skill.cpp 737 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317731873197320732173227323732473257326732773287329733073317332733373347335733673377338733973407341734273437344734573467347734873497350735173527353735473557356735773587359736073617362736373647365736673677368736973707371737273737374737573767377737873797380738173827383738473857386738773887389739073917392739373947395739673977398739974007401740274037404740574067407740874097410741174127413741474157416741774187419742074217422742374247425742674277428742974307431743274337434743574367437743874397440744174427443744474457446744774487449745074517452745374547455745674577458745974607461746274637464746574667467746874697470747174727473747474757476747774787479748074817482748374847485748674877488748974907491749274937494749574967497749874997500750175027503750475057506750775087509751075117512751375147515751675177518751975207521752275237524752575267527752875297530753175327533753475357536753775387539754075417542754375447545754675477548754975507551755275537554755575567557755875597560756175627563756475657566756775687569757075717572757375747575757675777578757975807581758275837584758575867587758875897590759175927593759475957596759775987599760076017602760376047605760676077608760976107611761276137614761576167617761876197620762176227623762476257626762776287629763076317632763376347635763676377638763976407641764276437644764576467647764876497650765176527653765476557656765776587659766076617662766376647665766676677668766976707671767276737674767576767677767876797680768176827683768476857686768776887689769076917692769376947695769676977698769977007701770277037704770577067707770877097710771177127713771477157716771777187719772077217722772377247725772677277728772977307731773277337734773577367737773877397740774177427743774477457746774777487749775077517752775377547755775677577758775977607761776277637764776577667767776877697770777177727773777477757776777777787779778077817782778377847785778677877788778977907791779277937794779577967797779877997800780178027803780478057806780778087809781078117812781378147815781678177818781978207821782278237824782578267827782878297830783178327833783478357836783778387839784078417842784378447845784678477848784978507851785278537854785578567857785878597860786178627863786478657866786778687869787078717872787378747875787678777878787978807881788278837884788578867887788878897890789178927893789478957896789778987899790079017902790379047905790679077908790979107911791279137914791579167917791879197920792179227923792479257926792779287929793079317932793379347935793679377938793979407941794279437944794579467947794879497950795179527953795479557956795779587959796079617962796379647965796679677968796979707971797279737974797579767977797879797980798179827983798479857986798779887989799079917992799379947995799679977998799980008001800280038004800580068007800880098010801180128013801480158016801780188019802080218022802380248025802680278028802980308031803280338034803580368037803880398040804180428043804480458046804780488049805080518052805380548055805680578058805980608061806280638064806580668067806880698070807180728073807480758076807780788079808080818082808380848085808680878088808980908091809280938094809580968097809880998100810181028103810481058106810781088109811081118112811381148115811681178118811981208121812281238124812581268127812881298130813181328133813481358136813781388139814081418142814381448145814681478148814981508151815281538154815581568157815881598160816181628163816481658166816781688169817081718172817381748175817681778178817981808181818281838184818581868187818881898190819181928193819481958196819781988199820082018202820382048205820682078208820982108211821282138214821582168217821882198220822182228223822482258226822782288229823082318232823382348235823682378238823982408241824282438244824582468247824882498250825182528253825482558256825782588259826082618262826382648265826682678268826982708271827282738274827582768277827882798280828182828283828482858286828782888289829082918292829382948295829682978298829983008301830283038304830583068307830883098310831183128313831483158316831783188319832083218322832383248325832683278328832983308331833283338334833583368337833883398340834183428343834483458346834783488349835083518352835383548355835683578358835983608361836283638364836583668367836883698370837183728373837483758376837783788379838083818382838383848385838683878388838983908391839283938394839583968397839883998400840184028403840484058406840784088409841084118412841384148415841684178418841984208421842284238424842584268427842884298430843184328433843484358436843784388439844084418442844384448445844684478448844984508451845284538454845584568457845884598460846184628463846484658466846784688469847084718472847384748475847684778478847984808481848284838484848584868487848884898490849184928493849484958496849784988499850085018502850385048505850685078508850985108511851285138514851585168517851885198520852185228523852485258526852785288529853085318532853385348535853685378538853985408541854285438544854585468547854885498550855185528553855485558556855785588559856085618562856385648565856685678568856985708571857285738574857585768577857885798580858185828583858485858586858785888589859085918592859385948595859685978598859986008601860286038604860586068607860886098610861186128613861486158616861786188619862086218622862386248625862686278628862986308631863286338634863586368637863886398640864186428643864486458646864786488649865086518652865386548655865686578658865986608661866286638664866586668667866886698670867186728673867486758676867786788679868086818682868386848685868686878688868986908691869286938694869586968697869886998700870187028703870487058706870787088709871087118712871387148715871687178718871987208721872287238724872587268727872887298730873187328733873487358736873787388739874087418742874387448745874687478748874987508751875287538754875587568757875887598760876187628763876487658766876787688769877087718772877387748775877687778778877987808781878287838784878587868787878887898790879187928793879487958796879787988799880088018802880388048805880688078808880988108811881288138814881588168817881888198820882188228823882488258826882788288829883088318832883388348835883688378838883988408841884288438844884588468847884888498850885188528853885488558856885788588859886088618862886388648865886688678868886988708871887288738874887588768877887888798880888188828883888488858886888788888889889088918892889388948895889688978898889989008901890289038904890589068907890889098910891189128913891489158916891789188919892089218922892389248925892689278928892989308931893289338934893589368937893889398940894189428943894489458946894789488949895089518952895389548955895689578958895989608961896289638964896589668967896889698970897189728973897489758976897789788979898089818982898389848985898689878988898989908991899289938994899589968997899889999000900190029003900490059006900790089009901090119012901390149015901690179018901990209021902290239024902590269027902890299030903190329033903490359036903790389039904090419042904390449045904690479048904990509051905290539054905590569057905890599060906190629063906490659066906790689069907090719072907390749075907690779078907990809081908290839084908590869087908890899090909190929093909490959096909790989099910091019102910391049105910691079108910991109111911291139114911591169117911891199120912191229123912491259126912791289129913091319132913391349135913691379138913991409141914291439144914591469147914891499150915191529153915491559156915791589159916091619162916391649165916691679168916991709171917291739174917591769177917891799180918191829183918491859186918791889189919091919192919391949195919691979198919992009201920292039204920592069207920892099210921192129213921492159216921792189219922092219222922392249225922692279228922992309231923292339234923592369237923892399240924192429243924492459246924792489249925092519252925392549255925692579258925992609261926292639264926592669267926892699270927192729273927492759276927792789279928092819282928392849285928692879288928992909291929292939294929592969297929892999300930193029303930493059306930793089309931093119312931393149315931693179318931993209321932293239324932593269327932893299330933193329333933493359336933793389339934093419342934393449345934693479348934993509351935293539354935593569357935893599360936193629363936493659366936793689369937093719372937393749375937693779378937993809381938293839384938593869387938893899390939193929393939493959396939793989399940094019402940394049405940694079408940994109411941294139414941594169417941894199420942194229423942494259426942794289429943094319432943394349435943694379438943994409441944294439444944594469447944894499450945194529453945494559456945794589459946094619462946394649465946694679468946994709471947294739474947594769477947894799480948194829483948494859486948794889489949094919492949394949495949694979498949995009501950295039504950595069507950895099510951195129513951495159516951795189519952095219522952395249525952695279528952995309531953295339534953595369537953895399540954195429543954495459546954795489549955095519552955395549555955695579558955995609561956295639564956595669567956895699570957195729573957495759576957795789579958095819582958395849585958695879588958995909591959295939594959595969597959895999600960196029603960496059606960796089609961096119612961396149615961696179618961996209621962296239624962596269627962896299630963196329633963496359636963796389639964096419642964396449645964696479648964996509651965296539654965596569657965896599660966196629663966496659666966796689669967096719672967396749675967696779678967996809681968296839684968596869687968896899690969196929693969496959696969796989699970097019702970397049705970697079708970997109711971297139714971597169717971897199720972197229723972497259726972797289729973097319732973397349735973697379738973997409741974297439744974597469747974897499750975197529753975497559756975797589759976097619762976397649765976697679768976997709771977297739774977597769777977897799780978197829783978497859786978797889789979097919792979397949795979697979798979998009801980298039804980598069807980898099810981198129813981498159816981798189819982098219822982398249825982698279828982998309831983298339834983598369837983898399840984198429843984498459846984798489849985098519852985398549855985698579858985998609861986298639864986598669867986898699870987198729873987498759876987798789879988098819882988398849885988698879888988998909891989298939894989598969897989898999900990199029903990499059906990799089909991099119912991399149915991699179918991999209921992299239924992599269927992899299930993199329933993499359936993799389939994099419942994399449945994699479948994999509951995299539954995599569957995899599960996199629963996499659966996799689969997099719972997399749975997699779978997999809981998299839984998599869987998899899990999199929993999499959996999799989999100001000110002100031000410005100061000710008100091001010011100121001310014100151001610017100181001910020100211002210023100241002510026100271002810029100301003110032100331003410035100361003710038100391004010041100421004310044100451004610047100481004910050100511005210053100541005510056100571005810059100601006110062100631006410065100661006710068100691007010071100721007310074100751007610077100781007910080100811008210083100841008510086100871008810089100901009110092100931009410095100961009710098100991010010101101021010310104101051010610107101081010910110101111011210113101141011510116101171011810119101201012110122101231012410125101261012710128101291013010131101321013310134101351013610137101381013910140101411014210143101441014510146101471014810149101501015110152101531015410155101561015710158101591016010161101621016310164101651016610167101681016910170101711017210173101741017510176101771017810179101801018110182101831018410185101861018710188101891019010191101921019310194101951019610197101981019910200102011020210203102041020510206102071020810209102101021110212102131021410215102161021710218102191022010221102221022310224102251022610227102281022910230102311023210233102341023510236102371023810239102401024110242102431024410245102461024710248102491025010251102521025310254102551025610257102581025910260102611026210263102641026510266102671026810269102701027110272102731027410275102761027710278102791028010281102821028310284102851028610287102881028910290102911029210293102941029510296102971029810299103001030110302103031030410305103061030710308103091031010311103121031310314103151031610317103181031910320103211032210323103241032510326103271032810329103301033110332103331033410335103361033710338103391034010341103421034310344103451034610347103481034910350103511035210353103541035510356103571035810359103601036110362103631036410365103661036710368103691037010371103721037310374103751037610377103781037910380103811038210383103841038510386103871038810389103901039110392103931039410395103961039710398103991040010401104021040310404104051040610407104081040910410104111041210413104141041510416104171041810419104201042110422104231042410425104261042710428104291043010431104321043310434104351043610437104381043910440104411044210443104441044510446104471044810449104501045110452104531045410455104561045710458104591046010461104621046310464104651046610467104681046910470104711047210473104741047510476104771047810479104801048110482104831048410485104861048710488104891049010491104921049310494104951049610497104981049910500105011050210503105041050510506105071050810509105101051110512105131051410515105161051710518105191052010521105221052310524105251052610527105281052910530105311053210533105341053510536105371053810539105401054110542105431054410545105461054710548105491055010551105521055310554105551055610557105581055910560105611056210563105641056510566105671056810569105701057110572105731057410575105761057710578105791058010581105821058310584105851058610587105881058910590105911059210593105941059510596105971059810599106001060110602106031060410605106061060710608106091061010611106121061310614106151061610617106181061910620106211062210623106241062510626106271062810629106301063110632106331063410635106361063710638106391064010641106421064310644106451064610647106481064910650106511065210653106541065510656106571065810659106601066110662106631066410665106661066710668106691067010671106721067310674106751067610677106781067910680106811068210683106841068510686106871068810689106901069110692106931069410695106961069710698106991070010701107021070310704107051070610707107081070910710107111071210713107141071510716107171071810719107201072110722107231072410725107261072710728107291073010731107321073310734107351073610737107381073910740107411074210743107441074510746107471074810749107501075110752107531075410755107561075710758107591076010761107621076310764107651076610767107681076910770107711077210773107741077510776107771077810779107801078110782107831078410785107861078710788107891079010791107921079310794107951079610797107981079910800108011080210803108041080510806108071080810809108101081110812108131081410815108161081710818108191082010821108221082310824108251082610827108281082910830108311083210833108341083510836108371083810839108401084110842108431084410845108461084710848108491085010851108521085310854108551085610857108581085910860108611086210863108641086510866108671086810869108701087110872108731087410875108761087710878108791088010881108821088310884108851088610887108881088910890108911089210893108941089510896108971089810899109001090110902109031090410905109061090710908109091091010911109121091310914109151091610917109181091910920109211092210923109241092510926109271092810929109301093110932109331093410935109361093710938109391094010941109421094310944109451094610947109481094910950109511095210953109541095510956109571095810959109601096110962109631096410965109661096710968109691097010971109721097310974109751097610977109781097910980109811098210983109841098510986109871098810989109901099110992109931099410995109961099710998109991100011001110021100311004110051100611007110081100911010110111101211013110141101511016110171101811019110201102111022110231102411025110261102711028110291103011031110321103311034110351103611037110381103911040110411104211043110441104511046110471104811049110501105111052110531105411055110561105711058110591106011061110621106311064110651106611067110681106911070110711107211073110741107511076110771107811079110801108111082110831108411085110861108711088110891109011091110921109311094110951109611097110981109911100111011110211103111041110511106111071110811109111101111111112111131111411115111161111711118111191112011121111221112311124111251112611127111281112911130111311113211133111341113511136111371113811139111401114111142111431114411145111461114711148111491115011151111521115311154111551115611157111581115911160111611116211163111641116511166111671116811169111701117111172111731117411175111761117711178111791118011181111821118311184111851118611187111881118911190111911119211193111941119511196111971119811199112001120111202112031120411205112061120711208112091121011211112121121311214112151121611217112181121911220112211122211223112241122511226112271122811229112301123111232112331123411235112361123711238112391124011241112421124311244112451124611247112481124911250112511125211253112541125511256112571125811259112601126111262112631126411265112661126711268112691127011271112721127311274112751127611277112781127911280112811128211283112841128511286112871128811289112901129111292112931129411295112961129711298112991130011301113021130311304113051130611307113081130911310113111131211313113141131511316113171131811319113201132111322113231132411325113261132711328113291133011331113321133311334113351133611337113381133911340113411134211343113441134511346113471134811349113501135111352113531135411355113561135711358113591136011361113621136311364113651136611367113681136911370113711137211373113741137511376113771137811379113801138111382113831138411385113861138711388113891139011391113921139311394113951139611397113981139911400114011140211403114041140511406114071140811409114101141111412114131141411415114161141711418114191142011421114221142311424114251142611427114281142911430114311143211433114341143511436114371143811439114401144111442114431144411445114461144711448114491145011451114521145311454114551145611457114581145911460114611146211463114641146511466114671146811469114701147111472114731147411475114761147711478114791148011481114821148311484114851148611487114881148911490114911149211493114941149511496114971149811499115001150111502115031150411505115061150711508115091151011511115121151311514115151151611517115181151911520115211152211523115241152511526115271152811529115301153111532115331153411535115361153711538115391154011541115421154311544115451154611547115481154911550115511155211553115541155511556115571155811559115601156111562115631156411565115661156711568115691157011571115721157311574115751157611577115781157911580115811158211583115841158511586115871158811589115901159111592115931159411595115961159711598115991160011601116021160311604116051160611607116081160911610116111161211613116141161511616116171161811619116201162111622116231162411625116261162711628116291163011631116321163311634116351163611637116381163911640116411164211643116441164511646116471164811649116501165111652116531165411655116561165711658116591166011661116621166311664116651166611667116681166911670116711167211673116741167511676116771167811679116801168111682116831168411685116861168711688116891169011691116921169311694116951169611697116981169911700117011170211703117041170511706117071170811709117101171111712117131171411715117161171711718117191172011721117221172311724117251172611727117281172911730117311173211733117341173511736117371173811739117401174111742117431174411745117461174711748117491175011751117521175311754117551175611757117581175911760117611176211763117641176511766117671176811769117701177111772117731177411775117761177711778117791178011781117821178311784117851178611787117881178911790117911179211793117941179511796117971179811799118001180111802118031180411805118061180711808118091181011811118121181311814118151181611817118181181911820118211182211823118241182511826118271182811829118301183111832118331183411835118361183711838118391184011841118421184311844118451184611847118481184911850118511185211853118541185511856118571185811859118601186111862118631186411865118661186711868118691187011871118721187311874118751187611877118781187911880118811188211883118841188511886118871188811889118901189111892118931189411895118961189711898118991190011901119021190311904119051190611907119081190911910119111191211913119141191511916119171191811919119201192111922119231192411925119261192711928119291193011931119321193311934119351193611937119381193911940119411194211943119441194511946119471194811949119501195111952119531195411955119561195711958119591196011961119621196311964119651196611967119681196911970119711197211973119741197511976119771197811979119801198111982119831198411985119861198711988119891199011991119921199311994119951199611997119981199912000120011200212003120041200512006120071200812009120101201112012120131201412015120161201712018120191202012021120221202312024120251202612027120281202912030120311203212033120341203512036120371203812039120401204112042120431204412045120461204712048120491205012051120521205312054120551205612057120581205912060120611206212063120641206512066120671206812069120701207112072120731207412075120761207712078120791208012081120821208312084120851208612087120881208912090120911209212093120941209512096120971209812099121001210112102121031210412105121061210712108121091211012111121121211312114121151211612117121181211912120121211212212123121241212512126121271212812129121301213112132121331213412135121361213712138121391214012141121421214312144121451214612147121481214912150121511215212153121541215512156121571215812159121601216112162121631216412165121661216712168121691217012171121721217312174121751217612177121781217912180121811218212183121841218512186121871218812189121901219112192121931219412195121961219712198121991220012201122021220312204122051220612207122081220912210122111221212213122141221512216122171221812219122201222112222122231222412225122261222712228122291223012231122321223312234122351223612237122381223912240122411224212243122441224512246122471224812249122501225112252122531225412255122561225712258122591226012261122621226312264122651226612267122681226912270122711227212273122741227512276122771227812279122801228112282122831228412285122861228712288122891229012291122921229312294122951229612297122981229912300123011230212303123041230512306123071230812309123101231112312123131231412315123161231712318123191232012321123221232312324123251232612327123281232912330123311233212333123341233512336123371233812339123401234112342123431234412345123461234712348123491235012351123521235312354123551235612357123581235912360123611236212363123641236512366123671236812369123701237112372123731237412375123761237712378123791238012381123821238312384123851238612387123881238912390123911239212393123941239512396123971239812399124001240112402124031240412405124061240712408124091241012411124121241312414124151241612417124181241912420124211242212423124241242512426124271242812429124301243112432124331243412435124361243712438124391244012441124421244312444124451244612447124481244912450124511245212453124541245512456124571245812459124601246112462124631246412465124661246712468124691247012471124721247312474124751247612477124781247912480124811248212483124841248512486124871248812489124901249112492124931249412495124961249712498124991250012501125021250312504125051250612507125081250912510125111251212513125141251512516125171251812519125201252112522125231252412525125261252712528125291253012531125321253312534125351253612537125381253912540125411254212543125441254512546125471254812549125501255112552125531255412555125561255712558125591256012561125621256312564125651256612567125681256912570125711257212573125741257512576125771257812579125801258112582125831258412585125861258712588125891259012591125921259312594125951259612597125981259912600126011260212603126041260512606126071260812609126101261112612126131261412615126161261712618126191262012621126221262312624126251262612627126281262912630126311263212633126341263512636126371263812639126401264112642126431264412645126461264712648126491265012651126521265312654126551265612657126581265912660126611266212663126641266512666126671266812669126701267112672126731267412675126761267712678126791268012681126821268312684126851268612687126881268912690126911269212693126941269512696126971269812699127001270112702127031270412705127061270712708127091271012711127121271312714127151271612717127181271912720127211272212723127241272512726127271272812729127301273112732127331273412735127361273712738127391274012741127421274312744127451274612747127481274912750127511275212753127541275512756127571275812759127601276112762127631276412765127661276712768127691277012771127721277312774127751277612777127781277912780127811278212783127841278512786127871278812789127901279112792127931279412795127961279712798127991280012801128021280312804128051280612807128081280912810128111281212813128141281512816128171281812819128201282112822128231282412825128261282712828128291283012831128321283312834128351283612837128381283912840128411284212843128441284512846128471284812849128501285112852128531285412855128561285712858128591286012861128621286312864128651286612867128681286912870128711287212873128741287512876128771287812879128801288112882128831288412885128861288712888128891289012891128921289312894128951289612897128981289912900129011290212903129041290512906129071290812909129101291112912129131291412915129161291712918129191292012921129221292312924129251292612927129281292912930129311293212933129341293512936129371293812939129401294112942129431294412945129461294712948129491295012951129521295312954129551295612957129581295912960129611296212963129641296512966129671296812969129701297112972129731297412975129761297712978129791298012981129821298312984129851298612987129881298912990129911299212993129941299512996129971299812999130001300113002130031300413005130061300713008130091301013011130121301313014130151301613017130181301