = 0;
  15268. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  15269. // standard square layouts go first
  15270. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  15271. size = i*2+1;
  15272. skill_unit_layout[i].count = size*size;
  15273. for (j=0; j<size*size; j++) {
  15274. skill_unit_layout[i].dx[j] = (j%size-i);
  15275. skill_unit_layout[i].dy[j] = (j/size-i);
  15276. }
  15277. }
  15278. // afterwards add special ones
  15279. pos = i;
  15280. for (i=0;i<MAX_SKILL_DB;i++) {
  15281. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  15282. continue;
  15283. if( i >= HM_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15284. int skill = i;
  15285. if( i >= EL_SKILLRANGEMIN && i <= EL_SKILLRANGEMAX ) {
  15286. skill -= EL_SKILLRANGEMIN;
  15287. skill += EL_SKILLBASE;
  15288. }
  15289. if( skill == EL_FIRE_MANTLE ) {
  15290. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  15291. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  15292. skill_unit_layout[pos].count = 8;
  15293. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15294. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15295. }
  15296. } else {
  15297. switch (i) {
  15298. case MG_FIREWALL:
  15299. case WZ_ICEWALL:
  15300. case WL_EARTHSTRAIN://Warlock
  15301. // these will be handled later
  15302. break;
  15303. case PR_SANCTUARY:
  15304. case NPC_EVILLAND: {
  15305. static const int dx[] = {
  15306. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  15307. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  15308. static const int dy[]={
  15309. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  15310. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  15311. skill_unit_layout[pos].count = 21;
  15312. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15313. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15314. }
  15315. break;
  15316. case PR_MAGNUS: {
  15317. static const int dx[] = {
  15318. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15319. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15320. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  15321. static const int dy[] = {
  15322. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15323. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15324. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  15325. skill_unit_layout[pos].count = 33;
  15326. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15327. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15328. }
  15329. break;
  15330. case MH_POISON_MIST:
  15331. case AS_VENOMDUST: {
  15332. static const int dx[] = {-1, 0, 0, 0, 1};
  15333. static const int dy[] = { 0,-1, 0, 1, 0};
  15334. skill_unit_layout[pos].count = 5;
  15335. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15336. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15337. }
  15338. break;
  15339. case CR_GRANDCROSS:
  15340. case NPC_GRANDDARKNESS: {
  15341. static const int dx[] = {
  15342. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  15343. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  15344. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  15345. static const int dy[] = {
  15346. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  15347. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  15348. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  15349. skill_unit_layout[pos].count = 29;
  15350. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15351. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15352. }
  15353. break;
  15354. case PF_FOGWALL: {
  15355. static const int dx[] = {
  15356. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  15357. static const int dy[] = {
  15358. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  15359. skill_unit_layout[pos].count = 15;
  15360. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15361. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15362. }
  15363. break;
  15364. case PA_GOSPEL: {
  15365. static const int dx[] = {
  15366. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  15367. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  15368. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  15369. -1, 0, 1};
  15370. static const int dy[] = {
  15371. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  15372. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  15373. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  15374. 3, 3, 3};
  15375. skill_unit_layout[pos].count = 33;
  15376. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15377. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15378. }
  15379. break;
  15380. case NJ_KAENSIN: {
  15381. 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};
  15382. 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};
  15383. skill_unit_layout[pos].count = 24;
  15384. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15385. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15386. }
  15387. break;
  15388. case NJ_TATAMIGAESHI: {
  15389. //Level 1 (count 4, cross of 3x3)
  15390. static const int dx1[] = {-1, 1, 0, 0};
  15391. static const int dy1[] = { 0, 0,-1, 1};
  15392. //Level 2-3 (count 8, cross of 5x5)
  15393. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  15394. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  15395. //Level 4-5 (count 12, cross of 7x7
  15396. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  15397. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  15398. //lv1
  15399. j = 0;
  15400. skill_unit_layout[pos].count = 4;
  15401. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  15402. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  15403. skill_db[i].unit_layout_type[j] = pos;
  15404. //lv2/3
  15405. j++;
  15406. pos++;
  15407. skill_unit_layout[pos].count = 8;
  15408. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  15409. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  15410. skill_db[i].unit_layout_type[j] = pos;
  15411. skill_db[i].unit_layout_type[++j] = pos;
  15412. //lv4/5
  15413. j++;
  15414. pos++;
  15415. skill_unit_layout[pos].count = 12;
  15416. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  15417. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  15418. skill_db[i].unit_layout_type[j] = pos;
  15419. skill_db[i].unit_layout_type[++j] = pos;
  15420. //Fill in the rest using lv 5.