913020130211302213023130241302513026130271302813029130301303113032130331303413035130361303713038130391304013041130421304313044130451304613047130481304913050130511305213053130541305513056130571305813059130601306113062130631306413065130661306713068130691307013071130721307313074130751307613077130781307913080130811308213083130841308513086130871308813089130901309113092130931309413095130961309713098130991310013101131021310313104131051310613107131081310913110131111311213113131141311513116131171311813119131201312113122131231312413125131261312713128131291313013131131321313313134131351313613137131381313913140131411314213143131441314513146131471314813149131501315113152131531315413155131561315713158131591316013161131621316313164131651316613167131681316913170131711317213173131741317513176131771317813179131801318113182131831318413185131861318713188131891319013191131921319313194131951319613197131981319913200132011320213203132041320513206132071320813209132101321113212132131321413215132161321713218132191322013221132221322313224132251322613227132281322913230132311323213233132341323513236132371323813239132401324113242132431324413245132461324713248132491325013251132521325313254132551325613257132581325913260132611326213263132641326513266132671326813269132701327113272132731327413275132761327713278132791328013281132821328313284132851328613287132881328913290132911329213293132941329513296132971329813299133001330113302133031330413305133061330713308133091331013311133121331313314133151331613317133181331913320133211332213323133241332513326133271332813329133301333113332133331333413335133361333713338133391334013341133421334313344133451334613347133481334913350133511335213353133541335513356133571335813359133601336113362133631336413365133661336713368133691337013371133721337313374133751337613377133781337913380133811338213383133841338513386133871338813389133901339113392133931339413395133961339713398133991340013401134021340313404134051340613407134081340913410134111341213413134141341513416134171341813419134201342113422134231342413425134261342713428134291343013431134321343313434134351343613437134381343913440134411344213443134441344513446134471344813449134501345113452134531345413455134561345713458134591346013461134621346313464134651346613467134681346913470134711347213473134741347513476134771347813479134801348113482134831348413485134861348713488134891349013491134921349313494134951349613497134981349913500135011350213503135041350513506135071350813509135101351113512135131351413515135161351713518135191352013521135221352313524135251352613527135281352913530135311353213533135341353513536135371353813539135401354113542135431354413545135461354713548135491355013551135521355313554135551355613557135581355913560135611356213563135641356513566135671356813569135701357113572135731357413575135761357713578135791358013581135821358313584135851358613587135881358913590135911359213593135941359513596135971359813599136001360113602136031360413605136061360713608136091361013611136121361313614136151361613617136181361913620136211362213623136241362513626136271362813629136301363113632136331363413635136361363713638136391364013641136421364313644136451364613647136481364913650136511365213653136541365513656136571365813659136601366113662136631366413665136661366713668136691367013671136721367313674136751367613677136781367913680136811368213683136841368513686136871368813689136901369113692136931369413695136961369713698136991370013701137021370313704137051370613707137081370913710137111371213713137141371513716137171371813719137201372113722137231372413725137261372713728137291373013731137321373313734137351373613737137381373913740137411374213743137441374513746137471374813749137501375113752137531375413755137561375713758137591376013761137621376313764137651376613767137681376913770137711377213773137741377513776137771377813779137801378113782137831378413785137861378713788137891379013791137921379313794137951379613797137981379913800138011380213803138041380513806138071380813809138101381113812138131381413815138161381713818138191382013821138221382313824138251382613827138281382913830138311383213833138341383513836138371383813839138401384113842138431384413845138461384713848138491385013851138521385313854138551385613857138581385913860138611386213863138641386513866138671386813869138701387113872138731387413875138761387713878138791388013881138821388313884138851388613887138881388913890138911389213893138941389513896138971389813899139001390113902139031390413905139061390713908139091391013911139121391313914139151391613917139181391913920139211392213923139241392513926139271392813929139301393113932139331393413935139361393713938139391394013941139421394313944139451394613947139481394913950139511395213953139541395513956139571395813959139601396113962139631396413965139661396713968139691397013971139721397313974139751397613977139781397913980139811398213983139841398513986139871398813989139901399113992139931399413995139961399713998139991400014001140021400314004140051400614007140081400914010140111401214013140141401514016140171401814019140201402114022140231402414025140261402714028140291403014031140321403314034140351403614037140381403914040140411404214043140441404514046140471404814049140501405114052140531405414055140561405714058140591406014061140621406314064140651406614067140681406914070140711407214073140741407514076140771407814079140801408114082140831408414085140861408714088140891409014091140921409314094140951409614097140981409914100141011410214103141041410514106141071410814109141101411114112141131411414115141161411714118141191412014121141221412314124141251412614127141281412914130141311413214133141341413514136141371413814139141401414114142141431414414145141461414714148141491415014151141521415314154141551415614157141581415914160141611416214163141641416514166141671416814169141701417114172141731417414175141761417714178141791418014181141821418314184141851418614187141881418914190141911419214193141941419514196141971419814199142001420114202142031420414205142061420714208142091421014211142121421314214142151421614217142181421914220142211422214223142241422514226142271422814229142301423114232142331423414235142361423714238142391424014241142421424314244142451424614247142481424914250142511425214253142541425514256142571425814259142601426114262142631426414265142661426714268142691427014271142721427314274142751427614277142781427914280142811428214283142841428514286142871428814289142901429114292142931429414295142961429714298142991430014301143021430314304143051430614307143081430914310143111431214313143141431514316143171431814319143201432114322143231432414325143261432714328143291433014331143321433314334143351433614337143381433914340143411434214343143441434514346143471434814349143501435114352143531435414355143561435714358143591436014361143621436314364143651436614367143681436914370143711437214373143741437514376143771437814379143801438114382143831438414385143861438714388143891439014391143921439314394143951439614397143981439914400144011440214403144041440514406144071440814409144101441114412144131441414415144161441714418144191442014421144221442314424144251442614427144281442914430144311443214433144341443514436144371443814439144401444114442144431444414445144461444714448144491445014451144521445314454144551445614457144581445914460144611446214463144641446514466144671446814469144701447114472144731447414475144761447714478144791448014481144821448314484144851448614487144881448914490144911449214493144941449514496144971449814499145001450114502145031450414505145061450714508145091451014511145121451314514145151451614517145181451914520145211452214523145241452514526145271452814529145301453114532145331453414535145361453714538145391454014541145421454314544145451454614547145481454914550145511455214553145541455514556145571455814559145601456114562145631456414565145661456714568145691457014571145721457314574145751457614577145781457914580145811458214583145841458514586145871458814589145901459114592145931459414595145961459714598145991460014601146021460314604146051460614607146081460914610146111461214613146141461514616146171461814619146201462114622146231462414625146261462714628146291463014631146321463314634146351463614637146381463914640146411464214643146441464514646146471464814649146501465114652146531465414655146561465714658146591466014661146621466314664146651466614667146681466914670146711467214673146741467514676146771467814679146801468114682146831468414685146861468714688146891469014691146921469314694146951469614697146981469914700147011470214703147041470514706147071470814709147101471114712147131471414715147161471714718147191472014721147221472314724147251472614727147281472914730147311473214733147341473514736147371473814739147401474114742147431474414745147461474714748147491475014751147521475314754147551475614757147581475914760147611476214763147641476514766147671476814769147701477114772147731477414775147761477714778147791478014781147821478314784147851478614787147881478914790147911479214793147941479514796147971479814799148001480114802148031480414805148061480714808148091481014811148121481314814148151481614817148181481914820148211482214823148241482514826148271482814829148301483114832148331483414835148361483714838148391484014841148421484314844148451484614847148481484914850148511485214853148541485514856148571485814859148601486114862148631486414865148661486714868148691487014871148721487314874148751487614877148781487914880148811488214883148841488514886148871488814889148901489114892148931489414895148961489714898148991490014901149021490314904149051490614907149081490914910149111491214913149141491514916149171491814919149201492114922149231492414925149261492714928149291493014931149321493314934149351493614937149381493914940149411494214943149441494514946149471494814949149501495114952149531495414955149561495714958149591496014961149621496314964149651496614967149681496914970149711497214973149741497514976149771497814979149801498114982149831498414985149861498714988149891499014991149921499314994149951499614997149981499915000150011500215003150041500515006150071500815009150101501115012150131501415015150161501715018150191502015021150221502315024150251502615027150281502915030150311503215033150341503515036150371503815039150401504115042150431504415045150461504715048150491505015051150521505315054150551505615057150581505915060150611506215063150641506515066150671506815069150701507115072150731507415075150761507715078150791508015081150821508315084150851508615087150881508915090150911509215093150941509515096150971509815099151001510115102151031510415105151061510715108151091511015111151121511315114151151511615117151181511915120151211512215123151241512515126151271512815129151301513115132151331513415135151361513715138151391514015141151421514315144151451514615147151481514915150151511515215153151541515515156151571515815159151601516115162151631516415165151661516715168151691517015171151721517315174151751517615177151781517915180151811518215183151841518515186151871518815189151901519115192151931519415195151961519715198151991520015201152021520315204152051520615207152081520915210152111521215213152141521515216152171521815219152201522115222152231522415225152261522715228152291523015231152321523315234152351523615237152381523915240152411524215243152441524515246152471524815249152501525115252152531525415255152561525715258152591526015261152621526315264152651526615267152681526915270152711527215273152741527515276152771527815279152801528115282152831528415285152861528715288152891529015291152921529315294152951529615297152981529915300153011530215303153041530515306153071530815309153101531115312153131531415315153161531715318153191532015321153221532315324153251532615327153281532915330153311533215333153341533515336153371533815339153401534115342153431534415345153461534715348153491535015351153521535315354153551535615357153581535915360153611536215363153641536515366153671536815369153701537115372153731537415375153761537715378153791538015381153821538315384153851538615387153881538915390153911539215393153941539515396153971539815399154001540115402154031540415405154061540715408154091541015411154121541315414154151541615417154181541915420154211542215423154241542515426154271542815429154301543115432154331543415435154361543715438154391544015441154421544315444154451544615447154481544915450154511545215453154541545515456154571545815459154601546115462154631546415465154661546715468154691547015471154721547315474154751547615477154781547915480154811548215483154841548515486154871548815489154901549115492154931549415495154961549715498154991550015501155021550315504155051550615507155081550915510155111551215513155141551515516155171551815519155201552115522155231552415525155261552715528155291553015531155321553315534155351553615537155381553915540155411554215543155441554515546155471554815549155501555115552155531555415555155561555715558155591556015561155621556315564155651556615567155681556915570155711557215573155741557515576155771557815579155801558115582155831558415585155861558715588155891559015591155921559315594155951559615597155981559915600156011560215603156041560515606156071560815609156101561115612156131561415615156161561715618156191562015621156221562315624156251562615627156281562915630156311563215633156341563515636156371563815639156401564115642156431564415645156461564715648156491565015651156521565315654156551565615657156581565915660156611566215663156641566515666156671566815669156701567115672156731567415675156761567715678156791568015681156821568315684156851568615687156881568915690156911569215693156941569515696156971569815699157001570115702157031570415705157061570715708157091571015711157121571315714157151571615717157181571915720157211572215723157241572515726157271572815729157301573115732157331573415735157361573715738157391574015741157421574315744157451574615747157481574915750157511575215753157541575515756157571575815759157601576115762157631576415765157661576715768157691577015771157721577315774157751577615777157781577915780157811578215783157841578515786157871578815789157901579115792157931579415795157961579715798157991580015801158021580315804158051580615807158081580915810158111581215813158141581515816158171581815819158201582115822158231582415825158261582715828158291583015831158321583315834158351583615837158381583915840158411584215843158441584515846158471584815849158501585115852158531585415855158561585715858158591586015861158621586315864158651586615867158681586915870158711587215873158741587515876158771587815879158801588115882158831588415885158861588715888158891589015891158921589315894158951589615897158981589915900159011590215903159041590515906159071590815909159101591115912159131591415915159161591715918159191592015921159221592315924159251592615927159281592915930159311593215933159341593515936159371593815939159401594115942159431594415945159461594715948159491595015951159521595315954159551595615957159581595915960159611596215963159641596515966159671596815969159701597115972159731597415975159761597715978159791598015981159821598315984159851598615987159881598915990159911599215993159941599515996159971599815999160001600116002160031600416005160061600716008160091601016011160121601316014160151601616017160181601916020160211602216023160241602516026160271602816029160301603116032160331603416035160361603716038160391604016041160421604316044160451604616047160481604916050160511605216053160541605516056160571605816059160601606116062160631606416065160661606716068160691607016071160721607316074160751607616077160781607916080160811608216083160841608516086160871608816089160901609116092160931609416095160961609716098160991610016101161021610316104161051610616107161081610916110161111611216113161141611516116161171611816119161201612116122161231612416125161261612716128161291613016131161321613316134161351613616137161381613916140161411614216143161441614516146161471614816149161501615116152161531615416155161561615716158161591616016161161621616316164161651616616167161681616916170161711617216173161741617516176161771617816179161801618116182161831618416185161861618716188161891619016191161921619316194161951619616197161981619916200162011620216203162041620516206162071620816209162101621116212162131621416215162161621716218162191622016221162221622316224162251622616227162281622916230162311623216233162341623516236162371623816239162401624116242162431624416245162461624716248162491625016251162521625316254162551625616257162581625916260162611626216263162641626516266162671626816269162701627116272162731627416275162761627716278162791628016281162821628316284162851628616287162881628916290162911629216293162941629516296162971629816299163001630116302163031630416305163061630716308163091631016311163121631316314163151631616317163181631916320163211632216323163241632516326163271632816329163301633116332163331633416335163361633716338163391634016341163421634316344163451634616347163481634916350163511635216353163541635516356163571635816359163601636116362163631636416365163661636716368163691637016371163721637316374163751637616377163781637916380163811638216383163841638516386163871638816389163901639116392163931639416395163961639716398163991640016401164021640316404164051640616407164081640916410164111641216413164141641516416164171641816419164201642116422164231642416425164261642716428164291643016431164321643316434164351643616437164381643916440164411644216443164441644516446164471644816449164501645116452164531645416455164561645716458164591646016461164621646316464164651646616467164681646916470164711647216473164741647516476164771647816479164801648116482164831648416485164861648716488164891649016491164921649316494164951649616497164981649916500165011650216503165041650516506165071650816509165101651116512165131651416515165161651716518165191652016521165221652316524165251652616527165281652916530165311653216533165341653516536165371653816539165401654116542165431654416545165461654716548165491655016551165521655316554165551655616557165581655916560165611656216563165641656516566165671656816569165701657116572165731657416575165761657716578165791658016581165821658316584165851658616587165881658916590165911659216593165941659516596165971659816599166001660116602166031660416605166061660716608166091661016611166121661316614166151661616617166181661916620166211662216623166241662516626166271662816629166301663116632166331663416635166361663716638166391664016641166421664316644166451664616647166481664916650166511665216653166541665516656166571665816659166601666116662166631666416665166661666716668166691667016671166721667316674166751667616677166781667916680166811668216683166841668516686166871668816689166901669116692166931669416695166961669716698166991670016701167021670316704167051670616707167081670916710167111671216713167141671516716167171671816719167201672116722167231672416725167261672716728167291673016731167321673316734167351673616737167381673916740167411674216743167441674516746167471674816749167501675116752167531675416755167561675716758167591676016761167621676316764167651676616767167681676916770167711677216773167741677516776167771677816779167801678116782167831678416785167861678716788167891679016791167921679316794167951679616797167981679916800168011680216803168041680516806168071680816809168101681116812168131681416815168161681716818168191682016821168221682316824168251682616827168281682916830168311683216833168341683516836168371683816839168401684116842168431684416845168461684716848168491685016851168521685316854168551685616857168581685916860168611686216863168641686516866168671686816869168701687116872168731687416875168761687716878168791688016881168821688316884168851688616887168881688916890168911689216893168941689516896168971689816899169001690116902169031690416905169061690716908169091691016911169121691316914169151691616917169181691916920169211692216923169241692516926169271692816929169301693116932169331693416935169361693716938169391694016941169421694316944169451694616947169481694916950169511695216953169541695516956169571695816959169601696116962169631696416965169661696716968169691697016971169721697316974169751697616977169781697916980169811698216983169841698516986169871698816989169901699116992169931699416995169961699716998169991700017001170021700317004170051700617007170081700917010170111701217013170141701517016170171701817019170201702117022170231702417025170261702717028170291703017031170321703317034170351703617037170381703917040170411704217043170441704517046170471704817049170501705117052170531705417055170561705717058170591706017061170621706317064170651706617067170681706917070170711707217073170741707517076170771707817079170801708117082170831708417085170861708717088170891709017091170921709317094170951709617097170981709917100171011710217103171041710517106171071710817109171101711117112171131711417115171161711717118171191712017121171221712317124171251712617127171281712917130171311713217133171341713517136171371713817139171401714117142171431714417145171461714717148171491715017151171521715317154171551715617157171581715917160171611716217163171641716517166171671716817169171701717117172171731717417175171761717717178171791718017181171821718317184171851718617187171881718917190171911719217193171941719517196171971719817199172001720117202172031720417205172061720717208172091721017211172121721317214172151721617217172181721917220172211722217223172241722517226172271722817229172301723117232172331723417235172361723717238172391724017241172421724317244172451724617247172481724917250172511725217253172541725517256172571725817259172601726117262172631726417265172661726717268172691727017271172721727317274172751727617277172781727917280172811728217283172841728517286172871728817289172901729117292172931729417295172961729717298172991730017301173021730317304173051730617307173081730917310173111731217313173141731517316173171731817319173201732117322173231732417325173261732717328173291733017331173321733317334173351733617337173381733917340173411734217343173441734517346173471734817349173501735117352173531735417355173561735717358173591736017361173621736317364173651736617367173681736917370173711737217373173741737517376173771737817379173801738117382173831738417385173861738717388173891739017391173921739317394173951739617397173981739917400174011740217403174041740517406174071740817409174101741117412174131741417415174161741717418174191742017421174221742317424174251742617427174281742917430174311743217433174341743517436174371743817439174401744117442174431744417445174461744717448174491745017451174521745317454174551745617457174581745917460174611746217463174641746517466174671746817469174701747117472174731747417475174761747717478174791748017481174821748317484174851748617487174881748917490174911749217493174941749517496174971749817499175001750117502175031750417505175061750717508175091751017511175121751317514175151751617517175181751917520175211752217523175241752517526175271752817529175301753117532175331753417535175361753717538175391754017541175421754317544175451754617547175481754917550175511755217553175541755517556175571755817559175601756117562175631756417565175661756717568175691757017571175721757317574175751757617577175781757917580175811758217583175841758517586175871758817589175901759117592175931759417595175961759717598175991760017601176021760317604176051760617607176081760917610176111761217613176141761517616176171761817619176201762117622176231762417625176261762717628176291763017631176321763317634176351763617637176381763917640176411764217643176441764517646176471764817649176501765117652176531765417655176561765717658176591766017661176621766317664176651766617667176681766917670176711767217673176741767517676176771767817679176801768117682176831768417685176861768717688176891769017691176921769317694176951769617697176981769917700177011770217703177041770517706177071770817709177101771117712177131771417715177161771717718177191772017721177221772317724177251772617727177281772917730177311773217733177341773517736177371773817739177401774117742177431774417745177461774717748177491775017751177521775317754177551775617757177581775917760177611776217763177641776517766177671776817769177701777117772177731777417775177761777717778177791778017781177821778317784177851778617787177881778917790177911779217793177941779517796177971779817799178001780117802178031780417805178061780717808178091781017811178121781317814178151781617817178181781917820178211782217823178241782517826178271782817829178301783117832178331783417835178361783717838178391784017841178421784317844178451784617847178481784917850178511785217853178541785517856178571785817859178601786117862178631786417865178661786717868178691787017871178721787317874178751787617877178781787917880178811788217883178841788517886178871788817889178901789117892178931789417895178961789717898178991790017901179021790317904179051790617907179081790917910179111791217913179141791517916179171791817919179201792117922179231792417925179261792717928179291793017931179321793317934179351793617937179381793917940179411794217943179441794517946179471794817949179501795117952179531795417955179561795717958179591796017961179621796317964179651796617967179681796917970179711797217973179741797517976179771797817979179801798117982179831798417985179861798717988179891799017991179921799317994179951799617997179981799918000180011800218003180041800518006180071800818009180101801118012180131801418015180161801718018180191802018021180221802318024180251802618027180281802918030180311803218033180341803518036180371803818039180401804118042180431804418045180461804718048180491805018051180521805318054180551805618057180581805918060180611806218063180641806518066180671806818069180701807118072180731807418075180761807718078180791808018081180821808318084180851808618087180881808918090180911809218093180941809518096180971809818099181001810118102181031810418105181061810718108181091811018111181121811318114181151811618117181181811918120181211812218123181241812518126181271812818129181301813118132181331813418135181361813718138181391814018141181421814318144181451814618147181481814918150181511815218153181541815518156181571815818159181601816118162181631816418165181661816718168181691817018171181721817318174181751817618177181781817918180181811818218183181841818518186181871818818189181901819118192181931819418195181961819718198