  15421. for (;j<MAX_SKILL_LEVEL;j++)
  15422. skill_db[i].unit_layout_type[j] = pos;
  15423. //Skip, this way the check below will fail and continue to the next skill.
  15424. pos++;
  15425. }
  15426. break;
  15427. case GN_WALLOFTHORN: {
  15428. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  15429. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  15430. skill_unit_layout[pos].count = 16;
  15431. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15432. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15433. }
  15434. break;
  15435. default:
  15436. ShowError("unknown unit layout at skill %d\n",i);
  15437. break;
  15438. }
  15439. }
  15440. if (!skill_unit_layout[pos].count)
  15441. continue;
  15442. for (j=0;j<MAX_SKILL_LEVEL;j++)
  15443. skill_db[i].unit_layout_type[j] = pos;
  15444. pos++;
  15445. }
  15446. // firewall and icewall have 8 layouts (direction-dependent)
  15447. firewall_unit_pos = pos;
  15448. for (i=0;i<8;i++) {
  15449. if (i&1) {
  15450. skill_unit_layout[pos].count = 5;
  15451. if (i&0x2) {
  15452. int dx[] = {-1,-1, 0, 0, 1};
  15453. int dy[] = { 1, 0, 0,-1,-1};
  15454. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15455. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15456. } else {
  15457. int dx[] = { 1, 1 ,0, 0,-1};
  15458. int dy[] = { 1, 0, 0,-1,-1};
  15459. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15460. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15461. }
  15462. } else {
  15463. skill_unit_layout[pos].count = 3;
  15464. if (i%4==0) {
  15465. int dx[] = {-1, 0, 1};
  15466. int dy[] = { 0, 0, 0};
  15467. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15468. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15469. } else {
  15470. int dx[] = { 0, 0, 0};
  15471. int dy[] = {-1, 0, 1};
  15472. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15473. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15474. }
  15475. }
  15476. pos++;
  15477. }
  15478. icewall_unit_pos = pos;
  15479. for (i=0;i<8;i++) {
  15480. skill_unit_layout[pos].count = 5;
  15481. if (i&1) {
  15482. if (i&0x2) {
  15483. int dx[] = {-2,-1, 0, 1, 2};
  15484. int dy[] = { 2, 1, 0,-1,-2};
  15485. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15486. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15487. } else {
  15488. int dx[] = { 2, 1 ,0,-1,-2};
  15489. int dy[] = { 2, 1, 0,-1,-2};
  15490. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15491. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15492. }
  15493. } else {
  15494. if (i%4==0) {
  15495. int dx[] = {-2,-1, 0, 1, 2};
  15496. int dy[] = { 0, 0, 0, 0, 0};
  15497. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15498. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15499. } else {
  15500. int dx[] = { 0, 0, 0, 0, 0};
  15501. int dy[] = {-2,-1, 0, 1, 2};
  15502. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15503. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15504. }
  15505. }
  15506. pos++;
  15507. }
  15508. earthstrain_unit_pos = pos;
  15509. for( i = 0; i < 8; i++ )
  15510. { // For each Direction
  15511. skill_unit_layout[pos].count = 15;
  15512. switch( i )
  15513. {
  15514. case 0: case 1: case 3: case 4: case 5: case 7:
  15515. {
  15516. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15517. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15518. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15519. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15520. }
  15521. break;
  15522. case 2:
  15523. case 6:
  15524. {
  15525. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  15526. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  15527. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  15528. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  15529. }
  15530. break;
  15531. }
  15532. pos++;
  15533. }
  15534. }
  15535. int skill_block_check(struct block_list *bl, sc_type type , int skillid) {
  15536. int inf = 0;
  15537. struct status_change *sc = status_get_sc(bl);
  15538. if( !sc || !bl || skillid < 1 )
  15539. return 0; // Can do it
  15540. switch(type){
  15541. case SC_STASIS:
  15542. inf = skill_get_inf2(skillid);
  15543. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  15544. return 1; // Can't do it.
  15545. switch( skillid )
  15546. {
  15547. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  15548. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  15549. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  15550. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  15551. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  15552. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  15553. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  15554. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  15555. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  15556. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  15557. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  15558. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  15559. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  15560. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  15561. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  15562. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  15563. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  15564. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  15565. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  15566. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  15567. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  15568. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  15569. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  15570. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  15571. // Skills that need to be confirmed.