181991820018201182021820318204182051820618207182081820918210182111821218213182141821518216182171821818219182201822118222182231822418225182261822718228182291823018231182321823318234182351823618237182381823918240182411824218243182441824518246182471824818249182501825118252182531825418255182561825718258182591826018261182621826318264182651826618267182681826918270182711827218273182741827518276182771827818279182801828118282182831828418285182861828718288182891829018291182921829318294182951829618297182981829918300183011830218303183041830518306183071830818309183101831118312183131831418315183161831718318183191832018321183221832318324183251832618327183281832918330183311833218333183341833518336183371833818339183401834118342183431834418345183461834718348183491835018351183521835318354183551835618357183581835918360183611836218363183641836518366183671836818369183701837118372183731837418375183761837718378183791838018381183821838318384183851838618387183881838918390183911839218393183941839518396183971839818399184001840118402184031840418405184061840718408184091841018411184121841318414184151841618417184181841918420184211842218423184241842518426184271842818429184301843118432184331843418435184361843718438184391844018441184421844318444184451844618447184481844918450184511845218453184541845518456184571845818459184601846118462184631846418465184661846718468184691847018471184721847318474184751847618477184781847918480184811848218483184841848518486184871848818489184901849118492184931849418495184961849718498184991850018501185021850318504185051850618507185081850918510185111851218513185141851518516185171851818519185201852118522185231852418525185261852718528185291853018531185321853318534185351853618537185381853918540185411854218543185441854518546185471854818549185501855118552185531855418555185561855718558185591856018561185621856318564185651856618567185681856918570185711857218573185741857518576185771857818579185801858118582185831858418585185861858718588185891859018591185921859318594185951859618597185981859918600186011860218603186041860518606186071860818609186101861118612186131861418615186161861718618186191862018621186221862318624186251862618627186281862918630186311863218633186341863518636186371863818639186401864118642186431864418645186461864718648186491865018651186521865318654186551865618657186581865918660186611866218663186641866518666186671866818669186701867118672186731867418675186761867718678186791868018681186821868318684186851868618687186881868918690186911869218693186941869518696186971869818699187001870118702187031870418705187061870718708187091871018711187121871318714187151871618717187181871918720187211872218723187241872518726187271872818729187301873118732187331873418735187361873718738187391874018741187421874318744187451874618747187481874918750187511875218753187541875518756187571875818759187601876118762187631876418765187661876718768187691877018771187721877318774187751877618777187781877918780187811878218783187841878518786187871878818789187901879118792187931879418795187961879718798187991880018801188021880318804188051880618807188081880918810188111881218813188141881518816188171881818819188201882118822188231882418825188261882718828188291883018831188321883318834188351883618837188381883918840188411884218843188441884518846188471884818849188501885118852188531885418855188561885718858188591886018861188621886318864188651886618867188681886918870188711887218873188741887518876188771887818879188801888118882188831888418885188861888718888188891889018891188921889318894188951889618897188981889918900189011890218903189041890518906189071890818909189101891118912189131891418915189161891718918189191892018921189221892318924189251892618927189281892918930189311893218933189341893518936189371893818939189401894118942189431894418945189461894718948189491895018951189521895318954189551895618957189581895918960189611896218963189641896518966189671896818969189701897118972189731897418975189761897718978189791898018981189821898318984189851898618987189881898918990189911899218993189941899518996189971899818999190001900119002190031900419005190061900719008190091901019011190121901319014190151901619017190181901919020190211902219023190241902519026190271902819029190301903119032190331903419035190361903719038190391904019041190421904319044190451904619047190481904919050190511905219053190541905519056190571905819059190601906119062190631906419065190661906719068190691907019071190721907319074190751907619077190781907919080190811908219083190841908519086190871908819089190901909119092190931909419095190961909719098190991910019101191021910319104191051910619107191081910919110191111911219113191141911519116191171911819119191201912119122191231912419125191261912719128191291913019131191321913319134191351913619137191381913919140191411914219143191441914519146191471914819149191501915119152191531915419155191561915719158191591916019161191621916319164191651916619167191681916919170191711917219173191741917519176191771917819179191801918119182191831918419185191861918719188191891919019191191921919319194191951919619197191981919919200192011920219203192041920519206192071920819209192101921119212192131921419215192161921719218192191922019221192221922319224192251922619227192281922919230192311923219233192341923519236192371923819239192401924119242192431924419245192461924719248192491925019251192521925319254192551925619257192581925919260192611926219263192641926519266192671926819269192701927119272192731927419275192761927719278192791928019281192821928319284192851928619287192881928919290192911929219293192941929519296192971929819299193001930119302193031930419305193061930719308193091931019311193121931319314193151931619317193181931919320193211932219323193241932519326193271932819329193301933119332193331933419335193361933719338193391934019341193421934319344193451934619347193481934919350193511935219353193541935519356193571935819359193601936119362193631936419365193661936719368193691937019371193721937319374193751937619377193781937919380193811938219383193841938519386193871938819389193901939119392193931939419395193961939719398193991940019401194021940319404194051940619407194081940919410194111941219413194141941519416194171941819419194201942119422194231942419425194261942719428194291943019431194321943319434194351943619437194381943919440194411944219443194441944519446194471944819449194501945119452194531945419455194561945719458194591946019461194621946319464194651946619467194681946919470194711947219473194741947519476194771947819479194801948119482194831948419485194861948719488194891949019491194921949319494194951949619497194981949919500195011950219503195041950519506195071950819509195101951119512195131951419515195161951719518195191952019521195221952319524195251952619527195281952919530195311953219533195341953519536195371953819539195401954119542195431954419545195461954719548195491955019551195521955319554195551955619557195581955919560195611956219563195641956519566195671956819569195701957119572195731957419575195761957719578195791958019581195821958319584195851958619587195881958919590195911959219593195941959519596195971959819599196001960119602196031960419605196061960719608196091961019611196121961319614196151961619617196181961919620196211962219623196241962519626196271962819629196301963119632196331963419635196361963719638196391964019641196421964319644196451964619647196481964919650196511965219653196541965519656196571965819659196601966119662196631966419665196661966719668196691967019671196721967319674196751967619677196781967919680196811968219683196841968519686196871968819689196901969119692196931969419695196961969719698196991970019701197021970319704197051970619707197081970919710197111971219713197141971519716197171971819719197201972119722197231972419725197261972719728197291973019731197321973319734197351973619737197381973919740197411974219743197441974519746197471974819749197501975119752197531975419755197561975719758197591976019761197621976319764197651976619767197681976919770197711977219773197741977519776197771977819779197801978119782197831978419785197861978719788197891979019791197921979319794197951979619797197981979919800198011980219803198041980519806198071980819809198101981119812198131981419815198161981719818198191982019821198221982319824198251982619827198281982919830198311983219833198341983519836198371983819839198401984119842198431984419845198461984719848198491985019851198521985319854198551985619857198581985919860198611986219863198641986519866198671986819869198701987119872198731987419875198761987719878198791988019881198821988319884198851988619887198881988919890198911989219893198941989519896198971989819899199001990119902199031990419905199061990719908199091991019911199121991319914199151991619917199181991919920199211992219923199241992519926199271992819929199301993119932199331993419935199361993719938199391994019941199421994319944199451994619947199481994919950199511995219953199541995519956199571995819959199601996119962199631996419965199661996719968199691997019971199721997319974199751997619977199781997919980199811998219983199841998519986199871998819989199901999119992199931999419995199961999719998199992000020001200022000320004200052000620007200082000920010200112001220013200142001520016200172001820019200202002120022200232002420025200262002720028200292003020031200322003320034200352003620037200382003920040200412004220043200442004520046200472004820049200502005120052200532005420055200562005720058200592006020061200622006320064200652006620067200682006920070200712007220073200742007520076200772007820079200802008120082200832008420085200862008720088200892009020091200922009320094200952009620097200982009920100201012010220103201042010520106201072010820109201102011120112201132011420115201162011720118201192012020121201222012320124201252012620127201282012920130201312013220133201342013520136201372013820139201402014120142201432014420145201462014720148201492015020151201522015320154201552015620157201582015920160201612016220163201642016520166201672016820169201702017120172201732017420175201762017720178201792018020181201822018320184201852018620187201882018920190201912019220193201942019520196201972019820199202002020120202202032020420205202062020720208202092021020211202122021320214202152021620217202182021920220202212022220223202242022520226202272022820229202302023120232202332023420235202362023720238202392024020241202422024320244202452024620247202482024920250202512025220253202542025520256202572025820259202602026120262202632026420265202662026720268202692027020271202722027320274202752027620277202782027920280202812028220283202842028520286202872028820289202902029120292202932029420295202962029720298202992030020301203022030320304203052030620307203082030920310203112031220313203142031520316203172031820319203202032120322203232032420325203262032720328203292033020331203322033320334203352033620337203382033920340203412034220343203442034520346203472034820349203502035120352203532035420355203562035720358203592036020361203622036320364203652036620367203682036920370203712037220373203742037520376203772037820379203802038120382203832038420385203862038720388203892039020391203922039320394203952039620397203982039920400204012040220403204042040520406204072040820409204102041120412204132041420415204162041720418204192042020421204222042320424204252042620427204282042920430204312043220433204342043520436204372043820439204402044120442204432044420445204462044720448204492045020451204522045320454204552045620457204582045920460204612046220463204642046520466204672046820469204702047120472204732047420475204762047720478204792048020481204822048320484204852048620487204882048920490204912049220493204942049520496204972049820499205002050120502205032050420505205062050720508205092051020511205122051320514205152051620517205182051920520205212052220523205242052520526205272052820529205302053120532205332053420535205362053720538205392054020541205422054320544205452054620547205482054920550205512055220553205542055520556205572055820559205602056120562205632056420565205662056720568205692057020571205722057320574205752057620577205782057920580205812058220583205842058520586205872058820589205902059120592205932059420595205962059720598205992060020601206022060320604206052060620607206082060920610206112061220613206142061520616206172061820619206202062120622206232062420625206262062720628206292063020631206322063320634206352063620637206382063920640206412064220643206442064520646206472064820649206502065120652206532065420655206562065720658206592066020661206622066320664206652066620667206682066920670206712067220673206742067520676206772067820679206802068120682206832068420685206862068720688206892069020691206922069320694206952069620697206982069920700207012070220703207042070520706207072070820709207102071120712207132071420715207162071720718207192072020721207222072320724207252072620727207282072920730207312073220733207342073520736207372073820739207402074120742207432074420745207462074720748207492075020751207522075320754207552075620757207582075920760207612076220763207642076520766207672076820769207702077120772207732077420775207762077720778207792078020781207822078320784207852078620787207882078920790207912079220793207942079520796207972079820799208002080120802208032080420805208062080720808208092081020811208122081320814208152081620817208182081920820208212082220823208242082520826208272082820829208302083120832208332083420835208362083720838208392084020841208422084320844208452084620847208482084920850208512085220853208542085520856208572085820859208602086120862208632086420865208662086720868208692087020871208722087320874208752087620877208782087920880208812088220883208842088520886208872088820889208902089120892208932089420895208962089720898208992090020901209022090320904209052090620907209082090920910209112091220913209142091520916209172091820919209202092120922209232092420925209262092720928209292093020931209322093320934209352093620937209382093920940209412094220943209442094520946209472094820949209502095120952209532095420955209562095720958209592096020961209622096320964209652096620967209682096920970209712097220973209742097520976209772097820979209802098120982209832098420985209862098720988209892099020991209922099320994209952099620997209982099921000210012100221003210042100521006210072100821009210102101121012210132101421015210162101721018210192102021021210222102321024210252102621027210282102921030210312103221033210342103521036210372103821039210402104121042210432104421045210462104721048210492105021051210522105321054210552105621057210582105921060210612106221063210642106521066210672106821069210702107121072210732107421075210762107721078210792108021081210822108321084210852108621087210882108921090210912109221093210942109521096210972109821099211002110121102211032110421105211062110721108211092111021111211122111321114211152111621117211182111921120211212112221123211242112521126211272112821129211302113121132211332113421135211362113721138211392114021141211422114321144211452114621147211482114921150211512115221153211542115521156211572115821159211602116121162211632116421165211662116721168211692117021171211722117321174211752117621177211782117921180211812118221183211842118521186211872118821189211902119121192211932119421195211962119721198211992120021201212022120321204212052120621207212082120921210212112121221213212142121521216212172121821219212202122121222212232122421225212262122721228212292123021231212322123321234212352123621237212382123921240212412124221243212442124521246212472124821249212502125121252212532125421255212562125721258212592126021261212622126321264212652126621267212682126921270212712127221273212742127521276212772127821279212802128121282212832128421285212862128721288212892129021291212922129321294212952129621297212982129921300213012130221303213042130521306213072130821309213102131121312213132131421315213162131721318213192132021321213222132321324213252132621327213282132921330213312133221333213342133521336213372133821339213402134121342213432134421345213462134721348213492135021351213522135321354213552135621357213582135921360213612136221363213642136521366213672136821369213702137121372213732137421375213762137721378213792138021381213822138321384213852138621387213882138921390213912139221393213942139521396213972139821399214002140121402214032140421405214062140721408214092141021411214122141321414214152141621417214182141921420214212142221423214242142521426214272142821429214302143121432214332143421435214362143721438214392144021441214422144321444214452144621447214482144921450214512145221453214542145521456214572145821459214602146121462214632146421465214662146721468214692147021471214722147321474214752147621477214782147921480214812148221483214842148521486214872148821489214902149121492214932149421495214962149721498214992150021501215022150321504215052150621507215082150921510215112151221513215142151521516215172151821519215202152121522215232152421525215262152721528215292153021531215322153321534215352153621537215382153921540215412154221543215442154521546215472154821549215502155121552215532155421555215562155721558215592156021561215622156321564215652156621567215682156921570215712157221573215742157521576215772157821579215802158121582215832158421585215862158721588215892159021591215922159321594215952159621597215982159921600216012160221603216042160521606216072160821609216102161121612216132161421615216162161721618216192162021621216222162321624216252162621627216282162921630216312163221633216342163521636216372163821639216402164121642216432164421645216462164721648216492165021651216522165321654216552165621657216582165921660216612166221663216642166521666216672166821669216702167121672216732167421675216762167721678216792168021681216822168321684216852168621687216882168921690216912169221693216942169521696216972169821699217002170121702217032170421705217062170721708217092171021711217122171321714217152171621717217182171921720217212172221723217242172521726217272172821729217302173121732217332173421735217362173721738217392174021741217422174321744217452174621747217482174921750217512175221753217542175521756217572175821759217602176121762217632176421765217662176721768217692177021771217722177321774217752177621777217782177921780217812178221783217842178521786217872178821789217902179121792217932179421795217962179721798217992180021801218022180321804218052180621807218082180921810218112181221813218142181521816218172181821819218202182121822218232182421825218262182721828218292183021831218322183321834218352183621837218382183921840218412184221843218442184521846218472184821849218502185121852218532185421855218562185721858218592186021861218622186321864218652186621867218682186921870218712187221873218742187521876218772187821879218802188121882218832188421885218862188721888218892189021891218922189321894218952189621897218982189921900219012190221903219042190521906219072190821909219102191121912219132191421915219162191721918219192192021921219222192321924219252192621927219282192921930219312193221933219342193521936219372193821939219402194121942219432194421945219462194721948219492195021951219522195321954219552195621957219582195921960219612196221963219642196521966219672196821969219702197121972219732197421975219762197721978219792198021981219822198321984219852198621987219882198921990219912199221993219942199521996219972199821999220002200122002220032200422005220062200722008220092201022011220122201322014220152201622017220182201922020220212202222023220242202522026220272202822029220302203122032220332203422035220362203722038220392204022041220422204322044220452204622047220482204922050220512205222053220542205522056220572205822059220602206122062220632206422065220662206722068220692207022071220722207322074220752207622077220782207922080220812208222083220842208522086220872208822089220902209122092220932209422095220962209722098220992210022101221022210322104221052210622107221082210922110221112211222113221142211522116221172211822119221202212122122221232212422125221262212722128221292213022131221322213322134221352213622137221382213922140221412214222143221442214522146221472214822149221502215122152221532215422155221562215722158221592216022161221622216322164221652216622167221682216922170221712217222173221742217522176221772217822179221802218122182221832218422185221862218722188221892219022191221922219322194221952219622197221982219922200222012220222203222042220522206222072220822209222102221122212222132221422215222162221722218222192222022221222222222322224222252222622227222282222922230222312223222233222342223522236222372223822239222402224122242222432224422245222462224722248222492225022251222522225322254222552225622257222582225922260222612226222263222642226522266222672226822269222702227122272222732227422275222762227722278222792228022281222822228322284222852228622287222882228922290222912229222293222942229522296222972229822299223002230122302223032230422305223062230722308223092231022311223122231322314223152231622317223182231922320223212232222323223242232522326223272232822329223302233122332223332233422335223362233722338223392234022341223422234322344223452234622347223482234922350223512235222353223542235522356223572235822359223602236122362223632236422365223662236722368223692237022371223722237322374223752237622377223782237922380223812238222383223842238522386223872238822389223902239122392223932239422395223962239722398223992240022401224022240322404224052240622407224082240922410224112241222413224142241522416224172241822419224202242122422224232242422425224262242722428224292243022431224322243322434224352243622437224382243922440224412244222443224442244522446224472244822449224502245122452224532245422455224562245722458224592246022461224622246322464224652246622467224682246922470224712247222473224742247522476224772247822479224802248122482224832248422485224862248722488224892249022491224922249322494224952249622497224982249922500
  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <math.h>
  6. #include <stdio.h>
  7. #include <stdlib.h>
  8. #include <string.h>
  9. #include <time.h>
  10. #include "../common/cbasetypes.hpp"
  11. #include "../common/ers.hpp"
  12. #include "../common/malloc.hpp"
  13. #include "../common/nullpo.hpp"
  14. #include "../common/random.hpp"
  15. #include "../common/showmsg.hpp"
  16. #include "../common/strlib.hpp"
  17. #include "../common/timer.hpp"
  18. #include "../common/utilities.hpp"
  19. #include "../common/utils.hpp"
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. // ranges reserved for mapping skill ids to skilldb offsets
  48. #define HM_SKILLRANGEMIN 700
  49. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  50. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  51. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  52. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  53. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  54. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  55. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  56. #if GD_SKILLRANGEMAX > 999
  57. #error GD_SKILLRANGEMAX is greater than 999
  58. #endif
  59. static uint16 skilldb_id2idx[(UINT16_MAX + 1)]; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id) - [FWI] 20160423 the whole index thing should be removed.
  60. static uint16 skill_num = 1; /// Skill count, also as last index
  61. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  62. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  63. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  64. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  65. /**
  66. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  67. */
  68. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  69. struct skill_usave {
  70. uint16 skill_id, skill_lv;
  71. };
  72. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  73. static unsigned short skill_produce_count;
  74. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  75. static unsigned short skill_arrow_count;
  76. AbraDatabase abra_db;
  77. ImprovisedSongDatabase improvised_song_db;
  78. ReadingSpellbookDatabase reading_spellbook_db;
  79. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  80. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  81. struct s_skill_changematerial_db {
  82. unsigned short nameid;
  83. unsigned short rate;
  84. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  85. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  86. };
  87. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  88. static unsigned short skill_changematerial_count;
  89. MagicMushroomDatabase magic_mushroom_db;
  90. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  91. int firewall_unit_pos;
  92. int icewall_unit_pos;
  93. int earthstrain_unit_pos;
  94. int firerain_unit_pos;
  95. int wallofthorn_unit_pos;
  96. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  97. int overbrand_nounit_pos;
  98. int overbrand_brandish_nounit_pos;
  99. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  100. //Early declaration
  101. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  102. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  103. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  104. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  105. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  106. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require);
  107. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  108. // Use this function for splash skills that can't hit icewall when cast by players
  109. static inline int splash_target(struct block_list* bl) {
  110. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  111. }
  112. uint16 SKILL_MAX_DB(void) {
  113. return skill_num;
  114. }
  115. /**
  116. * Get skill id from name
  117. * @param name
  118. * @return Skill ID of the skill, or 0 if not found.
  119. **/
  120. uint16 skill_name2id(const char* name) {
  121. if (name == nullptr)
  122. return 0;
  123. for (const auto &it : skill_db) {
  124. if (strcmpi(it.second->name, name) == 0)
  125. return it.first;
  126. }
  127. return 0;
  128. }
  129. /**
  130. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  131. * @param skill_id
  132. * @param silent If Skill is undefined, show error message!