  15572. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  15573. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  15574. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  15575. case SO_ARRULLO:
  15576. return 1; // Can't do it.
  15577. }
  15578. break;
  15579. case SC_KAGEHUMI:
  15580. switch(skillid){
  15581. case TF_HIDING: case AS_CLOAKING: case GC_CLOAKINGEXCEED: case SC_SHADOWFORM:
  15582. case MI_HARMONIZE: case CG_MARIONETTE: case AL_TELEPORT: case TF_BACKSLIDING:
  15583. case RA_CAMOUFLAGE: case ST_CHASEWALK: case GD_EMERGENCYCALL:
  15584. return 1; // needs more info
  15585. }
  15586. break;
  15587. }
  15588. return 0;
  15589. }
  15590. int skill_get_elemental_type( int skill_id , int skill_lv ) {
  15591. int type = 0;
  15592. switch( skill_id ) {
  15593. case SO_SUMMON_AGNI: type = 2114; break;
  15594. case SO_SUMMON_AQUA: type = 2117; break;
  15595. case SO_SUMMON_VENTUS: type = 2120; break;
  15596. case SO_SUMMON_TERA: type = 2123; break;
  15597. }
  15598. type += skill_lv - 1;
  15599. return type;
  15600. }
  15601. /**
  15602. * reload stored skill cooldowns when a player logs in.
  15603. * @param sd the affected player structure
  15604. */
  15605. void skill_cooldown_load(struct map_session_data * sd)
  15606. {
  15607. int i;
  15608. struct skill_cd* cd = NULL;
  15609. // always check to make sure the session properly exists
  15610. nullpo_retv(sd);
  15611. if( !(cd = idb_get(skillcd_db, sd->status.char_id)) )
  15612. {// no skill cooldown is associated with this character
  15613. return;
  15614. }
  15615. // process each individual cooldown associated with the character
  15616. for( i = 0; i < cd->cursor; i++ )
  15617. {
  15618. // block the skill from usage but ensure it is not recorded (load = true)
  15619. skill_blockpc_start_( sd, cd->nameid[i], cd->duration[i], true );
  15620. }
  15621. }
  15622. /*==========================================
  15623. * sub-function of DB reading.
  15624. * skill_db.txt
  15625. *------------------------------------------*/
  15626. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  15627. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  15628. int id = atoi(split[0]);
  15629. int i;
  15630. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  15631. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  15632. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX)
  15633. || (id >= EL_SKILLRANGEMIN && id <= EL_SKILLRANGEMAX) ) {
  15634. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  15635. return false;
  15636. }
  15637. i = skill_get_index(id);
  15638. if( !i ) // invalid skill id
  15639. return false;
  15640. skill_split_atoi(split[1],skill_db[i].range);
  15641. skill_db[i].hit = atoi(split[2]);
  15642. skill_db[i].inf = atoi(split[3]);
  15643. skill_split_atoi(split[4],skill_db[i].element);
  15644. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  15645. skill_split_atoi(split[6],skill_db[i].splash);
  15646. skill_db[i].max = atoi(split[7]);
  15647. skill_split_atoi(split[8],skill_db[i].num);
  15648. if( strcmpi(split[9],"yes") == 0 )
  15649. skill_db[i].castcancel = 1;
  15650. else
  15651. skill_db[i].castcancel = 0;
  15652. skill_db[i].cast_def_rate = atoi(split[10]);
  15653. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  15654. skill_split_atoi(split[12],skill_db[i].maxcount);
  15655. if( strcmpi(split[13],"weapon") == 0 )
  15656. skill_db[i].skill_type = BF_WEAPON;
  15657. else if( strcmpi(split[13],"magic") == 0 )
  15658. skill_db[i].skill_type = BF_MAGIC;
  15659. else if( strcmpi(split[13],"misc") == 0 )
  15660. skill_db[i].skill_type = BF_MISC;
  15661. else
  15662. skill_db[i].skill_type = 0;
  15663. skill_split_atoi(split[14],skill_db[i].blewcount);
  15664. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  15665. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  15666. strdb_iput(skilldb_name2id, skill_db[i].name, id);
  15667. return true;
  15668. }
  15669. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  15670. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  15671. char* p;
  15672. int j;
  15673. int i = atoi(split[0]);
  15674. i = skill_get_index(i);
  15675. if( !i ) // invalid skill id
  15676. return false;
  15677. skill_split_atoi(split[1],skill_db[i].hp);
  15678. skill_split_atoi(split[2],skill_db[i].mhp);
  15679. skill_split_atoi(split[3],skill_db[i].sp);
  15680. skill_split_atoi(split[4],skill_db[i].hp_rate);
  15681. skill_split_atoi(split[5],skill_db[i].sp_rate);
  15682. skill_split_atoi(split[6],skill_db[i].zeny);
  15683. //Wich weapon type are required, see doc/item_db for types
  15684. p = split[7];
  15685. for( j = 0; j < 32; j++ )
  15686. {
  15687. int l = atoi(p);
  15688. if( l == 99 ) // Any weapon
  15689. {
  15690. skill_db[i].weapon = 0;
  15691. break;
  15692. }
  15693. else
  15694. skill_db[i].weapon |= 1<<l;
  15695. p = strchr(p,':');
  15696. if(!p)
  15697. break;
  15698. p++;
  15699. }
  15700. //FIXME: document this