  133. * @return Skill Index or 0 if not found/unset
  134. **/
  135. uint16 skill_get_index_(uint16 skill_id, bool silent, const char *func, const char *file, int line) {
  136. uint16 idx = skilldb_id2idx[skill_id];
  137. if (!idx && skill_id != 0 && !silent)
  138. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  139. return idx;
  140. }
  141. /**
  142. * Get Skill name
  143. * @param skill_id
  144. * @return AEGIS Skill name
  145. **/
  146. const char* skill_get_name( uint16 skill_id ) {
  147. return skill_db.find(skill_id)->name;
  148. }
  149. /**
  150. * Get Skill name
  151. * @param skill_id
  152. * @return English Skill name
  153. **/
  154. const char* skill_get_desc( uint16 skill_id ) {
  155. return skill_db.find(skill_id)->desc;
  156. }
  157. static bool skill_check(uint16 id) {
  158. if (id == 0 || skill_get_index(id) == 0)
  159. return false;
  160. return true;
  161. }
  162. #define skill_get(id, var) do {\
  163. if (!skill_check(id))\
  164. return 0;\
  165. return var;\
  166. } while(0)
  167. #define skill_get_lv(id, lv, arrvar) do {\
  168. if (!skill_check(id))\
  169. return 0;\
  170. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  171. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  172. int a__ = arrvar[lv_idx - 2];\
  173. int b__ = arrvar[lv_idx - 1];\
  174. int c__ = arrvar[lv_idx];\
  175. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  176. }\
  177. return arrvar[lv_idx];\
  178. } while(0)
  179. // Skill DB
  180. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  181. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  182. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  183. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  184. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  185. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  186. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  187. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  188. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  189. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  190. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  191. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  192. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  193. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  194. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  195. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  196. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  197. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  198. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  199. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  200. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  201. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  202. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  203. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  204. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  205. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  206. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  207. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  208. #ifdef RENEWAL_CAST
  209. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  210. #endif
  211. // Skill requirements
  212. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  213. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  214. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  215. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  216. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  217. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  218. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  219. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  220. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  221. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  222. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  223. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  224. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  225. int splash = skill_get_splash_(skill_id, skill_lv);
  226. if (splash < 0)
  227. return AREA_SIZE;
  228. return splash;
  229. }
  230. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  231. if( skill_id == 0 ){
  232. return false;
  233. }
  234. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  235. if (!skill)
  236. return false;
  237. for (const auto &nkit : nk) {
  238. if (skill->nk[nkit])
  239. return true;
  240. }
  241. return false;
  242. }
  243. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  244. if( skill_id == 0 ){
  245. return false;
  246. }
  247. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  248. if (!skill)
  249. return false;
  250. for (const auto &inf2it : inf2) {
  251. if (skill->inf2[inf2it])
  252. return true;
  253. }
  254. return false;
  255. }
  256. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  257. if( skill_id == 0 ){
  258. return false;
  259. }
  260. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  261. if (!skill)
  262. return false;
  263. for (const auto &unitit : unit) {
  264. if (skill->unit_flag[unitit])
  265. return true;
  266. }
  267. return false;
  268. }
  269. int skill_tree_get_max(uint16 skill_id, int b_class)
  270. {
  271. int i;
  272. b_class = pc_class2idx(b_class);
  273. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].skill_id == 0 || skill_tree[b_class][i].skill_id == skill_id );
  274. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].skill_id == skill_id )
  275. return skill_tree[b_class][i].skill_lv;
  276. else
  277. return skill_get_max(skill_id);
  278. }
  279. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  280. int skill_attack_area(struct block_list *bl,va_list ap);
  281. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  282. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  283. int skill_greed(struct block_list *bl, va_list ap);
  284. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  285. static int skill_trap_splash(struct block_list *bl, va_list ap);
  286. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,t_tick tick);
  287. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  288. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  289. static int skill_unit_effect(struct block_list *bl,va_list ap);
  290. static int skill_bind_trap(struct block_list *bl, va_list ap);
  291. int skill_get_casttype (uint16 skill_id) {
  292. int inf = skill_get_inf(skill_id);
  293. if (inf&(INF_GROUND_SKILL))
  294. return CAST_GROUND;
  295. if (inf&INF_SUPPORT_SKILL)
  296. return CAST_NODAMAGE;
  297. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  298. if (inf&INF_SELF_SKILL) {
  299. if(skill->inf2[INF2_NOTARGETSELF])
  300. return CAST_DAMAGE; //Combo skill.
  301. return CAST_NODAMAGE;
  302. }
  303. if (skill->nk[NK_NODAMAGE])
  304. return CAST_NODAMAGE;
  305. return CAST_DAMAGE;
  306. }
  307. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  308. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  309. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  310. return 9; //Mobs have a range of 9 regardless of skill used.
  311. int32 range = skill_get_range(skill_id, skill_lv);
  312. if( range < 0 ) {
  313. if( battle_config.use_weapon_skill_range&bl->type )
  314. return status_get_range(bl);
  315. range *=-1;
  316. }
  317. if (isServer && range > 14) {
  318. range = 14; // Server-sided base range can't be above 14
  319. }
  320. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  321. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  322. if( bl->type == BL_PC ) {
  323. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  324. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  325. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  326. } else
  327. range += battle_config.mob_eye_range_bonus;
  328. }
  329. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  330. if( bl->type == BL_PC ) {
  331. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  332. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  333. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  334. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  335. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  336. }
  337. }
  338. }
  339. if( !range && bl->type != BL_PC )
  340. return 9; // Enable non players to use self skills on others. [Skotlex]
  341. return range;
  342. }
  343. /** Copy Referral: dummy skills should point to their source.
  344. * @param skill_id Dummy skill ID
  345. * @return Real skill id if found
  346. **/
  347. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  348. switch (skill_id) {
  349. case AB_DUPLELIGHT_MELEE:
  350. case AB_DUPLELIGHT_MAGIC:
  351. return AB_DUPLELIGHT;
  352. case WL_CHAINLIGHTNING_ATK:
  353. return WL_CHAINLIGHTNING;
  354. case WL_TETRAVORTEX_FIRE:
  355. case WL_TETRAVORTEX_WATER:
  356. case WL_TETRAVORTEX_WIND:
  357. case WL_TETRAVORTEX_GROUND:
  358. return WL_TETRAVORTEX;
  359. case WL_SUMMON_ATK_FIRE:
  360. return WL_SUMMONFB;
  361. case WL_SUMMON_ATK_WIND:
  362. return WL_SUMMONBL;
  363. case WL_SUMMON_ATK_WATER:
  364. return WL_SUMMONWB;
  365. case WL_SUMMON_ATK_GROUND:
  366. return WL_SUMMONSTONE;
  367. case LG_OVERBRAND_BRANDISH:
  368. case LG_OVERBRAND_PLUSATK:
  369. return LG_OVERBRAND;
  370. case WM_REVERBERATION_MELEE:
  371. case WM_REVERBERATION_MAGIC:
  372. return WM_REVERBERATION;
  373. case WM_SEVERE_RAINSTORM_MELEE:
  374. return WM_SEVERE_RAINSTORM;
  375. case GN_CRAZYWEED_ATK:
  376. return GN_CRAZYWEED;
  377. case GN_HELLS_PLANT_ATK:
  378. return GN_HELLS_PLANT;
  379. case GN_SLINGITEM_RANGEMELEEATK:
  380. return GN_SLINGITEM;
  381. case RL_R_TRIP_PLUSATK:
  382. return RL_R_TRIP;
  383. case NPC_MAXPAIN_ATK:
  384. return NPC_MAXPAIN;
  385. case SU_CN_METEOR2:
  386. return SU_CN_METEOR;
  387. case SU_SV_ROOTTWIST_ATK:
  388. return SU_SV_ROOTTWIST;
  389. case SU_LUNATICCARROTBEAT2:
  390. return SU_LUNATICCARROTBEAT;
  391. case NPC_REVERBERATION_ATK:
  392. return NPC_REVERBERATION;
  393. }
  394. return skill_id;
  395. }
  396. /**
  397. * Check skill unit maxcount
  398. * @param src: Caster to check against
  399. * @param x: X location of skill
  400. * @param y: Y location of skill
  401. * @param skill_id: Skill used
  402. * @param skill_lv: Skill level used
  403. * @param type: Type of unit to check against for battle_config checks
  404. * @param display_failure: Display skill failure message
  405. * @return True on skill cast success or false on failure
  406. */
  407. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  408. if (!src)
  409. return false;
  410. struct unit_data *ud = unit_bl2ud(src);
  411. struct map_session_data *sd = map_id2sd(src->id);
  412. int maxcount = 0;
  413. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  414. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  415. if (sd && display_failure)
  416. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  417. return false;
  418. }
  419. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  420. if (sd && display_failure)
  421. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  422. return false;
  423. }
  424. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  425. for (int i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount; i++) {
  426. if (ud->skillunit[i]->skill_id == skill_id)
  427. maxcount--;
  428. }
  429. if (maxcount == 0) {
  430. if (sd && display_failure)
  431. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  432. return false;
  433. }
  434. }
  435. return true;
  436. }
  437. /**
  438. * Calculates heal value of skill's effect
  439. * @param src: Unit casting heal
  440. * @param target: Target of src
  441. * @param skill_id: Skill ID used
  442. * @param skill_lv: Skill Level used
  443. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  444. * @return modified heal value
  445. */
  446. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  447. int skill, hp = 0;
  448. #ifdef RENEWAL
  449. int hp_bonus = 0;
  450. double global_bonus = 1;
  451. #endif
  452. struct map_session_data *sd = BL_CAST(BL_PC, src);
  453. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  454. struct status_change *sc, *tsc;
  455. sc = status_get_sc(src);
  456. tsc = status_get_sc(target);
  457. switch( skill_id ) {
  458. case BA_APPLEIDUN:
  459. #ifdef RENEWAL
  460. hp = 100 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  461. #else
  462. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  463. #endif
  464. if (sd)
  465. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  466. break;
  467. case PR_SANCTUARY:
  468. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  469. break;
  470. case NPC_EVILLAND:
  471. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  472. break;
  473. case AB_HIGHNESSHEAL:
  474. #ifdef RENEWAL
  475. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  476. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  477. hp_bonus += skill * 2;
  478. #else
  479. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  480. hp = (hp * (17 + 3 * skill_lv)) / 10;
  481. #endif
  482. break;
  483. case SU_FRESHSHRIMP:
  484. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  485. break;
  486. case SU_BUNCHOFSHRIMP:
  487. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  488. break;
  489. default:
  490. if (skill_lv >= battle_config.max_heal_lv)
  491. return battle_config.max_heal;
  492. #ifdef RENEWAL
  493. /**
  494. * Renewal Heal Formula
  495. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  496. */
  497. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  498. #else
  499. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  500. #endif
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. #ifdef RENEWAL
  503. hp_bonus += skill * 2;
  504. #else
  505. hp += hp * skill * 2 / 100;
  506. #endif
  507. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  508. #ifdef RENEWAL
  509. hp_bonus += skill * 2;
  510. #else
  511. hp += hp * skill * 2 / 100;
  512. #endif
  513. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  514. hp *= 2;
  515. break;
  516. }
  517. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  518. hp >>= 1;
  519. if (sd && ((skill = pc_checkskill(sd, SU_POWEROFSEA)) > 0)) {
  520. #ifdef RENEWAL
  521. hp_bonus += 10;
  522. #else
  523. hp += hp * 10 / 100;
  524. #endif
  525. if (pc_checkskill(sd, SU_TUNABELLY) == 5 && pc_checkskill(sd, SU_TUNAPARTY) == 5 && pc_checkskill(sd, SU_BUNCHOFSHRIMP) == 5 && pc_checkskill(sd, SU_FRESHSHRIMP) == 5)
  526. #ifdef RENEWAL
  527. hp_bonus += 20;
  528. #else
  529. hp += hp * 20 / 100;
  530. #endif
  531. }
  532. if (sd && (skill = pc_skillheal_bonus(sd, skill_id)))
  533. #ifdef RENEWAL
  534. hp_bonus += skill;
  535. #else
  536. hp += hp * skill / 100;
  537. #endif
  538. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  539. #ifdef RENEWAL
  540. hp_bonus += skill;
  541. #else
  542. hp += hp * skill / 100;
  543. #endif
  544. if (sc && sc->count) {
  545. if (sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL))
  546. #ifdef RENEWAL
  547. hp_bonus += sc->data[SC_OFFERTORIUM]->val2;
  548. #else
  549. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  550. #endif
  551. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  552. #ifdef RENEWAL
  553. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  554. #else
  555. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  556. #endif
  557. }
  558. if (tsc && tsc->count) {
  559. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  560. if (tsc->data[SC_INCHEALRATE])
  561. #ifdef RENEWAL
  562. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  563. #else
  564. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  565. #endif
  566. if (tsc->data[SC_GLASTHEIM_HEAL])
  567. #ifdef RENEWAL
  568. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  569. #else
  570. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  571. #endif
  572. if (tsc->data[SC_ANCILLA])
  573. #ifdef RENEWAL
  574. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  575. #else
  576. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  577. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  578. hp += hp / 10;
  579. #endif
  580. }
  581. }
  582. #ifdef RENEWAL
  583. if (hp_bonus)
  584. hp += hp * hp_bonus / 100;
  585. // MATK part of the RE heal formula [malufett]
  586. // Note: in this part matk bonuses from items or skills are not applied
  587. switch( skill_id ) {
  588. case BA_APPLEIDUN:
  589. case PR_SANCTUARY:
  590. case NPC_EVILLAND:
  591. break;
  592. default:
  593. {
  594. struct status_data *status = status_get_status_data(src);
  595. int min, max;
  596. min = status_base_matk_min(src, status, status_get_lv(src));
  597. max = status_base_matk_max(src, status, status_get_lv(src));
  598. if( status->rhw.matk > 0 ){
  599. int wMatk, variance;
  600. wMatk = status->rhw.matk;
  601. variance = wMatk * status->rhw.wlv / 10;
  602. min += wMatk - variance;
  603. max += wMatk + variance;
  604. }
  605. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  606. min = max;
  607. if( sd && sd->right_weapon.overrefine > 0 ){
  608. min++;
  609. max += sd->right_weapon.overrefine - 1;
  610. }
  611. if(max > min)
  612. hp += min+rnd()%(max-min);
  613. else
  614. hp += min;
  615. }
  616. }
  617. // Global multipliers are applied after the MATK is applied
  618. if (tsc && tsc->count) {
  619. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  620. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  621. global_bonus *= 1.1f;
  622. }
  623. }
  624. if (skill_id == AB_HIGHNESSHEAL)
  625. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  626. #endif
  627. if (heal && tsc && tsc->count) {
  628. uint8 penalty = 0;
  629. if (tsc->data[SC_CRITICALWOUND])
  630. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  631. if (tsc->data[SC_DEATHHURT])
  632. penalty += 20;
  633. if (tsc->data[SC_NORECOVER_STATE])
  634. penalty = 100;
  635. if (penalty > 0) {
  636. #ifdef RENEWAL
  637. penalty = cap_value(penalty, 1, 100);
  638. global_bonus *= (100 - penalty) / 100.f;
  639. #else
  640. hp -= hp * penalty / 100;
  641. #endif
  642. }
  643. }
  644. #ifdef RENEWAL
  645. hp = (int)(hp * global_bonus);
  646. return (heal) ? max(1, hp) : hp;
  647. #else
  648. return hp;
  649. #endif
  650. }
  651. /**
  652. * Making Plagiarism and Reproduce check their own function
  653. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  654. * @param sd: Player who will copy the skill
  655. * @param skill_id: Target skill
  656. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  657. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  658. */
  659. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_id) {
  660. uint16 skill_idx = skill_get_index(skill_id);
  661. if (!skill_idx)
  662. return 0;
  663. // Only copy skill that player doesn't have or the skill is old clone
  664. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  665. return 0;
  666. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  667. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  668. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  669. return 1;
  670. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  671. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  672. return 2;
  673. return 0;
  674. }
  675. /**
  676. * Check if the skill is ok to cast and when.
  677. * Done before skill_check_condition_castbegin, requirement
  678. * @param skill_id: Skill ID that casted
  679. * @param sd: Player who casted
  680. * @return true: Skill cannot be used, false: otherwise
  681. * @author [MouseJstr]
  682. */
  683. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  684. {
  685. nullpo_retr(1,sd);
  686. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  687. return false; // can do any damn thing they want
  688. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  689. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  690. struct map_data *mapdata = map_getmapdata(sd->bl.m);
  691. if (mapdata->flag[MF_NOSKILL] && skill_id != ALL_EQSWITCH && !sd->skillitem) //Item skills bypass noskill
  692. return true;
  693. // Epoque:
  694. // This code will compare the player's attack motion value which is influenced by ASPD before
  695. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  696. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  697. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  698. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  699. {// attempted to cast a skill before the attack motion has finished
  700. return true;
  701. }
  702. if (skill_blockpc_get(sd, skill_id) != -1){
  703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  704. return true;
  705. }
  706. /**
  707. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  708. * 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
  709. */
  710. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement && !sd->state.abra_flag)
  711. return false;
  712. uint32 skill_nocast = skill_get_nocast(skill_id);
  713. // Check skill restrictions [Celest]
  714. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  715. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  716. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  717. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  718. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  719. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  720. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  721. return true;
  722. }
  723. if( sd->sc.data[SC_ALL_RIDING] )
  724. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  725. switch (skill_id) {
  726. case AL_WARP:
  727. case RETURN_TO_ELDICASTES:
  728. case ALL_GUARDIAN_RECALL:
  729. case ECLAGE_RECALL:
  730. if(mapdata->flag[MF_NOWARP]) {
  731. clif_skill_teleportmessage(sd,0);
  732. return true;
  733. }
  734. return false;
  735. case AL_TELEPORT:
  736. case SC_DIMENSIONDOOR:
  737. case ALL_ODINS_RECALL:
  738. case WE_CALLALLFAMILY:
  739. if(mapdata->flag[MF_NOTELEPORT]) {
  740. clif_skill_teleportmessage(sd,0);
  741. return true;
  742. }
  743. return false; // gonna be checked in 'skill_castend_nodamage_id'
  744. case WE_CALLPARTNER:
  745. case WE_CALLPARENT:
  746. case WE_CALLBABY:
  747. if (mapdata->flag[MF_NOMEMO]) {
  748. clif_skill_teleportmessage(sd,1);
  749. return true;
  750. }
  751. break;
  752. case MC_VENDING:
  753. case ALL_BUYING_STORE:
  754. if( map_getmapflag(sd->bl.m, MF_NOVENDING) ) {
  755. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  756. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  757. return true;
  758. }
  759. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  760. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  761. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  762. return true;
  763. }
  764. if( npc_isnear(&sd->bl) ) {
  765. // uncomment to send msg_txt.
  766. //char output[150];
  767. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  768. //clif_displaymessage(sd->fd, output);
  769. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  770. return true;
  771. }
  772. case MC_IDENTIFY:
  773. return false; // always allowed
  774. case WZ_ICEWALL:
  775. // noicewall flag [Valaris]
  776. if (mapdata->flag[MF_NOICEWALL]) {
  777. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  778. return true;
  779. }
  780. break;
  781. case GC_DARKILLUSION:
  782. if( mapdata_flag_gvg2(mapdata) ) {
  783. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  784. return true;
  785. }
  786. break;
  787. case GD_EMERGENCYCALL:
  788. case GD_ITEMEMERGENCYCALL:
  789. if (
  790. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  791. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  792. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  793. ) {
  794. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  795. return true;
  796. }
  797. break;
  798. case WM_SIRCLEOFNATURE:
  799. case WM_SOUND_OF_DESTRUCTION:
  800. case WM_LULLABY_DEEPSLEEP:
  801. case WM_SATURDAY_NIGHT_FEVER:
  802. if( !mapdata_flag_vs(mapdata) ) {
  803. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  804. return true;
  805. }
  806. break;
  807. }
  808. return false;
  809. }
  810. /**
  811. * Check if the homunculus skill is ok to be processed
  812. * After checking from Homunculus side, also check the master condition
  813. * @param hd: Homunculus who casted
  814. * @param skill_id: Skill ID casted
  815. * @param skill_lv: Skill level casted
  816. * @return true: Skill cannot be used, false: otherwise
  817. */
  818. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  819. {
  820. struct map_session_data *sd = NULL;
  821. struct status_change *sc;
  822. int8 spiritball = 0;
  823. nullpo_retr(true, hd);
  824. spiritball = skill_get_spiritball(skill_id, skill_lv);
  825. sd = hd->master;
  826. sc = status_get_sc(&hd->bl);
  827. if (!sd)
  828. return true;
  829. if (sc && !sc->count)
  830. sc = NULL;
  831. if (util::vector_exists(hd->blockskill, skill_id))
  832. return true;
  833. switch(skill_id) {
  834. case HFLI_SBR44:
  835. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  836. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  837. return true;
  838. }
  839. break;
  840. case HVAN_EXPLOSION:
  841. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  842. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  843. return true;
  844. }
  845. break;
  846. case MH_LIGHT_OF_REGENE: // Must be cordial
  847. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  848. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  849. return true;
  850. }
  851. break;
  852. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  853. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  854. return true;
  855. break;
  856. case MH_ANGRIFFS_MODUS:
  857. if (sc && sc->data[SC_GOLDENE_FERSE])
  858. return true;
  859. break;
  860. case MH_TINDER_BREAKER: // Must be in grappling mode
  861. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  862. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  863. return true;
  864. }
  865. break;
  866. case MH_SONIC_CRAW: // Must be in fighting mode
  867. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  868. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  869. return true;
  870. }
  871. break;
  872. case MH_SILVERVEIN_RUSH:
  873. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  874. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  875. return true;
  876. }
  877. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  878. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  879. return true;
  880. }
  881. break;
  882. case MH_MIDNIGHT_FRENZY:
  883. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  884. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  885. return true;
  886. }
  887. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  888. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  889. return true;
  890. }
  891. break;
  892. case MH_CBC:
  893. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  894. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  895. return true;
  896. }
  897. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  898. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  899. return true;
  900. }
  901. break;
  902. case MH_EQC:
  903. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  904. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  905. return true;
  906. }
  907. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  908. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  909. return true;
  910. }
  911. break;
  912. }
  913. if (spiritball) {
  914. if (hd->homunculus.spiritball < spiritball) {
  915. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  916. return true;
  917. }
  918. hom_delspiritball(hd, spiritball, 1);
  919. }
  920. //Use master's criteria.