  15701. p = split[8];
  15702. for( j = 0; j < 32; j++ )
  15703. {
  15704. int l = atoi(p);
  15705. if( l == 99 ) // Any ammo type
  15706. {
  15707. skill_db[i].ammo = 0xFFFFFFFF;
  15708. break;
  15709. }
  15710. else if( l ) // 0 stands for no requirement
  15711. skill_db[i].ammo |= 1<<l;
  15712. p = strchr(p,':');
  15713. if( !p )
  15714. break;
  15715. p++;
  15716. }
  15717. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  15718. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  15719. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  15720. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  15721. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  15722. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  15723. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  15724. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  15725. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  15726. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  15727. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  15728. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  15729. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  15730. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  15731. /**
  15732. * New States
  15733. **/
  15734. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  15735. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  15736. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  15737. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  15738. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  15739. else if (strcmpi(split[10], "poisonweapon") == 0) skill_db[i].state = ST_POISONINGWEAPON;
  15740. else if (strcmpi(split[10], "rollingcutter") == 0) skill_db[i].state = ST_ROLLINGCUTTER;
  15741. /**
  15742. * Unknown or no state
  15743. **/
  15744. else skill_db[i].state = ST_NONE;
  15745. skill_split_atoi(split[11],skill_db[i].spiritball);
  15746. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  15747. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  15748. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  15749. }
  15750. return true;
  15751. }
  15752. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  15753. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  15754. int i = atoi(split[0]);
  15755. i = skill_get_index(i);
  15756. if( !i ) // invalid skill id
  15757. return false;
  15758. skill_split_atoi(split[1],skill_db[i].cast);
  15759. skill_split_atoi(split[2],skill_db[i].delay);
  15760. skill_split_atoi(split[3],skill_db[i].walkdelay);
  15761. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  15762. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  15763. skill_split_atoi(split[6],skill_db[i].cooldown);
  15764. #ifdef RENEWAL_CAST
  15765. skill_split_atoi(split[7],skill_db[i].fixed_cast);
  15766. #endif
  15767. return true;
  15768. }
  15769. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  15770. {// Skill id,Cast,Delay (optional)
  15771. int i = atoi(split[0]);
  15772. i = skill_get_index(i);
  15773. if( !i ) // invalid skill id
  15774. return false;
  15775. skill_split_atoi(split[1],skill_db[i].castnodex);
  15776. if( split[2] ) // optional column
  15777. skill_split_atoi(split[2],skill_db[i].delaynodex);
  15778. return true;
  15779. }
  15780. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  15781. {// SkillID,Flag
  15782. int i = atoi(split[0]);
  15783. i = skill_get_index(i);
  15784. if( !i ) // invalid skill id
  15785. return false;
  15786. skill_db[i].nocast |= atoi(split[1]);
  15787. return true;
  15788. }
  15789. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  15790. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  15791. int i = atoi(split[0]);
  15792. i = skill_get_index(i);
  15793. if( !i ) // invalid skill id
  15794. return false;
  15795. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  15796. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  15797. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  15798. skill_split_atoi(split[4],skill_db[i].unit_range);
  15799. skill_db[i].unit_interval = atoi(split[5]);
  15800. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  15801. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  15802. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  15803. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  15804. else if( strcmpi(split[6],"guild")==0 ) skill_db[i].unit_target = BCT_GUILD;
  15805. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  15806. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  15807. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  15808. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  15809. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  15810. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  15811. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  15812. skill_db[i].unit_target = BCT_NOENEMY;
  15813. //By default, target just characters.