  921. return skill_isNotOk(skill_id, hd->master);
  922. }
  923. /**
  924. * Check if the mercenary skill is ok to be processed
  925. * After checking from Homunculus side, also check the master condition
  926. * @param skill_id: Skill ID that casted
  927. * @param md: Mercenary who casted
  928. * @return true: Skill cannot be used, false: otherwise
  929. */
  930. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  931. {
  932. nullpo_retr(1, md);
  933. if (util::vector_exists(md->blockskill, skill_id))
  934. return true;
  935. return skill_isNotOk(skill_id, md->master);
  936. }
  937. /**
  938. * Check if the skill can be casted near NPC or not
  939. * @param src Object who casted
  940. * @param skill_id Skill ID that casted
  941. * @param skill_lv Skill Lv
  942. * @param pos_x Position x of the target
  943. * @param pos_y Position y of the target
  944. * @return true: Skill cannot be used, false: otherwise
  945. * @author [Cydh]
  946. */
  947. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  948. if (!src)
  949. return false;
  950. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  951. return false;
  952. //if self skill
  953. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  954. pos_x = src->x;
  955. pos_y = src->y;
  956. }
  957. if (pos_x <= 0) pos_x = src->x;
  958. if (pos_y <= 0) pos_y = src->y;
  959. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  960. }
  961. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  962. {
  963. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  964. uint8 dir;
  965. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  966. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  967. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  968. }
  969. nullpo_retr(NULL, src);
  970. //Monsters sometimes deploy more units on level 10
  971. if (src->type == BL_MOB && skill_lv >= 10) {
  972. if (skill_id == WZ_WATERBALL)
  973. pos = 4; //9x9 Area
  974. }
  975. if (pos != -1) // simple single-definition layout
  976. return &skill_unit_layout[pos];
  977. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  978. if (skill_id == MG_FIREWALL)
  979. return &skill_unit_layout [firewall_unit_pos + dir];
  980. else if (skill_id == WZ_ICEWALL)
  981. return &skill_unit_layout [icewall_unit_pos + dir];
  982. else if( skill_id == WL_EARTHSTRAIN )
  983. return &skill_unit_layout [earthstrain_unit_pos + dir];
  984. else if( skill_id == RL_FIRE_RAIN )
  985. return &skill_unit_layout[firerain_unit_pos + dir];
  986. else if( skill_id == GN_WALLOFTHORN )
  987. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  988. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  989. return &skill_unit_layout[0]; // default 1x1 layout
  990. }
  991. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  992. {
  993. if( skill_id == LG_OVERBRAND )
  994. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  995. else if( skill_id == LG_OVERBRAND_BRANDISH )
  996. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  997. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  998. return &skill_nounit_layout[0];
  999. }
  1000. /** Stores temporary values.
  1001. * Common usages:
  1002. * [0] holds number of targets in area
  1003. * [1] holds the id of the original target
  1004. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1005. */
  1006. static int skill_area_temp[8];
  1007. /*==========================================
  1008. * Add effect to skill when hit succesfully target
  1009. *------------------------------------------*/
  1010. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick)
  1011. {
  1012. struct map_session_data *sd, *dstsd;
  1013. struct mob_data *md, *dstmd;
  1014. struct status_data *sstatus, *tstatus;
  1015. struct status_change *sc, *tsc;
  1016. int skill;
  1017. int rate;
  1018. nullpo_ret(src);
  1019. nullpo_ret(bl);
  1020. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1021. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1022. return 0;
  1023. sd = BL_CAST(BL_PC, src);
  1024. md = BL_CAST(BL_MOB, src);
  1025. dstsd = BL_CAST(BL_PC, bl);
  1026. dstmd = BL_CAST(BL_MOB, bl);
  1027. sc = status_get_sc(src);
  1028. tsc = status_get_sc(bl);
  1029. sstatus = status_get_status_data(src);
  1030. tstatus = status_get_status_data(bl);
  1031. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1032. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1033. // Chance to trigger Taekwon kicks
  1034. if (sc->data[SC_READYSTORM] &&
  1035. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1036. 0, 2, 0,
  1037. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1038. ; //Stance triggered
  1039. else if (sc->data[SC_READYDOWN] &&
  1040. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1041. 0, 2, 0,
  1042. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1043. ; //Stance triggered
  1044. else if (sc->data[SC_READYTURN] &&
  1045. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1046. 0, 2, 0,
  1047. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1048. ; //Stance triggered
  1049. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1050. rate = 20;
  1051. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1052. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1053. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  1054. }
  1055. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1056. 0, 2, 0,
  1057. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1058. ; //Stance triggered
  1059. }
  1060. }
  1061. if (!tsc) //skill additional effect is about adding effects to the target...
  1062. //So if the target can't be inflicted with statuses, this is pointless.
  1063. return 0;
  1064. if( sd )
  1065. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1066. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  1067. // Trigger status effects
  1068. enum sc_type type;
  1069. unsigned int time;
  1070. for (const auto &it : sd->addeff) {
  1071. rate = it.rate;
  1072. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1073. rate += it.arrow_rate;
  1074. if( !rate )
  1075. continue;
  1076. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1077. // Trigger has attack type consideration.
  1078. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1079. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1080. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1081. ;
  1082. else
  1083. continue;
  1084. }
  1085. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1086. // Trigger has range consideration.
  1087. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1088. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1089. continue; //Range Failed.
  1090. }
  1091. type = it.sc;
  1092. time = it.duration;
  1093. if (it.flag&ATF_TARGET)
  1094. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1095. if (it.flag&ATF_SELF)
  1096. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,time,SCSTART_NONE);
  1097. }
  1098. }
  1099. if( skill_id ) {
  1100. // Trigger status effects on skills
  1101. enum sc_type type;
  1102. unsigned int time;
  1103. for (const auto &it : sd->addeff_onskill) {
  1104. if (skill_id != it.skill_id || !it.rate)
  1105. continue;
  1106. type = it.sc;
  1107. time = it.duration;
  1108. if (it.target&ATF_TARGET)
  1109. status_change_start(src,bl,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1110. if (it.target&ATF_SELF)
  1111. status_change_start(src,src,type,it.rate,7,0,0,0,time,SCSTART_NONE);
  1112. }
  1113. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1114. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1115. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1116. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1117. clif_emotion(bl,ET_HUK);
  1118. }
  1119. }
  1120. }
  1121. if( dmg_lv < ATK_DEF ) // no damage, return;
  1122. return 0;
  1123. switch(skill_id) {
  1124. case 0:
  1125. { // Normal attacks (no skill used)
  1126. if( attack_type&BF_SKILL )
  1127. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1128. if(sd) {
  1129. // Automatic trigger of Blitz Beat
  1130. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1131. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  1132. rate=(sd->status.job_level+9)/10;
  1133. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1134. }
  1135. // Automatic trigger of Warg Strike [Jobbie]
  1136. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  1137. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  1138. // Gank
  1139. if(dstmd && sd->status.weapon != W_BOW &&
  1140. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1141. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1142. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1143. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1144. else
  1145. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1146. }
  1147. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  1148. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  1149. }
  1150. if (sc) {
  1151. struct status_change_entry *sce;
  1152. // Enchant Poison gives a chance to poison attacked enemies
  1153. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1154. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1155. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1156. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1157. if((sce=sc->data[SC_EDP]))
  1158. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1159. skill_get_time2(ASC_EDP,sce->val1));
  1160. }
  1161. }
  1162. break;
  1163. case SM_BASH:
  1164. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1165. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1166. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1167. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  1168. }
  1169. break;
  1170. case MER_CRASH:
  1171. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1172. break;
  1173. case AS_VENOMKNIFE:
  1174. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1175. skill_lv = pc_checkskill(sd, TF_POISON);
  1176. case TF_POISON:
  1177. case AS_SPLASHER:
  1178. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1179. && sd && skill_id==TF_POISON
  1180. )
  1181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1182. break;
  1183. case AS_SONICBLOW:
  1184. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1185. break;
  1186. case WZ_FIREPILLAR:
  1187. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1188. break;
  1189. case MG_FROSTDIVER:
  1190. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1191. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1192. break;
  1193. case WZ_FROSTNOVA:
  1194. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1195. break;
  1196. case WZ_STORMGUST:
  1197. // Storm Gust counter was dropped in renewal
  1198. #ifdef RENEWAL
  1199. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1200. #else
  1201. //On third hit, there is a 150% to freeze the target
  1202. if(tsc->sg_counter >= 3 &&
  1203. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1204. tsc->sg_counter = 0;
  1205. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1206. else if( tsc->sg_counter > 250 )
  1207. tsc->sg_counter = 0;
  1208. #endif
  1209. break;
  1210. case WZ_METEOR:
  1211. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1212. break;
  1213. case WZ_VERMILION:
  1214. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1215. break;
  1216. case WZ_HEAVENDRIVE:
  1217. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1218. break;
  1219. case HT_FREEZINGTRAP:
  1220. case MA_FREEZINGTRAP:
  1221. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1222. break;
  1223. case HT_FLASHER:
  1224. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1225. break;
  1226. case HT_LANDMINE:
  1227. case MA_LANDMINE:
  1228. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1229. break;
  1230. case HT_SHOCKWAVE:
  1231. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1232. break;
  1233. case HT_SANDMAN:
  1234. case MA_SANDMAN:
  1235. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1236. break;
  1237. case TF_SPRINKLESAND:
  1238. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1239. break;
  1240. case TF_THROWSTONE:
  1241. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1242. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1243. break;
  1244. case NPC_DARKCROSS:
  1245. case CR_HOLYCROSS:
  1246. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1247. break;
  1248. case NPC_GRANDDARKNESS:
  1249. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1250. attack_type |= BF_WEAPON;
  1251. break;
  1252. case CR_GRANDCROSS:
  1253. //Chance to cause blind status vs demon and undead element, but not against players
  1254. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1255. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1256. attack_type |= BF_WEAPON;
  1257. break;
  1258. case AM_ACIDTERROR:
  1259. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1260. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1261. clif_emotion(bl,ET_HUK);
  1262. break;
  1263. case AM_DEMONSTRATION:
  1264. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1265. break;
  1266. case CR_SHIELDCHARGE:
  1267. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1268. break;
  1269. case PA_PRESSURE:
  1270. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1271. //Fall through
  1272. case HW_GRAVITATION:
  1273. //Pressure and Gravitation can trigger physical autospells
  1274. attack_type |= BF_NORMAL;
  1275. attack_type |= BF_WEAPON;
  1276. break;
  1277. case RG_RAID:
  1278. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1279. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1280. #ifdef RENEWAL
  1281. sc_start(src,bl,SC_RAID,100,7,5000);
  1282. break;
  1283. case RG_BACKSTAP:
  1284. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1285. #endif
  1286. break;
  1287. case BA_FROSTJOKER:
  1288. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1289. break;
  1290. case DC_SCREAM:
  1291. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1292. break;
  1293. case BD_LULLABY:
  1294. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1295. break;
  1296. case DC_UGLYDANCE:
  1297. rate = 5+5*skill_lv;
  1298. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1299. rate += 5+skill;
  1300. status_zap(bl, 0, rate);
  1301. break;
  1302. case SL_STUN:
  1303. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1304. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1305. break;
  1306. case NPC_PETRIFYATTACK:
  1307. sc_start4(src,bl,status_skill2sc(skill_id),(20*skill_lv),
  1308. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1309. skill_get_time2(skill_id,skill_lv));
  1310. break;
  1311. case NPC_CURSEATTACK:
  1312. case NPC_SLEEPATTACK:
  1313. case NPC_BLINDATTACK:
  1314. case NPC_POISON:
  1315. case NPC_SILENCEATTACK:
  1316. case NPC_STUNATTACK:
  1317. case NPC_BLEEDING:
  1318. sc_start(src,bl,status_skill2sc(skill_id),(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1319. break;
  1320. case NPC_ACIDBREATH:
  1321. case NPC_ICEBREATH:
  1322. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1323. break;
  1324. case NPC_MENTALBREAKER:
  1325. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1326. //equal to Matk*skLevel.
  1327. rate = sstatus->matk_min;
  1328. if (rate < sstatus->matk_max)
  1329. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1330. rate*=skill_lv;
  1331. status_zap(bl, 0, rate);
  1332. break;
  1333. }
  1334. // Equipment breaking monster skills [Celest]
  1335. case NPC_WEAPONBRAKER:
  1336. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1337. break;
  1338. case NPC_ARMORBRAKE:
  1339. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1340. break;
  1341. case NPC_HELMBRAKE:
  1342. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1343. break;
  1344. case NPC_SHIELDBRAKE:
  1345. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1346. break;
  1347. case CH_TIGERFIST: {
  1348. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1349. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1350. if (status_get_class_(bl) == CLASS_BOSS)
  1351. basetime /= 5;
  1352. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1353. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1354. }
  1355. break;
  1356. case LK_SPIRALPIERCE:
  1357. case ML_SPIRALPIERCE:
  1358. if( dstsd || ( dstmd && status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ) //Does not work on status immune
  1359. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1360. break;
  1361. case ST_REJECTSWORD:
  1362. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1363. break;
  1364. case PF_FOGWALL:
  1365. if (src != bl && !tsc->data[SC_DELUGE])
  1366. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1367. break;
  1368. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1369. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1370. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1371. break;
  1372. case ASC_METEORASSAULT:
  1373. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1374. switch(rnd()%3) {
  1375. case 0:
  1376. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1377. break;
  1378. case 1:
  1379. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1380. break;
  1381. default:
  1382. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1383. }
  1384. break;
  1385. case HW_NAPALMVULCAN:
  1386. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1387. break;
  1388. case WS_CARTTERMINATION: // Cart termination
  1389. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1390. break;
  1391. case CR_ACIDDEMONSTRATION:
  1392. case GN_FIRE_EXPANSION_ACID:
  1393. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1394. break;
  1395. case TK_DOWNKICK:
  1396. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1397. break;
  1398. case TK_JUMPKICK:
  1399. // debuff the following statuses
  1400. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1401. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1402. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1403. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1404. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1405. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1406. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1407. }
  1408. break;
  1409. case TK_TURNKICK:
  1410. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1411. if(attack_type&BF_MISC) //70% base stun chance...
  1412. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1413. break;
  1414. case GS_BULLSEYE: //0.1% coma rate.
  1415. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1416. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1417. break;
  1418. case GS_PIERCINGSHOT:
  1419. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1420. break;
  1421. case NJ_HYOUSYOURAKU:
  1422. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1423. break;
  1424. case GS_FLING:
  1425. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1426. break;
  1427. case GS_DISARM:
  1428. skill_strip_equip(src, bl, skill_id, skill_lv);
  1429. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1430. break;
  1431. case NPC_EVILLAND:
  1432. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1433. break;
  1434. case NPC_HELLJUDGEMENT:
  1435. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1436. break;
  1437. case NPC_CRITICALWOUND:
  1438. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1439. break;
  1440. case RK_WINDCUTTER:
  1441. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1442. break;
  1443. case RK_DRAGONBREATH:
  1444. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1445. break;
  1446. case RK_DRAGONBREATH_WATER:
  1447. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1448. break;
  1449. case AB_ADORAMUS:
  1450. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1451. break;
  1452. case WL_CRIMSONROCK:
  1453. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1454. break;
  1455. case WL_COMET:
  1456. case NPC_COMET:
  1457. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1458. break;
  1459. case WL_EARTHSTRAIN:
  1460. if (dmg_lv != ATK_DEF) // Only strip if we make a successful hit.
  1461. break;
  1462. skill_strip_equip(src, bl, skill_id, skill_lv);
  1463. break;
  1464. case WL_JACKFROST:
  1465. case NPC_JACKFROST:
  1466. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1467. break;
  1468. case RA_WUGBITE: {
  1469. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1470. if (wug_rate < 50)
  1471. wug_rate = 50;
  1472. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1473. }
  1474. break;
  1475. case RA_SENSITIVEKEEN:
  1476. if( rnd()%100 < 8 * skill_lv )
  1477. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1478. break;
  1479. case RA_FIRINGTRAP:
  1480. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1481. break;
  1482. case RA_ICEBOUNDTRAP:
  1483. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1484. break;
  1485. case NC_PILEBUNKER:
  1486. if( rnd()%100 < 25 + 15*skill_lv ) {
  1487. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1488. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1489. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1490. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1491. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1492. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1493. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1494. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1495. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1496. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1497. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1498. }
  1499. break;
  1500. case NC_FLAMELAUNCHER:
  1501. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1502. break;
  1503. case NC_COLDSLOWER:
  1504. // Status chances are applied officially through a check
  1505. // The skill first trys to give the frozen status to targets that are hit
  1506. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1507. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1508. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1509. break;
  1510. case NC_POWERSWING:
  1511. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1512. if( rnd()%100 < 5*skill_lv )
  1513. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1514. break;
  1515. case GC_WEAPONCRUSH:
  1516. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1517. break;
  1518. case LG_PINPOINTATTACK:
  1519. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1520. switch( skill_lv ) {
  1521. case 1:
  1522. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1523. break;
  1524. case 2:
  1525. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1526. break;
  1527. case 3:
  1528. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1529. break;
  1530. case 4:
  1531. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1532. break;
  1533. case 5:
  1534. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1535. break;
  1536. }
  1537. break;
  1538. case LG_MOONSLASHER:
  1539. rate = 32 + 8 * skill_lv;
  1540. 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.
  1541. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1542. else if( dstmd )
  1543. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv) + 1000 * (rnd()%3));
  1544. break;
  1545. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1546. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1547. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1548. break;
  1549. case LG_EARTHDRIVE:
  1550. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1551. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1552. break;
  1553. case LG_HESPERUSLIT:
  1554. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1555. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1556. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1557. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1558. break;
  1559. case SR_DRAGONCOMBO:
  1560. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1561. break;
  1562. case SR_FALLENEMPIRE:
  1563. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1564. break;
  1565. case SR_WINDMILL:
  1566. if( dstsd )
  1567. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1568. else if( dstmd )
  1569. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1570. break;
  1571. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1572. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1573. break;
  1574. case SR_EARTHSHAKER:
  1575. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1576. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1577. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  1578. break;
  1579. case SR_HOWLINGOFLION:
  1580. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1581. break;
  1582. case WM_SOUND_OF_DESTRUCTION:
  1583. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1584. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1585. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1586. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1587. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1588. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1589. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * battle_calc_chorusbonus(sd)) {
  1590. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOTICKDEF);
  1591. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1592. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1593. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1594. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1595. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1596. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1597. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1598. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1599. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1600. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1601. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1602. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1603. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1604. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1605. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1606. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1607. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1608. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1609. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1610. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1611. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1612. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1613. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1614. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1615. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1616. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1617. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1618. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1619. }
  1620. break;
  1621. case SO_EARTHGRAVE:
  1622. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1623. break;
  1624. case SO_DIAMONDDUST:
  1625. rate = 5 + 5 * skill_lv;
  1626. if( sc && sc->data[SC_COOLER_OPTION] )
  1627. rate += (sd ? sd->status.job_level / 5 : 0);
  1628. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1629. break;
  1630. case SO_VARETYR_SPEAR:
  1631. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1632. break;
  1633. case GN_SLINGITEM_RANGEMELEEATK:
  1634. if( sd ) {
  1635. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1636. case ITEMID_COCONUT_BOMB:
  1637. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1638. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1639. break;
  1640. case ITEMID_MELON_BOMB:
  1641. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1642. break;
  1643. case ITEMID_BANANA_BOMB:
  1644. {
  1645. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1646. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1647. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1648. break;
  1649. }
  1650. }
  1651. sd->itemid = -1;
  1652. }
  1653. break;
  1654. case GN_HELLS_PLANT_ATK:
  1655. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1656. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1657. break;
  1658. case EL_WIND_SLASH: // Non confirmed rate.
  1659. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1660. break;
  1661. case EL_STONE_HAMMER:
  1662. rate = 10 * skill_lv;
  1663. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1664. break;
  1665. case EL_ROCK_CRUSHER:
  1666. case EL_ROCK_CRUSHER_ATK:
  1667. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1668. break;
  1669. case EL_TYPOON_MIS:
  1670. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1671. break;
  1672. case KO_JYUMONJIKIRI:
  1673. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1674. break;
  1675. case KO_SETSUDAN:
  1676. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1677. break;
  1678. case KO_MAKIBISHI:
  1679. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1680. break;
  1681. case MH_EQC:
  1682. {
  1683. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1684. if (hd) {
  1685. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1686. status_change_end(bl, SC_TINDER_BREAKER2, INVALID_TIMER);
  1687. }
  1688. }
  1689. break;
  1690. case MH_LAVA_SLIDE:
  1691. sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1692. break;
  1693. case MH_STAHL_HORN:
  1694. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1695. break;
  1696. case MH_NEEDLE_OF_PARALYZE:
  1697. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1698. break;
  1699. case MH_SILVERVEIN_RUSH:
  1700. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1701. break;
  1702. case MH_MIDNIGHT_FRENZY:
  1703. {
  1704. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1705. int spiritball = (hd?hd->homunculus.spiritball:1);
  1706. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1707. }
  1708. break;
  1709. case MH_XENO_SLASHER:
  1710. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1711. break;
  1712. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1713. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1714. break;
  1715. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1716. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1717. break;
  1718. case GN_ILLUSIONDOPING:
  1719. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1720. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1721. break;
  1722. case RL_MASS_SPIRAL:
  1723. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1724. break;
  1725. case RL_SLUGSHOT:
  1726. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1727. break;
  1728. case RL_BANISHING_BUSTER: {
  1729. uint16 i, n = skill_lv;
  1730. if (!tsc || !tsc->count)
  1731. break;
  1732. if (status_isimmune(bl))
  1733. break;
  1734. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 10 * skill_lv) {
  1735. if (sd)
  1736. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1737. break;
  1738. }
  1739. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1740. if (!tsc->data[i])
  1741. continue;
  1742. switch (i) {
  1743. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1744. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1745. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1746. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1747. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1748. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1749. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1750. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  1751. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  1752. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1753. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1754. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1755. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1756. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1757. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1758. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1759. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1760. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1761. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1762. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1763. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1764. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1765. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1766. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1767. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1768. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1769. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1770. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1771. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1772. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1773. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1774. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1775. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1776. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1777. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1778. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1779. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1780. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1781. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1782. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1783. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1784. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1785. case SC_P_ALTER: case SC_E_CHAIN:
  1786. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1787. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1788. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1789. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  1790. case SC_SPORE_EXPLOSION:
  1791. #ifdef RENEWAL
  1792. case SC_EXTREMITYFIST2:
  1793. #endif
  1794. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1795. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1796. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1797. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1798. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1799. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  1800. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  1801. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  1802. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  1803. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  1804. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  1805. case SC_SPRITEMABLE: case SC_BITESCAR:
  1806. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  1807. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  1808. case SC_DAILYSENDMAILCNT:
  1809. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  1810. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  1811. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  1812. continue;
  1813. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1814. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1815. case SC_FORTUNE: case SC_SERVICE4U:
  1816. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  1817. continue; //If in song area don't end it, even if config enabled
  1818. break;
  1819. case SC_ASSUMPTIO:
  1820. if( bl->type == BL_MOB )
  1821. continue;
  1822. break;
  1823. }
  1824. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1825. tsc->data[i]->val2 = 0;
  1826. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1827. n--;
  1828. }
  1829. //Remove bonus_script by Banishing Buster
  1830. if (dstsd)
  1831. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1832. }
  1833. break;
  1834. case RL_S_STORM:
  1835. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1836. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1837. break;
  1838. case RL_AM_BLAST:
  1839. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1840. break;
  1841. case RL_HAMMER_OF_GOD:
  1842. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1843. break;
  1844. case SU_SCRATCH:
  1845. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1846. break;
  1847. case SU_SV_STEMSPEAR:
  1848. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1849. break;
  1850. case SU_CN_METEOR2:
  1851. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1852. break;
  1853. case SU_SCAROFTAROU:
  1854. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1855. break;
  1856. case SU_LUNATICCARROTBEAT2:
  1857. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1858. break;
  1859. } //end switch skill_id
  1860. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1861. { //Pass heritage to Master for status causing effects. [Skotlex]
  1862. sd = map_id2sd(md->master_id);
  1863. src = sd?&sd->bl:src;
  1864. }
  1865. // Coma
  1866. if (sd && sd->special_state.bonus_coma && (!md || status_get_race2(&md->bl) != RC2_GVG || status_get_class(&md->bl) != CLASS_BATTLEFIELD)) {
  1867. rate = 0;
  1868. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1869. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1870. rate += sd->coma_class[tstatus->class_] + sd->coma_class[CLASS_ALL];
  1871. rate += sd->coma_race[tstatus->race] + sd->coma_race[RC_ALL];
  1872. }
  1873. if (attack_type&BF_WEAPON) {
  1874. rate += sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1875. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1876. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1877. }
  1878. if (rate > 0)
  1879. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1880. }
  1881. if( attack_type&BF_WEAPON )
  1882. { // Breaking Equipment
  1883. if( sd && battle_config.equip_self_break_rate )
  1884. { // Self weapon breaking
  1885. rate = battle_config.equip_natural_break_rate;
  1886. if( sc )
  1887. {
  1888. if(sc->data[SC_OVERTHRUST])
  1889. rate += 10;
  1890. if(sc->data[SC_MAXOVERTHRUST])
  1891. rate += 10;
  1892. }
  1893. if( rate )
  1894. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1895. }
  1896. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1897. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1898. // Target weapon breaking
  1899. rate = 0;
  1900. if( sd )
  1901. rate += sd->bonus.break_weapon_rate;
  1902. if( sc && sc->data[SC_MELTDOWN] )
  1903. rate += sc->data[SC_MELTDOWN]->val2;
  1904. if( rate )
  1905. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1906. // Target armor breaking
  1907. rate = 0;
  1908. if( sd )
  1909. rate += sd->bonus.break_armor_rate;
  1910. if( sc && sc->data[SC_MELTDOWN] )
  1911. rate += sc->data[SC_MELTDOWN]->val3;
  1912. if( rate )
  1913. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1914. }
  1915. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1916. if (sd->def_set_race[tstatus->race].rate)
  1917. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1918. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1919. if (sd->mdef_set_race[tstatus->race].rate)
  1920. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1921. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1922. if (sd->norecover_state_race[tstatus->race].rate)
  1923. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  1924. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  1925. }
  1926. }
  1927. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1928. struct unit_data *ud = unit_bl2ud(src);
  1929. if( sc->data[SC_WILD_STORM_OPTION] )
  1930. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1931. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1932. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1933. else if( sc->data[SC_TROPIC_OPTION] )
  1934. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1935. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1936. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1937. else
  1938. skill = 0;
  1939. if ( rnd()%100 < 25 && skill ){
  1940. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1941. if (ud) {
  1942. rate = skill_delayfix(src, skill, skill_lv);
  1943. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1944. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  1945. if ( battle_config.display_status_timers )
  1946. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  1947. }
  1948. }
  1949. }
  1950. }
  1951. // Autospell when attacking
  1952. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  1953. {
  1954. struct block_list *tbl;
  1955. struct unit_data *ud;
  1956. int autospl_skill_lv, type;
  1957. for (const auto &it : sd->autospell) {
  1958. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  1959. ((it.flag)&attack_type)&BF_RANGEMASK &&
  1960. ((it.flag)&attack_type)&BF_SKILLMASK))
  1961. continue; // one or more trigger conditions were not fulfilled
  1962. skill = (it.id > 0) ? it.id : -it.id;
  1963. sd->state.autocast = 1;
  1964. if ( skill_isNotOk(skill, sd) ) {
  1965. sd->state.autocast = 0;
  1966. continue;
  1967. }
  1968. sd->state.autocast = 0;
  1969. autospl_skill_lv = it.lv?it.lv:1;
  1970. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1971. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  1972. if (rnd()%1000 >= rate)
  1973. continue;
  1974. tbl = (it.id < 0) ? src : bl;
  1975. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  1976. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  1977. continue;
  1978. }
  1979. if (battle_config.autospell_check_range &&
  1980. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  1981. continue;
  1982. if (skill == AS_SONICBLOW)
  1983. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1984. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1985. type = CAST_GROUND;
  1986. sd->state.autocast = 1;
  1987. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1988. skill_toggle_magicpower(src, skill);
  1989. switch (type) {
  1990. case CAST_GROUND:
  1991. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1992. break;
  1993. case CAST_NODAMAGE:
  1994. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1995. break;
  1996. case CAST_DAMAGE:
  1997. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1998. break;
  1999. }
  2000. sd->state.autocast = 0;
  2001. //Set canact delay. [Skotlex]
  2002. ud = unit_bl2ud(src);
  2003. if (ud) {
  2004. rate = skill_delayfix(src, skill, autospl_skill_lv);
  2005. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2006. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2007. if ( battle_config.display_status_timers && sd )
  2008. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2009. }
  2010. }
  2011. }
  2012. }
  2013. //Autobonus when attacking
  2014. if( sd && !sd->autobonus.empty() )
  2015. {
  2016. for(auto &it : sd->autobonus) {
  2017. if (rnd()%1000 >= it.rate)
  2018. continue;
  2019. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2020. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2021. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2022. continue; // one or more trigger conditions were not fulfilled
  2023. pc_exeautobonus(sd, &sd->autobonus, &it);
  2024. }
  2025. }
  2026. //Polymorph
  2027. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2028. dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) &&
  2029. (rnd()%10000 < sd->bonus.classchange))
  2030. {
  2031. int class_ = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, RMF_DB_RATE, 0);
  2032. if (class_ != 0 && mobdb_checkid(class_))
  2033. mob_class_change(dstmd,class_);
  2034. }
  2035. return 0;
  2036. }
  2037. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2038. struct block_list *tbl;
  2039. if( sd == NULL || !skill_id )
  2040. return 0;
  2041. for (auto &it : sd->autospell3) {
  2042. int skill, skill_lv, type;
  2043. if (it.flag != skill_id)
  2044. continue;
  2045. if (it.lock)
  2046. continue; // autospell already being executed
  2047. skill = it.id;
  2048. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2049. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) ) {
  2050. sd->state.autocast = 0;
  2051. continue;
  2052. }
  2053. sd->state.autocast = 0;
  2054. if( skill >= 0 && bl == NULL )
  2055. continue; // No target
  2056. if( rnd()%1000 >= it.rate )
  2057. continue;
  2058. skill_lv = it.lv ? it.lv : 1;
  2059. if( skill < 0 ) {
  2060. tbl = &sd->bl;
  2061. skill *= -1;
  2062. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  2063. }
  2064. else
  2065. tbl = bl;
  2066. if ((type = skill_get_casttype(skill)) == CAST_GROUND) {
  2067. if (!skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2068. continue;
  2069. }
  2070. if (battle_config.autospell_check_range &&
  2071. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2072. continue;
  2073. sd->state.autocast = 1;
  2074. it.lock = true;
  2075. skill_consume_requirement(sd,skill,skill_lv,1);
  2076. switch( type ) {
  2077. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  2078. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2079. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  2080. }
  2081. it.lock = false;
  2082. sd->state.autocast = 0;
  2083. }
  2084. if( sd && !sd->autobonus3.empty() ) {
  2085. for (auto &it : sd->autobonus3) {
  2086. if (rnd()%1000 >= it.rate)
  2087. continue;
  2088. if (it.atk_type != skill_id)
  2089. continue;
  2090. pc_exeautobonus(sd, &sd->autobonus3, &it);
  2091. }
  2092. }
  2093. return 1;
  2094. }
  2095. /* Splitted off from skill_additional_effect, which is never called when the
  2096. * attack skill kills the enemy. Place in this function counter status effects
  2097. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2098. * from cards) that will take effect on the source, not the target. [Skotlex]
  2099. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2100. * type of skills, so not every instance of skill_additional_effect needs a call
  2101. * to this one.
  2102. */
  2103. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2104. {
  2105. int rate;
  2106. struct map_session_data *sd=NULL;
  2107. struct map_session_data *dstsd=NULL;
  2108. nullpo_ret(src);
  2109. nullpo_ret(bl);
  2110. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2111. sd = BL_CAST(BL_PC, src);
  2112. dstsd = BL_CAST(BL_PC, bl);
  2113. if(dstsd && attack_type&BF_WEAPON) { //Counter effects.
  2114. enum sc_type type;
  2115. unsigned int time;
  2116. for (const auto &it : dstsd->addeff_atked) {
  2117. rate = it.rate;
  2118. if (attack_type&BF_LONG)
  2119. rate += it.arrow_rate;
  2120. if (!rate)
  2121. continue;
  2122. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2123. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2124. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2125. continue; //Range Failed.
  2126. }
  2127. type = it.sc;
  2128. time = it.duration;
  2129. if (it.flag&ATF_TARGET && src != bl)
  2130. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  2131. if (it.flag&ATF_SELF && !status_isdead(bl))
  2132. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  2133. }
  2134. }
  2135. switch(skill_id) {
  2136. case MO_EXTREMITYFIST:
  2137. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2138. break;
  2139. case GS_FULLBUSTER:
  2140. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2141. break;
  2142. case HFLI_SBR44: //[orn]
  2143. case HVAN_EXPLOSION:
  2144. if(src->type == BL_HOM){
  2145. TBL_HOM *hd = (TBL_HOM*)src;
  2146. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  2147. if (hd->master)
  2148. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  2149. }
  2150. break;
  2151. case CR_GRANDCROSS:
  2152. case NPC_GRANDDARKNESS:
  2153. attack_type |= BF_WEAPON;
  2154. break;
  2155. case LG_HESPERUSLIT:
  2156. {
  2157. struct status_change *sc = status_get_sc(src);
  2158. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  2159. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2160. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2161. }
  2162. }
  2163. break;
  2164. }
  2165. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2166. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2167. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2168. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2169. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2170. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2171. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2172. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2173. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2174. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2175. }
  2176. if( sd && status_isdead(bl) ) {
  2177. int sp = 0, hp = 0;
  2178. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2179. sp += sd->bonus.sp_gain_value;
  2180. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  2181. hp += sd->bonus.hp_gain_value;
  2182. }
  2183. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2184. sp += sd->bonus.long_sp_gain_value;
  2185. hp += sd->bonus.long_hp_gain_value;
  2186. }
  2187. if( attack_type&BF_MAGIC ) {
  2188. sp += sd->bonus.magic_sp_gain_value;
  2189. hp += sd->bonus.magic_hp_gain_value;
  2190. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2191. struct status_change *sc = NULL;
  2192. if( ( sc = status_get_sc(src) ) ) {
  2193. if(sc->data[SC_SPIRIT] &&
  2194. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2195. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2196. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2197. }
  2198. }
  2199. }
  2200. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2201. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2202. }
  2203. }
  2204. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2205. struct status_change *sc = status_get_sc(bl);
  2206. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2207. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2208. }
  2209. // Trigger counter-spells to retaliate against damage causing skills.
  2210. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2211. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2212. {
  2213. struct block_list *tbl;
  2214. struct unit_data *ud;
  2215. int autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  2216. for (const auto &it : dstsd->autospell2) {
  2217. if (!(((it.flag)&attack_type)&BF_WEAPONMASK &&
  2218. ((it.flag)&attack_type)&BF_RANGEMASK &&
  2219. ((it.flag)&attack_type)&BF_SKILLMASK))
  2220. continue; // one or more trigger conditions were not fulfilled
  2221. autospl_skill_id = (it.id > 0) ? it.id : -it.id;
  2222. autospl_skill_lv = it.lv ? it.lv : 1;
  2223. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  2224. autospl_rate = it.rate;
  2225. //Physical range attacks only trigger autospells half of the time
  2226. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2227. autospl_rate>>=1;
  2228. dstsd->state.autocast = 1;
  2229. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2230. dstsd->state.autocast = 0;
  2231. continue;
  2232. }
  2233. dstsd->state.autocast = 0;
  2234. if (rnd()%1000 >= autospl_rate)
  2235. continue;
  2236. tbl = (it.id < 0) ? bl : src;
  2237. if ((type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND) {
  2238. if (!skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2239. continue;
  2240. }
  2241. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2242. continue;
  2243. dstsd->state.autocast = 1;
  2244. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2245. switch (type) {
  2246. case CAST_GROUND:
  2247. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2248. break;
  2249. case CAST_NODAMAGE:
  2250. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2251. break;
  2252. case CAST_DAMAGE:
  2253. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2254. break;
  2255. }
  2256. dstsd->state.autocast = 0;
  2257. //Set canact delay. [Skotlex]
  2258. ud = unit_bl2ud(bl);
  2259. if (ud) {
  2260. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2261. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2262. ud->canact_tick = i64max(tick + autospl_rate, ud->canact_tick);
  2263. if ( battle_config.display_status_timers && dstsd )
  2264. clif_status_change(bl, EFST_POSTDELAY, 1, autospl_rate, 0, 0, 0);
  2265. }
  2266. }
  2267. }
  2268. }
  2269. //Autobonus when attacked
  2270. if( dstsd && !status_isdead(bl) && !dstsd->autobonus2.empty() && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)) ) {
  2271. for (auto &it : dstsd->autobonus2) {
  2272. if (rnd()%1000 >= it.rate)
  2273. continue;
  2274. if (!(((it.atk_type)&attack_type)&BF_WEAPONMASK &&
  2275. ((it.atk_type)&attack_type)&BF_RANGEMASK &&
  2276. ((it.atk_type)&attack_type)&BF_SKILLMASK))
  2277. continue; // one or more trigger conditions were not fulfilled
  2278. pc_exeautobonus(dstsd, &dstsd->autobonus2, &it);
  2279. }
  2280. }
  2281. return 0;
  2282. }
  2283. /*=========================================================================
  2284. Breaks equipment. On-non players causes the corresponding strip effect.
  2285. - rate goes from 0 to 10000 (100.00%)
  2286. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2287. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2288. --------------------------------------------------------------------------*/
  2289. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2290. {
  2291. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2292. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2293. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2294. struct status_change *sc = status_get_sc(bl);
  2295. int i;
  2296. TBL_PC *sd;
  2297. sd = BL_CAST(BL_PC, bl);
  2298. if (sc && !sc->count)
  2299. sc = NULL;
  2300. if (sd) {
  2301. if (sd->bonus.unbreakable_equip)
  2302. where &= ~sd->bonus.unbreakable_equip;
  2303. if (sd->bonus.unbreakable)
  2304. rate -= rate*sd->bonus.unbreakable/100;
  2305. if (where&EQP_WEAPON) {
  2306. switch (sd->status.weapon) {
  2307. case W_FIST: //Bare fists should not break :P
  2308. case W_1HAXE:
  2309. case W_2HAXE:
  2310. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2311. case W_2HMACE:
  2312. case W_STAFF:
  2313. case W_2HSTAFF:
  2314. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2315. case W_HUUMA:
  2316. where &= ~EQP_WEAPON;
  2317. }
  2318. }
  2319. }
  2320. if (flag&BCT_ENEMY) {
  2321. if (battle_config.equip_skill_break_rate != 100)
  2322. rate = rate*battle_config.equip_skill_break_rate/100;
  2323. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2324. if (battle_config.equip_self_break_rate != 100)
  2325. rate = rate*battle_config.equip_self_break_rate/100;
  2326. }
  2327. for (i = 0; i < 4; i++) {
  2328. if (where&where_list[i]) {
  2329. if (sc && sc->count && sc->data[scdef[i]])
  2330. where&=~where_list[i];
  2331. else if (rnd()%10000 >= rate)
  2332. where&=~where_list[i];
  2333. else if (!sd) //Cause Strip effect.
  2334. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2335. }
  2336. }
  2337. if (!where) //Nothing to break.
  2338. return 0;
  2339. if (sd) {
  2340. for (i = 0; i < EQI_MAX; i++) {
  2341. short j = sd->equip_index[i];
  2342. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2343. continue;
  2344. switch(i) {
  2345. case EQI_HEAD_TOP: //Upper Head
  2346. flag = (where&EQP_HELM);
  2347. break;
  2348. case EQI_ARMOR: //Body
  2349. flag = (where&EQP_ARMOR);
  2350. break;
  2351. case EQI_HAND_R: //Left/Right hands
  2352. case EQI_HAND_L:
  2353. flag = (
  2354. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2355. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2356. break;
  2357. case EQI_SHOES:
  2358. flag = (where&EQP_SHOES);
  2359. break;
  2360. case EQI_GARMENT:
  2361. flag = (where&EQP_GARMENT);
  2362. break;
  2363. default:
  2364. continue;
  2365. }
  2366. if (flag) {
  2367. sd->inventory.u.items_inventory[j].attribute = 1;
  2368. pc_unequipitem(sd, j, 3);
  2369. }
  2370. }
  2371. clif_equiplist(sd);
  2372. }
  2373. return where; //Return list of pieces broken.