  15814. skill_db[i].unit_target |= BL_CHAR;
  15815. if (skill_db[i].unit_flag&UF_NOPC)
  15816. skill_db[i].unit_target &= ~BL_PC;
  15817. if (skill_db[i].unit_flag&UF_NOMOB)
  15818. skill_db[i].unit_target &= ~BL_MOB;
  15819. if (skill_db[i].unit_flag&UF_SKILL)
  15820. skill_db[i].unit_target |= BL_SKILL;
  15821. return true;
  15822. }
  15823. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  15824. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  15825. int x,y;
  15826. int i = atoi(split[0]);
  15827. if( !i )
  15828. return false;
  15829. skill_produce_db[current].nameid = i;
  15830. skill_produce_db[current].itemlv = atoi(split[1]);
  15831. skill_produce_db[current].req_skill = atoi(split[2]);
  15832. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  15833. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  15834. {
  15835. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  15836. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  15837. }
  15838. return true;
  15839. }
  15840. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  15841. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  15842. int x,y;
  15843. int i = atoi(split[0]);
  15844. if( !i )
  15845. return false;
  15846. skill_arrow_db[current].nameid = i;
  15847. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  15848. {
  15849. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  15850. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  15851. }
  15852. return true;
  15853. }
  15854. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  15855. {// SkillID,PreservePoints
  15856. int skillid = atoi(split[0]),
  15857. points = atoi(split[1]),
  15858. nameid = atoi(split[2]);
  15859. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  15860. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  15861. if ( !skill_get_inf(skillid) )
  15862. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  15863. if( points < 1 )
  15864. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  15865. else
  15866. {
  15867. skill_spellbook_db[current].skillid = skillid;
  15868. skill_spellbook_db[current].point = points;
  15869. skill_spellbook_db[current].nameid = nameid;
  15870. return true;
  15871. }
  15872. return false;
  15873. }
  15874. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  15875. {// SkillID
  15876. int i = atoi(split[0]);
  15877. short j = atoi(split[1]);
  15878. if( !skill_get_index(i) || !skill_get_max(i) ) {
  15879. ShowError("skill_improvise_db: Invalid skill ID %d\n", i);
  15880. return false;
  15881. }
  15882. if ( !skill_get_inf(i) ) {
  15883. ShowError("skill_improvise_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15884. return false;
  15885. }
  15886. if( j < 1 ) {
  15887. ShowError("skill_improvise_db: Chances have to be 1 or above! (%d/%s)\n", i, skill_get_name(i));
  15888. return false;
  15889. }
  15890. if( current >= MAX_SKILL_IMPROVISE_DB ) {
  15891. ShowError("skill_improvise_db: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  15892. }
  15893. skill_improvise_db[current].skillid = i;
  15894. skill_improvise_db[current].per = j; // Still need confirm it.
  15895. return true;
  15896. }
  15897. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  15898. {
  15899. int i = atoi(split[0]);
  15900. if( !skill_get_index(i) || !skill_get_max(i) )
  15901. {
  15902. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  15903. return false;
  15904. }
  15905. if ( !skill_get_inf(i) )
  15906. {
  15907. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15908. return false;
  15909. }
  15910. skill_magicmushroom_db[current].skillid = i;
  15911. return true;
  15912. }
  15913. static bool skill_parse_row_reproducedb(char* split[], int column, int current) {
  15914. int skillid = atoi(split[0]);
  15915. skillid = skill_get_index(skillid);
  15916. if( !skillid )
  15917. return false;
  15918. skill_reproduce_db[skillid] = true;
  15919. return true;
  15920. }
  15921. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  15922. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  15923. int i = atoi(split[0]);
  15924. if( !skill_get_index(i) || !skill_get_max(i) )
  15925. {
  15926. ShowError("abra_db: Invalid skill ID %d\n", i);
  15927. return false;
  15928. }
  15929. if ( !skill_get_inf(i) )
  15930. {
  15931. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  15932. return false;
  15933. }
  15934. skill_abra_db[current].skillid = i;
  15935. skill_abra_db[current].req_lv = atoi(split[2]);
  15936. skill_abra_db[current].per = atoi(split[3]);
  15937. return true;
  15938. }
  15939. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  15940. {// SkillID
  15941. int i = atoi(split[0]);
  15942. short j = atoi(split[1]);
  15943. int x,y;
  15944. for(x=0; x<MAX_SKILL_PRODUCE_DB; x++){
  15945. if( skill_produce_db[x].nameid == i )
  15946. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  15947. break;
  15948. }
  15949. if( x >= MAX_SKILL_PRODUCE_DB ){
  15950. ShowError("changematerial_db: Not supported item ID(%d) for Change Material. \n", i);
  15951. return false;
  15952. }
  15953. if( current >= MAX_SKILL_PRODUCE_DB ) {
  15954. ShowError("skill_changematerial_db: Maximum amount of entries reached (%d), increase MAX_SKILL_PRODUCE_DB\n",MAX_SKILL_PRODUCE_DB);
  15955. }
  15956. skill_changematerial_db[current].itemid = i;
  15957. skill_changematerial_db[current].rate = j;
  15958. for( x = 2, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  15959. {
  15960. skill_changematerial_db[current].qty[y] = atoi(split[x]);
  15961. skill_changematerial_db[current].qty_rate[y] = atoi(split[x+1]);
  15962. }
  15963. return true;
  15964. }
  15965. /*===============================
  15966. * DB reading.