  2374. }
  2375. /**
  2376. * Strip equipment from a target
  2377. * @param src: Source of call
  2378. * @param target: Target to strip
  2379. * @param skill_id: Skill used
  2380. * @param skill_lv: Skill level used
  2381. * @return True on successful strip or false otherwise
  2382. */
  2383. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2384. {
  2385. nullpo_retr(false, src);
  2386. nullpo_retr(false, target);
  2387. struct status_change *tsc = status_get_sc(target);
  2388. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2389. return false;
  2390. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2391. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2392. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2393. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2394. int rate, time, location, mod = 100;
  2395. switch (skill_id) { // Rate
  2396. case RG_STRIPWEAPON:
  2397. case RG_STRIPARMOR:
  2398. case RG_STRIPSHIELD:
  2399. case RG_STRIPHELM:
  2400. case GC_WEAPONCRUSH:
  2401. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2402. mod = 1000;
  2403. break;
  2404. case ST_FULLSTRIP: {
  2405. int min_rate = 50 + 20 * skill_lv;
  2406. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2407. rate = max(min_rate, rate);
  2408. mod = 1000;
  2409. break;
  2410. }
  2411. case GS_DISARM:
  2412. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2413. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2414. break;
  2415. case WL_EARTHSTRAIN: {
  2416. int job_lv = 0;
  2417. if (src->type == BL_PC)
  2418. job_lv = ((TBL_PC*)src)->status.job_level;
  2419. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2420. break;
  2421. }
  2422. case SC_STRIPACCESSARY:
  2423. rate = 12 + 2 * skill_lv;
  2424. break;
  2425. default:
  2426. return false;
  2427. }
  2428. if (rnd()%mod >= rate)
  2429. return false;
  2430. switch (skill_id) { // Duration
  2431. case SC_STRIPACCESSARY:
  2432. case GS_DISARM:
  2433. time = skill_get_time(skill_id, skill_lv);
  2434. break;
  2435. case WL_EARTHSTRAIN:
  2436. case RG_STRIPWEAPON:
  2437. case RG_STRIPARMOR:
  2438. case RG_STRIPSHIELD:
  2439. case RG_STRIPHELM:
  2440. case GC_WEAPONCRUSH:
  2441. case ST_FULLSTRIP:
  2442. if (skill_id == WL_EARTHSTRAIN)
  2443. time = skill_get_time2(skill_id, skill_lv);
  2444. else
  2445. time = skill_get_time(skill_id, skill_lv);
  2446. if (target->type == BL_PC)
  2447. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2448. else {
  2449. time += 15000;
  2450. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2451. }
  2452. break;
  2453. }
  2454. switch (skill_id) { // Location
  2455. case GC_WEAPONCRUSH:
  2456. case RG_STRIPWEAPON:
  2457. case GS_DISARM:
  2458. location = EQP_WEAPON;
  2459. break;
  2460. case RG_STRIPARMOR:
  2461. location = EQP_ARMOR;
  2462. break;
  2463. case RG_STRIPSHIELD:
  2464. location = EQP_SHIELD;
  2465. break;
  2466. case RG_STRIPHELM:
  2467. location = EQP_HELM;
  2468. break;
  2469. case ST_FULLSTRIP:
  2470. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2471. break;
  2472. case SC_STRIPACCESSARY:
  2473. location = EQP_ACC;
  2474. break;
  2475. case WL_EARTHSTRAIN:
  2476. location = EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2477. if (skill_lv >= 4)
  2478. location |= EQP_WEAPON;
  2479. if (skill_lv >= 5)
  2480. location |= EQP_ACC;
  2481. break;
  2482. }
  2483. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2484. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2485. location &=~ pos[i];
  2486. }
  2487. if (!location)
  2488. return false;
  2489. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2490. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2491. location &=~ pos[i];
  2492. }
  2493. return location ? true : false;
  2494. }
  2495. /**
  2496. * Used to knock back players, monsters, traps, etc
  2497. * @param src Object that give knock back
  2498. * @param target Object that receive knock back
  2499. * @param count Number of knock back cell requested
  2500. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2501. * @param flag
  2502. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2503. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2504. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2505. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2506. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2507. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2508. BLOWN_TARGET_BASILICA - if target is in Basilica area
  2509. * @return Number of knocked back cells done
  2510. */
  2511. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2512. {
  2513. int dx = 0, dy = 0;
  2514. uint8 checkflag = 0;
  2515. struct status_change *tsc = status_get_sc(target);
  2516. enum e_unit_blown reason = UB_KNOCKABLE;
  2517. nullpo_ret(src);
  2518. nullpo_ret(target);
  2519. if (!count)
  2520. return count; // Actual knockback distance is 0.
  2521. // Create flag needed in unit_blown_immune
  2522. if(src != target)
  2523. checkflag |= 0x1; // Offensive
  2524. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2525. checkflag |= 0x2; // Knockback type
  2526. if(status_get_class_(src) == CLASS_BOSS)
  2527. checkflag |= 0x4; // Boss attack
  2528. // Get reason and check for flags
  2529. reason = unit_blown_immune(target, checkflag);
  2530. switch(reason) {
  2531. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2532. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2533. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2534. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2535. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2536. }
  2537. if (dir == -1) // <optimized>: do the computation here instead of outside
  2538. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2539. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2540. dx = -dirx[dir];
  2541. dy = -diry[dir];
  2542. }
  2543. if (tsc) {
  2544. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2545. status_change_end(target, SC_SU_STOOP, INVALID_TIMER);
  2546. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2547. return 0;
  2548. }
  2549. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2550. }
  2551. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2552. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2553. // In case of success returns type of reflection, otherwise 0
  2554. // 1 - Regular reflection (Maya)
  2555. // 2 - SL_KAITE reflection
  2556. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2557. {
  2558. struct status_change *sc = status_get_sc(bl);
  2559. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2560. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2561. // Item-based reflection - Bypasses Boss check
  2562. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2563. return 1;
  2564. }
  2565. // Magic Mirror reflection - Bypasses Boss check
  2566. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2567. return 1;
  2568. if( status_get_class_(src) == CLASS_BOSS )
  2569. return 0;
  2570. // status-based reflection
  2571. if( !sc || sc->count == 0 )
  2572. return 0;
  2573. // Kaite reflection - Does not bypass Boss check
  2574. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2575. #ifdef RENEWAL
  2576. && type // Does not reflect AoE
  2577. #endif
  2578. ) {
  2579. // Kaite only works against non-players if they are low-level.
  2580. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2581. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2582. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2583. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2584. return 2;
  2585. }
  2586. return 0;
  2587. }
  2588. /**
  2589. * Checks whether a skill can be used in combos or not
  2590. * @param skill_id: Target skill
  2591. * @return 0: Skill is not a combo
  2592. * 1: Skill is a normal combo
  2593. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2594. * @author Panikon
  2595. */
  2596. int skill_is_combo(uint16 skill_id) {
  2597. switch(skill_id) {
  2598. case MO_CHAINCOMBO:
  2599. case MO_COMBOFINISH:
  2600. case CH_TIGERFIST:
  2601. case CH_CHAINCRUSH:
  2602. case MO_EXTREMITYFIST:
  2603. case TK_TURNKICK:
  2604. case TK_STORMKICK:
  2605. case TK_DOWNKICK:
  2606. case TK_COUNTER:
  2607. case TK_JUMPKICK:
  2608. case HT_POWER:
  2609. case GC_WEAPONCRUSH:
  2610. case SR_DRAGONCOMBO:
  2611. return 1;
  2612. case SR_FALLENEMPIRE:
  2613. case SR_TIGERCANNON:
  2614. case SR_GATEOFHELL:
  2615. return 2;
  2616. }
  2617. return 0;
  2618. }
  2619. /*
  2620. * Combo handler, start stop combo status
  2621. */
  2622. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2623. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2624. switch (skill_id) {
  2625. case MH_MIDNIGHT_FRENZY:
  2626. case MH_EQC:
  2627. {
  2628. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2629. short idx = hom_skill_get_index(skill_id2);
  2630. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2631. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2632. if (idx == -1)
  2633. break;
  2634. sd = hd->master;
  2635. hd->homunculus.hskill[idx].flag= flag;
  2636. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2637. }
  2638. break;
  2639. case MO_COMBOFINISH:
  2640. case CH_TIGERFIST:
  2641. case CH_CHAINCRUSH:
  2642. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2643. break;
  2644. case TK_JUMPKICK:
  2645. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2646. break;
  2647. case MO_TRIPLEATTACK:
  2648. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2649. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2650. break;
  2651. case SR_FALLENEMPIRE:
  2652. if (sd){
  2653. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2654. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2655. }
  2656. break;
  2657. }
  2658. }
  2659. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2660. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2661. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2662. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2663. struct status_change_entry *sce;
  2664. TBL_PC *sd = BL_CAST(BL_PC,src);
  2665. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2666. struct status_change *sc = status_get_sc(src);
  2667. if(sc == NULL) return;
  2668. //End previous combo state after skill is invoked
  2669. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2670. switch (skill_id) {
  2671. case TK_TURNKICK:
  2672. case TK_STORMKICK:
  2673. case TK_DOWNKICK:
  2674. case TK_COUNTER:
  2675. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2676. sce->val1 = skill_id; //Update combo-skill
  2677. sce->val3 = skill_id;
  2678. if( sce->timer != INVALID_TIMER )
  2679. delete_timer(sce->timer, status_change_timer);
  2680. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2681. break;
  2682. }
  2683. unit_cancel_combo(src); // Cancel combo wait
  2684. break;
  2685. default:
  2686. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2687. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2688. }
  2689. }
  2690. //start new combo
  2691. if (sd) { //player only
  2692. switch (skill_id) {
  2693. case MO_TRIPLEATTACK:
  2694. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2695. duration = 1;
  2696. target_id = 0; // Will target current auto-target instead
  2697. }
  2698. break;
  2699. case MO_CHAINCOMBO:
  2700. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2701. duration = 1;
  2702. target_id = 0; // Will target current auto-target instead
  2703. }
  2704. break;
  2705. case MO_COMBOFINISH:
  2706. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2707. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2708. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2709. duration = 1;
  2710. target_id = 0; // Will target current auto-target instead
  2711. }
  2712. case CH_TIGERFIST:
  2713. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2714. duration = 1;
  2715. target_id = 0; // Will target current auto-target instead
  2716. }
  2717. case CH_CHAINCRUSH:
  2718. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2719. duration = 1;
  2720. target_id = 0; // Will target current auto-target instead
  2721. }
  2722. break;
  2723. case AC_DOUBLE:
  2724. if (pc_checkskill(sd, HT_POWER)) {
  2725. duration = 2000;
  2726. nodelay = 1; //Neither gives walk nor attack delay
  2727. target_id = 0; //Does not need to be used on previous target
  2728. }
  2729. break;
  2730. case SR_DRAGONCOMBO:
  2731. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2732. duration = 1;
  2733. break;
  2734. case SR_FALLENEMPIRE:
  2735. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2736. duration = 1;
  2737. break;
  2738. }
  2739. }
  2740. else { //other
  2741. switch(skill_id) {
  2742. case MH_TINDER_BREAKER:
  2743. case MH_CBC:
  2744. case MH_SONIC_CRAW:
  2745. case MH_SILVERVEIN_RUSH:
  2746. if(hd->homunculus.spiritball > 0) duration = 2000;
  2747. nodelay = 1;
  2748. break;
  2749. case MH_EQC:
  2750. case MH_MIDNIGHT_FRENZY:
  2751. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2752. nodelay = 1;
  2753. break;
  2754. }
  2755. }
  2756. if (duration) { //Possible to chain
  2757. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2758. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2759. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2760. clif_combo_delay(src, duration);
  2761. }
  2762. }
  2763. /**
  2764. * Copy skill by Plagiarism or Reproduce
  2765. * @param src: The caster
  2766. * @param bl: The target
  2767. * @param skill_id: Skill that casted
  2768. * @param skill_lv: Skill level of the casted skill
  2769. */
  2770. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2771. {
  2772. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2773. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2774. return;
  2775. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2776. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2777. return;
  2778. else {
  2779. uint16 idx;
  2780. uint8 lv;
  2781. skill_id = skill_dummy2skill_id(skill_id);
  2782. //Use skill index, avoiding out-of-bound array [Cydh]
  2783. if (!(idx = skill_get_index(skill_id)))
  2784. return;
  2785. switch (skill_isCopyable(tsd,skill_id)) {
  2786. case 1: //Copied by Plagiarism
  2787. {
  2788. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2789. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2790. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2791. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2792. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2793. }
  2794. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2795. tsd->cloneskill_idx = idx;
  2796. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  2797. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  2798. }
  2799. break;
  2800. case 2: //Copied by Reproduce
  2801. {
  2802. struct status_change *tsc = status_get_sc(bl);
  2803. //Already did SC check
  2804. //Skill level copied depends on Reproduce skill that used
  2805. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2806. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2807. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2808. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2809. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2810. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2811. }
  2812. //Level dependent and limitation.
  2813. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2814. lv = min(lv,skill_get_max(skill_id));
  2815. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2816. lv = min(lv,skill_lv);
  2817. tsd->reproduceskill_idx = idx;
  2818. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  2819. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  2820. }
  2821. break;
  2822. default: return;
  2823. }
  2824. tsd->status.skill[idx].id = skill_id;
  2825. tsd->status.skill[idx].lv = lv;
  2826. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2827. clif_addskill(tsd,skill_id);
  2828. }
  2829. }
  2830. /**
  2831. * Knockback the target on skill_attack
  2832. * @param src is the master behind the attack
  2833. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2834. * @param target is the target to be attacked.
  2835. * @param blewcount
  2836. * @param skill_id
  2837. * @param skill_lv
  2838. * @param damage
  2839. * @param tick
  2840. * @param flag can hold a bunch of information:
  2841. */
  2842. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  2843. int8 dir = -1; // Default direction
  2844. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2845. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2846. if (!blewcount || target == dsrc || status_isdead(target))
  2847. return;
  2848. // Skill specific direction
  2849. switch (skill_id) {
  2850. case MG_FIREWALL:
  2851. case GN_WALLOFTHORN:
  2852. case EL_FIRE_MANTLE:
  2853. dir = unit_getdir(target); // Backwards
  2854. break;
  2855. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2856. case WZ_STORMGUST:
  2857. if(!battle_config.stormgust_knockback)
  2858. dir = rnd()%8;
  2859. break;
  2860. case MC_CARTREVOLUTION:
  2861. if (battle_config.cart_revo_knockback)
  2862. dir = 6; // Official servers push target to the West
  2863. break;
  2864. case AC_SHOWER:
  2865. case WL_CRIMSONROCK:
  2866. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  2867. dir = map_calc_dir(target, src->x, src->y);
  2868. else
  2869. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  2870. break;
  2871. case HT_PHANTASMIC: // issue #1378
  2872. if (status_get_hp(target) - damage <= 0) return;
  2873. break;
  2874. }
  2875. // Blown-specific handling
  2876. switch( skill_id ) {
  2877. case LG_OVERBRAND_BRANDISH:
  2878. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2879. if (skill_blown(dsrc,target,blewcount,dir,(enum e_skill_blown)(BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2880. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2881. break;
  2882. case SR_KNUCKLEARROW:
  2883. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2884. // Boss & Immune Knockback stay in place and don't get bonus damage
  2885. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2886. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  2887. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2888. dir_ka = -1;
  2889. break;
  2890. case RL_R_TRIP:
  2891. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  2892. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2893. break;
  2894. default:
  2895. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  2896. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2897. TBL_SKILL *su = (TBL_SKILL*)target;
  2898. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2899. skill_blown(src, target, 3, -1, BLOWN_NONE);
  2900. }
  2901. break;
  2902. }
  2903. clif_fixpos(target);
  2904. }
  2905. /*
  2906. * =========================================================================
  2907. * Does a skill attack with the given properties.
  2908. * @param src is the master behind the attack (player/mob/pet)
  2909. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2910. * @param bl is the target to be attacked.
  2911. * @param flag can hold a bunch of information:
  2912. * flag&1
  2913. * flag&2 - Disable re-triggered by double casting
  2914. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2915. * flag&8 - SC_COMBO state used to deal bonus damage
  2916. *
  2917. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  2918. * (usually holds number of targets, or just 1 for simple splash attacks)
  2919. *
  2920. * flag&0xF000 - Values from enum e_skill_display
  2921. * flag&0x3F0000 - Values from enum e_battle_check_target
  2922. *
  2923. * flag&0x1000000 - Return 0 if damage was reflected
  2924. *-------------------------------------------------------------------------*/
  2925. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  2926. {
  2927. struct Damage dmg;
  2928. struct status_data *sstatus, *tstatus;
  2929. struct status_change *sc, *tsc;
  2930. struct map_session_data *sd, *tsd;
  2931. int64 damage;
  2932. int8 rmdamage = 0;//magic reflected
  2933. int type;
  2934. enum e_damage_type dmg_type;
  2935. bool shadow_flag = false;
  2936. bool additional_effects = true;
  2937. if(skill_id > 0 && !skill_lv)
  2938. return 0;
  2939. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2940. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2941. nullpo_ret(bl); //Target to be attacked.
  2942. if (status_bl_has_mode(bl,MD_SKILL_IMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  2943. return 0;
  2944. if (src != dsrc) {
  2945. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2946. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2947. return 0;
  2948. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  2949. //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]
  2950. if (!status_check_skilluse(src, bl, skill_id, 2))
  2951. return 0;
  2952. }
  2953. sd = BL_CAST(BL_PC, src);
  2954. tsd = BL_CAST(BL_PC, bl);
  2955. sstatus = status_get_status_data(src);
  2956. tstatus = status_get_status_data(bl);
  2957. sc= status_get_sc(src);
  2958. tsc= status_get_sc(bl);
  2959. if (tsc && !tsc->count)
  2960. tsc = NULL; //Don't need it.
  2961. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2962. if (tsc && tsc->data[SC_TRICKDEAD])
  2963. return 0;
  2964. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2965. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2966. return 0;
  2967. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2968. //If the damage source is a unit, the damage is not delayed
  2969. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  2970. dmg.amotion = 0;
  2971. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2972. // Adjusted to the new system [Skotlex]
  2973. if( src->type == BL_PET ) { // [Valaris]
  2974. struct pet_data *pd = (TBL_PET*)src;
  2975. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2976. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2977. int element = skill_get_ele(skill_id, skill_lv);
  2978. /*if (skill_id == -1) Does it ever worked?
  2979. element = sstatus->rhw.ele;*/
  2980. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2981. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2982. else
  2983. dmg.damage = pd->a_skill->damage; // Fixed damage
  2984. }
  2985. else
  2986. dmg.damage = 1*pd->a_skill->div_;
  2987. dmg.damage2 = 0;
  2988. dmg.div_= pd->a_skill->div_;
  2989. }
  2990. }
  2991. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2992. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2993. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2994. { //Magic reflection, switch caster/target
  2995. struct block_list *tbl = bl;
  2996. rmdamage = 1;
  2997. bl = src;
  2998. src = tbl;
  2999. dsrc = tbl;
  3000. sd = BL_CAST(BL_PC, src);
  3001. tsd = BL_CAST(BL_PC, bl);
  3002. tsc = status_get_sc(bl);
  3003. if (tsc && !tsc->count)
  3004. tsc = NULL; //Don't need it.
  3005. /* bugreport:2564 flag&2 disables double casting trigger */
  3006. flag |= 2;
  3007. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3008. flag |= 4;
  3009. //Spirit of Wizard blocks Kaite's reflection
  3010. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3011. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3012. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3013. if (type >= 0) {
  3014. if ( tsd )
  3015. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3016. dmg.damage = dmg.damage2 = 0;
  3017. dmg.dmg_lv = ATK_MISS;
  3018. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3019. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3020. }
  3021. } else if( type != 2 ) /* Kaite bypasses */
  3022. additional_effects = false;
  3023. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3024. #if MAGIC_REFLECTION_TYPE
  3025. #ifdef RENEWAL
  3026. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3027. #else
  3028. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3029. // regardless of caster's equipment (Aegis 11.1)
  3030. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3031. #endif
  3032. short s_ele = skill_get_ele(skill_id, skill_lv);
  3033. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3034. s_ele = sstatus->rhw.ele;
  3035. else if (s_ele == ELE_ENDOWED) //Use status element
  3036. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3037. else if( s_ele == ELE_RANDOM) //Use random element
  3038. s_ele = rnd()%ELE_ALL;
  3039. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3040. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3041. struct status_data *status = status_get_status_data(bl);
  3042. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3043. per /=20; //Uses 20% SP intervals.
  3044. //SP Cost: 1% + 0.5% per every 20% SP
  3045. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3046. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  3047. //Reduction: 6% + 6% every 20%
  3048. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3049. }
  3050. }
  3051. #endif
  3052. }
  3053. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3054. int sp = skill_get_sp(skill_id,skill_lv);
  3055. #ifndef RENEWAL
  3056. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3057. #endif
  3058. dmg.damage = dmg.damage2 = 0;
  3059. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3060. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3061. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3062. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3063. status_heal(bl, 0, sp, 2);
  3064. }
  3065. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  3066. dmg.damage = dmg.damage2 = 0;
  3067. dmg.dmg_lv = ATK_MISS;
  3068. }
  3069. }
  3070. damage = dmg.damage + dmg.damage2;
  3071. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3072. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3073. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  3074. damage = 1;
  3075. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3076. struct block_list *nbl;
  3077. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3078. if( nbl ){ // Only one target is chosen.