  15967. * skill_db.txt
  15968. * skill_require_db.txt
  15969. * skill_cast_db.txt
  15970. * skill_castnodex_db.txt
  15971. * skill_nocast_db.txt
  15972. * skill_unit_db.txt
  15973. * produce_db.txt
  15974. * create_arrow_db.txt
  15975. * abra_db.txt
  15976. *------------------------------*/
  15977. static void skill_readdb(void)
  15978. {
  15979. // init skill db structures
  15980. db_clear(skilldb_name2id);
  15981. memset(skill_db,0,sizeof(skill_db));
  15982. memset(skill_produce_db,0,sizeof(skill_produce_db));
  15983. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  15984. memset(skill_abra_db,0,sizeof(skill_abra_db));
  15985. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  15986. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  15987. memset(skill_reproduce_db,0,sizeof(skill_reproduce_db));
  15988. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  15989. // load skill databases
  15990. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  15991. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  15992. sv_readdb(db_path, DBPATH"skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  15993. sv_readdb(db_path, DBPATH"skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  15994. #ifdef RENEWAL_CAST
  15995. sv_readdb(db_path, "re/skill_cast_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_castdb);
  15996. #else
  15997. sv_readdb(db_path, "pre-re/skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  15998. #endif
  15999. sv_readdb(db_path, DBPATH"skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  16000. sv_readdb(db_path, DBPATH"skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  16001. sv_readdb(db_path, DBPATH"skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  16002. skill_init_unit_layout();
  16003. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  16004. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  16005. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  16006. //Warlock
  16007. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  16008. //Guillotine Cross
  16009. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  16010. sv_readdb(db_path, "skill_reproduce_db.txt", ',', 1, 1, MAX_SKILL_DB, skill_parse_row_reproducedb);
  16011. sv_readdb(db_path, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb);
  16012. sv_readdb(db_path, "skill_changematerial_db.txt" , ',', 4, 4+2*5, MAX_SKILL_PRODUCE_DB, skill_parse_row_changematerialdb);
  16013. }
  16014. void skill_reload (void)
  16015. {
  16016. skill_readdb();
  16017. }
  16018. /*==========================================
  16019. *
  16020. *------------------------------------------*/
  16021. int do_init_skill (void)
  16022. {
  16023. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  16024. skill_readdb();
  16025. group_db = idb_alloc(DB_OPT_BASE);
  16026. skillunit_db = idb_alloc(DB_OPT_BASE);
  16027. skillcd_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16028. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  16029. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  16030. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  16031. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  16032. add_timer_func_list(skill_castend_id,"skill_castend_id");
  16033. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  16034. add_timer_func_list(skill_timerskill,"skill_timerskill");
  16035. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  16036. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  16037. return 0;
  16038. }
  16039. int do_final_skill(void)
  16040. {
  16041. db_destroy(skilldb_name2id);
  16042. db_destroy(group_db);
  16043. db_destroy(skillunit_db);
  16044. db_destroy(skillcd_db);
  16045. db_destroy(skillusave_db);
  16046. ers_destroy(skill_unit_ers);
  16047. ers_destroy(skill_timer_ers);
  16048. return 0;
  16049. }