  3079. damage = damage / 2; // Deflect half of the damage to a target nearby
  3080. 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, DMG_SINGLE);
  3081. }
  3082. }
  3083. //Skill hit type
  3084. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3085. switch( skill_id ) {
  3086. case WL_HELLINFERNO:
  3087. if (dmg.dmg_lv == ATK_DEF && !(flag&ELE_DARK)) // Burning only starts if the fire attack successfully lands
  3088. sc_start4(src, bl, SC_BURNING, 55 + 5 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  3089. break;
  3090. case SC_TRIANGLESHOT:
  3091. if( rnd()%100 > (1 + skill_lv) )
  3092. dmg.blewcount = 0;
  3093. break;
  3094. default:
  3095. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3096. dmg.blewcount = 0; //only pushback when it hit for other
  3097. break;
  3098. }
  3099. switch( skill_id ) {
  3100. case CR_GRANDCROSS:
  3101. case NPC_GRANDDARKNESS:
  3102. if( battle_config.gx_disptype)
  3103. dsrc = src;
  3104. if( src == bl)
  3105. dmg_type = DMG_ENDURE;
  3106. else
  3107. flag|= SD_ANIMATION;
  3108. break;
  3109. case NJ_TATAMIGAESHI: //For correct knockback.
  3110. dsrc = src;
  3111. flag|= SD_ANIMATION;
  3112. break;
  3113. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3114. int level;
  3115. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3116. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3117. }
  3118. break;
  3119. case SL_STIN:
  3120. case SL_STUN:
  3121. if (skill_lv >= 7) {
  3122. struct status_change *sc_cur = status_get_sc(src);
  3123. if (sc_cur && !sc_cur->data[SC_SMA])
  3124. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3125. }
  3126. break;
  3127. }
  3128. //combo handling
  3129. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3130. //Display damage.
  3131. switch( skill_id ) {
  3132. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3133. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3134. break;
  3135. //Skills that need be passed as a normal attack for the client to display correctly.
  3136. case HVAN_EXPLOSION:
  3137. case NPC_SELFDESTRUCTION:
  3138. if(src->type == BL_PC)
  3139. dmg.blewcount = 10;
  3140. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3141. // fall through
  3142. case KN_AUTOCOUNTER:
  3143. case NPC_CRITICALSLASH:
  3144. case TF_DOUBLE:
  3145. case GS_CHAINACTION:
  3146. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3147. break;
  3148. case AS_SPLASHER:
  3149. if( flag&SD_ANIMATION ) // the surrounding targets
  3150. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3151. else // the central target doesn't display an animation
  3152. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3153. break;
  3154. case GN_SPORE_EXPLOSION:
  3155. if (flag&SD_ANIMATION)
  3156. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, NV_BASIC, -1, DMG_SPLASH);
  3157. else
  3158. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH);
  3159. break;
  3160. case WL_HELLINFERNO:
  3161. case SR_EARTHSHAKER:
  3162. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3163. break;
  3164. case WL_SOULEXPANSION:
  3165. case WL_COMET:
  3166. case NPC_COMET:
  3167. case KO_MUCHANAGE:
  3168. #ifndef RENEWAL
  3169. case NJ_HUUMA:
  3170. #endif
  3171. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3172. break;
  3173. case WL_CHAINLIGHTNING_ATK:
  3174. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3175. break;
  3176. case WL_TETRAVORTEX_FIRE:
  3177. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3178. break;
  3179. case LG_SHIELDPRESS:
  3180. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3181. break;
  3182. case LG_OVERBRAND:
  3183. case LG_OVERBRAND_BRANDISH:
  3184. dmg.amotion = status_get_amotion(src) * 2;
  3185. case LG_OVERBRAND_PLUSATK:
  3186. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3187. break;
  3188. case NPC_DARKPIERCING:
  3189. case EL_FIRE_BOMB:
  3190. case EL_FIRE_BOMB_ATK:
  3191. case EL_FIRE_WAVE:
  3192. case EL_FIRE_WAVE_ATK:
  3193. case EL_FIRE_MANTLE:
  3194. case EL_CIRCLE_OF_FIRE:
  3195. case EL_FIRE_ARROW:
  3196. case EL_ICE_NEEDLE:
  3197. case EL_WATER_SCREW:
  3198. case EL_WATER_SCREW_ATK:
  3199. case EL_WIND_SLASH:
  3200. case EL_TIDAL_WEAPON:
  3201. case EL_ROCK_CRUSHER:
  3202. case EL_ROCK_CRUSHER_ATK:
  3203. case EL_HURRICANE:
  3204. case EL_HURRICANE_ATK:
  3205. case KO_BAKURETSU:
  3206. case GN_CRAZYWEED_ATK:
  3207. case SU_SV_ROOTTWIST_ATK:
  3208. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3209. break;
  3210. case GN_FIRE_EXPANSION_ACID:
  3211. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3212. break;
  3213. case GN_SLINGITEM_RANGEMELEEATK:
  3214. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3215. break;
  3216. case EL_STONE_RAIN:
  3217. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3218. break;
  3219. case WM_SEVERE_RAINSTORM_MELEE:
  3220. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3221. break;
  3222. case SR_TIGERCANNON:
  3223. dmg.dmotion = clif_skill_damage(src, bl, tick, status_get_amotion(bl), dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SINGLE);
  3224. break;
  3225. case HT_CLAYMORETRAP:
  3226. case HT_BLASTMINE:
  3227. case HT_FLASHER:
  3228. case HT_FREEZINGTRAP:
  3229. case RA_CLUSTERBOMB:
  3230. case RA_FIRINGTRAP:
  3231. case RA_ICEBOUNDTRAP:
  3232. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3233. if( dsrc != src ) // avoid damage display redundancy
  3234. break;
  3235. //Fall through
  3236. case HT_LANDMINE:
  3237. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3238. break;
  3239. case WZ_SIGHTBLASTER:
  3240. //Sightblaster should never call clif_skill_damage twice
  3241. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3242. break;
  3243. case RL_R_TRIP_PLUSATK:
  3244. case RL_S_STORM:
  3245. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3246. break;
  3247. case SU_LUNATICCARROTBEAT:
  3248. case SU_LUNATICCARROTBEAT2:
  3249. if (dmg.div_ < 2)
  3250. type = DMG_SPLASH;
  3251. if (!(flag&SD_ANIMATION))
  3252. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3253. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3254. break;
  3255. case AB_DUPLELIGHT_MELEE:
  3256. case AB_DUPLELIGHT_MAGIC:
  3257. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3258. default:
  3259. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3260. dmg_type = DMG_SPLASH;
  3261. if (src->type == BL_SKILL) {
  3262. TBL_SKILL *su = (TBL_SKILL*)src;
  3263. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3264. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3265. break;
  3266. }
  3267. }
  3268. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3269. break;
  3270. }
  3271. map_freeblock_lock();
  3272. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3273. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3274. skill_do_copy(src,bl,skill_id,skill_lv);
  3275. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3276. { //Skills with can't walk delay also stop normal attacking for that
  3277. //duration when the attack connects. [Skotlex]
  3278. struct unit_data *ud = unit_bl2ud(src);
  3279. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3280. ud->attackabletime = tick + type;
  3281. }
  3282. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3283. // Instant damage
  3284. if( !dmg.amotion ) {
  3285. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION]) || skill_id == HW_GRAVITATION || skill_id == NPC_EVILLAND) && !shadow_flag )
  3286. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3287. if( !status_isdead(bl) && additional_effects )
  3288. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3289. if( damage > 0 ) //Counter status effects [Skotlex]
  3290. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3291. }
  3292. // Blow!
  3293. if (!(flag&4))
  3294. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3295. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3296. if( dmg.amotion ) {
  3297. if( shadow_flag ) {
  3298. if( !status_isdead(bl) && additional_effects )
  3299. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3300. if( dmg.flag > ATK_BLOCK )
  3301. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3302. } else
  3303. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3304. }
  3305. if (tsc && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION && skill_id != NPC_EVILLAND) {
  3306. if (tsc->data[SC_DEVOTION]) {
  3307. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3308. struct block_list *d_bl = map_id2bl(sce->val1);
  3309. if (d_bl && (
  3310. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3311. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3312. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3313. {
  3314. if (!rmdamage) {
  3315. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3316. status_fix_damage(NULL, d_bl, damage, 0);
  3317. } else {
  3318. bool isDevotRdamage = false;
  3319. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3320. isDevotRdamage = true;
  3321. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3322. // This check is only for magical skill.
  3323. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3324. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0, false);
  3325. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, damage, 0);
  3326. }
  3327. } else {
  3328. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  3329. if (!dmg.amotion)
  3330. status_fix_damage(src, bl, damage, dmg.dmotion);
  3331. }
  3332. }
  3333. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3334. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3335. struct block_list *e_bl = map_id2bl(sce->val1);
  3336. if (e_bl) {
  3337. if (!rmdamage) {
  3338. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3339. status_fix_damage(NULL, e_bl, damage, 0);
  3340. } else {
  3341. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3342. status_fix_damage(bl, bl, damage, 0);
  3343. }
  3344. }
  3345. }
  3346. }
  3347. if(damage > 0 && !status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  3348. if( skill_id == RG_INTIMIDATE ) {
  3349. int rate = 50 + skill_lv * 5;
  3350. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3351. if(rnd()%100 < rate)
  3352. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3353. }
  3354. }
  3355. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3356. dmg.flag |= BF_WEAPON;
  3357. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3358. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3359. {
  3360. if (battle_config.left_cardfix_to_right)
  3361. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3362. else
  3363. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3364. }
  3365. if( damage > 0 ) { // Post-damage effects
  3366. switch( skill_id ) {
  3367. case GC_VENOMPRESSURE: {
  3368. struct status_change *ssc = status_get_sc(src);
  3369. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3370. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3371. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3372. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3373. }
  3374. }
  3375. break;
  3376. case SR_TIGERCANNON:
  3377. status_zap(bl, 0, damage * 10 / 100);
  3378. break;
  3379. }
  3380. if( sd )
  3381. skill_onskillusage(sd, bl, skill_id, tick);
  3382. }
  3383. if (!(flag&2) &&
  3384. (
  3385. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3386. ) &&
  3387. (tsc = status_get_sc(src)) &&
  3388. tsc->data[SC_DOUBLECAST] &&
  3389. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3390. {
  3391. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3392. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3393. }
  3394. map_freeblock_unlock();
  3395. if ((flag&0x1000000) && rmdamage == 1)
  3396. return 0; //Should return 0 when damage was reflected
  3397. return damage;
  3398. }
  3399. /*==========================================
  3400. * Sub function for recursive skill call.
  3401. * Checking bl battle flag and display damage
  3402. * then call func with source,target,skill_id,skill_lv,tick,flag
  3403. *------------------------------------------*/
  3404. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3405. int skill_area_sub(struct block_list *bl, va_list ap)
  3406. {
  3407. struct block_list *src;
  3408. uint16 skill_id,skill_lv;
  3409. int flag;
  3410. t_tick tick;
  3411. SkillFunc func;
  3412. nullpo_ret(bl);
  3413. src = va_arg(ap,struct block_list *);
  3414. skill_id = va_arg(ap,int);
  3415. skill_lv = va_arg(ap,int);
  3416. tick = va_arg(ap,t_tick);
  3417. flag = va_arg(ap,int);
  3418. func = va_arg(ap,SkillFunc);
  3419. if (flag&BCT_WOS && src == bl)
  3420. return 0;
  3421. if(battle_check_target(src,bl,flag) > 0) {
  3422. // several splash skills need this initial dummy packet to display correctly
  3423. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3424. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3425. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3426. skill_area_temp[2]++;
  3427. return func(src,bl,skill_id,skill_lv,tick,flag);
  3428. }
  3429. return 0;
  3430. }
  3431. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3432. {
  3433. struct skill_unit *unit;
  3434. uint16 skill_id,g_skill_id;
  3435. unit = (struct skill_unit *)bl;
  3436. if(bl->prev == NULL || bl->type != BL_SKILL)
  3437. return 0;
  3438. if(!unit->alive)
  3439. return 0;
  3440. skill_id = va_arg(ap,int);
  3441. g_skill_id = unit->group->skill_id;
  3442. switch (skill_id) {
  3443. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3444. if(g_skill_id == SA_LANDPROTECTOR)
  3445. break;
  3446. //Fall through
  3447. case MH_STEINWAND:
  3448. case MG_SAFETYWALL:
  3449. case SC_MAELSTROM:
  3450. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3451. return 0;
  3452. break;
  3453. case AL_WARP:
  3454. case HT_SKIDTRAP:
  3455. case MA_SKIDTRAP:
  3456. case HT_LANDMINE:
  3457. case MA_LANDMINE:
  3458. case HT_ANKLESNARE:
  3459. case HT_SHOCKWAVE:
  3460. case HT_SANDMAN:
  3461. case MA_SANDMAN:
  3462. case HT_FLASHER:
  3463. case HT_FREEZINGTRAP:
  3464. case MA_FREEZINGTRAP:
  3465. case HT_BLASTMINE:
  3466. case HT_CLAYMORETRAP:
  3467. case HT_TALKIEBOX:
  3468. case HP_BASILICA:
  3469. case RA_ELECTRICSHOCKER:
  3470. case RA_CLUSTERBOMB:
  3471. case RA_MAGENTATRAP:
  3472. case RA_COBALTTRAP:
  3473. case RA_MAIZETRAP:
  3474. case RA_VERDURETRAP:
  3475. case RA_FIRINGTRAP:
  3476. case RA_ICEBOUNDTRAP:
  3477. case SC_DIMENSIONDOOR:
  3478. case SC_BLOODYLUST:
  3479. case NPC_REVERBERATION:
  3480. case WM_REVERBERATION:
  3481. case GN_THORNS_TRAP:
  3482. case GN_HELLS_PLANT:
  3483. case RL_B_TRAP:
  3484. case SC_ESCAPE:
  3485. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3486. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3487. return 0;
  3488. break;
  3489. default: //Avoid stacking with same kind of trap. [Skotlex]
  3490. if (g_skill_id != skill_id)
  3491. return 0;
  3492. break;
  3493. }
  3494. return 1;
  3495. }
  3496. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3497. {
  3498. //Non players do not check for the skill's splash-trigger area.
  3499. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3500. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3501. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3502. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3503. return 0;
  3504. }
  3505. range += layout_type;
  3506. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3507. }
  3508. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3509. {
  3510. uint16 skill_id;
  3511. if(bl->prev == NULL)
  3512. return 0;
  3513. skill_id = va_arg(ap,int);
  3514. if( status_isdead(bl) && skill_id != AL_WARP )
  3515. return 0;
  3516. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3517. return 0;
  3518. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3519. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3520. return 1;
  3521. }
  3522. /**
  3523. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3524. * @param bl Object that casted skill
  3525. * @param x Position x of the target
  3526. * @param y Position y of the target
  3527. * @param skill_id The casted skill
  3528. * @param skill_lv The skill Lv
  3529. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3530. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3531. */
  3532. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3533. {
  3534. int range = 0, type;
  3535. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3536. if (isNearNPC)
  3537. range = skill_get_splash(skill_id,skill_lv);
  3538. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3539. if (!isNearNPC || !range) {
  3540. switch (skill_id) { // to be expanded later
  3541. case WZ_ICEWALL:
  3542. range = 2;
  3543. break;
  3544. case SC_MANHOLE:
  3545. case GN_HELLS_PLANT:
  3546. range = 0;
  3547. break;
  3548. default: {
  3549. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3550. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3551. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3552. return 0;
  3553. }
  3554. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3555. }
  3556. break;
  3557. }
  3558. }
  3559. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3560. //Check the additional range [Cydh]
  3561. if (isNearNPC && skill_npc_range > 0)
  3562. range += skill_npc_range;
  3563. if (!isNearNPC) { //Doesn't check the NPC range
  3564. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3565. if (bl->type&battle_config.skill_nofootset)
  3566. type = BL_CHAR;
  3567. else if(bl->type == BL_MOB)
  3568. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3569. else
  3570. return 0; //Don't check
  3571. } else
  3572. type = BL_NPC;
  3573. return (!isNearNPC) ?
  3574. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3575. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3576. //isNearNPC is used to check range from NPC
  3577. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3578. }
  3579. /*==========================================
  3580. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3581. * Flag:
  3582. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3583. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3584. *------------------------------------------*/
  3585. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3586. {
  3587. struct status_data *status;
  3588. struct map_session_data *sd = NULL;
  3589. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3590. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3591. nullpo_retr(0, bl);
  3592. switch( bl->type )
  3593. {
  3594. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3595. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3596. }
  3597. status = status_get_status_data(bl);
  3598. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3599. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3600. if (skill == nullptr)
  3601. return 0;
  3602. // Requirements
  3603. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3604. {
  3605. itemid[i] = skill->require.itemid[i];
  3606. amount[i] = skill->require.amount[i];
  3607. }
  3608. hp = skill->require.hp[skill_lv - 1];
  3609. sp = skill->require.sp[skill_lv - 1];
  3610. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3611. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3612. state = skill->require.state;
  3613. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3614. hp += (status->max_hp * mhp) / 100;
  3615. if( hp_rate > 0 )
  3616. hp += (status->hp * hp_rate) / 100;
  3617. else
  3618. hp += (status->max_hp * (-hp_rate)) / 100;
  3619. if( sp_rate > 0 )
  3620. sp += (status->sp * sp_rate) / 100;
  3621. else
  3622. sp += (status->max_sp * (-sp_rate)) / 100;
  3623. if( !(type&2) )
  3624. {
  3625. if( hp > 0 && status->hp <= (unsigned int)hp )
  3626. {
  3627. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3628. return 0;
  3629. }
  3630. if( sp > 0 && status->sp <= (unsigned int)sp )
  3631. {
  3632. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3633. return 0;
  3634. }
  3635. }
  3636. if( !type )
  3637. switch( state )
  3638. {
  3639. case ST_MOVE_ENABLE:
  3640. if( !unit_can_move(bl) )
  3641. {
  3642. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3643. return 0;
  3644. }
  3645. break;
  3646. }
  3647. if( !(type&1) )
  3648. return 1;
  3649. // Check item existences
  3650. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3651. {
  3652. index[i] = -1;
  3653. if( itemid[i] < 1 ) continue; // No item
  3654. index[i] = pc_search_inventory(sd, itemid[i]);
  3655. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3656. {
  3657. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3658. return 0;
  3659. }
  3660. }
  3661. // Consume items
  3662. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3663. {
  3664. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3665. }
  3666. if( type&2 )
  3667. return 1;
  3668. if( sp || hp )
  3669. status_zap(bl, hp, sp);
  3670. return 1;
  3671. }
  3672. /*==========================================
  3673. *
  3674. *------------------------------------------*/
  3675. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3676. {
  3677. switch (skill_id) {
  3678. case RL_QD_SHOT:
  3679. {
  3680. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3681. struct unit_data *ud = unit_bl2ud(src);
  3682. if (ud && ud->target == target->id)
  3683. return 1;
  3684. }
  3685. }
  3686. case RL_D_TAIL:
  3687. if (src->type != BL_PC)
  3688. return 0;
  3689. {
  3690. struct status_change *tsc = status_get_sc(target);
  3691. // Only counts marked target with SC_C_MARKER
  3692. if (!tsc || !tsc->data[SC_C_MARKER])
  3693. return 0;
  3694. }
  3695. break;
  3696. }
  3697. return 1;
  3698. }
  3699. /*==========================================
  3700. *
  3701. *------------------------------------------*/
  3702. static TIMER_FUNC(skill_timerskill){
  3703. struct block_list *src = map_id2bl(id),*target;
  3704. struct unit_data *ud = unit_bl2ud(src);
  3705. struct skill_timerskill *skl;
  3706. struct skill_unit *unit = NULL;
  3707. int range;
  3708. nullpo_ret(src);
  3709. nullpo_ret(ud);
  3710. skl = ud->skilltimerskill[data];
  3711. nullpo_ret(skl);
  3712. ud->skilltimerskill[data] = NULL;
  3713. do {
  3714. if(src->prev == NULL)
  3715. break; // Source not on Map
  3716. if(skl->target_id) {
  3717. target = map_id2bl(skl->target_id);
  3718. if( ( skl->skill_id == RG_INTIMIDATE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3719. target = src; //Required since it has to warp.
  3720. if (skl->skill_id == SR_SKYNETBLOW) {
  3721. skill_area_temp[1] = 0;
  3722. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  3723. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  3724. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  3725. break;
  3726. }
  3727. if(target == NULL)
  3728. break; // Target offline?
  3729. if(target->prev == NULL)
  3730. break; // Target not on Map
  3731. if(src->m != target->m)
  3732. break; // Different Maps
  3733. if(status_isdead(src)) {
  3734. switch(skl->skill_id) {
  3735. case WL_CHAINLIGHTNING_ATK:
  3736. case WL_TETRAVORTEX_FIRE:
  3737. case WL_TETRAVORTEX_WATER:
  3738. case WL_TETRAVORTEX_WIND:
  3739. case WL_TETRAVORTEX_GROUND:
  3740. // For SR_FLASHCOMBO
  3741. case SR_DRAGONCOMBO:
  3742. case SR_FALLENEMPIRE:
  3743. case SR_TIGERCANNON:
  3744. case SR_SKYNETBLOW:
  3745. break; // Exceptions
  3746. default:
  3747. continue; // Caster is Dead
  3748. }
  3749. }
  3750. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3751. break;
  3752. switch(skl->skill_id) {
  3753. case KN_AUTOCOUNTER:
  3754. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3755. break;
  3756. case RG_INTIMIDATE:
  3757. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3758. short x,y;
  3759. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3760. if (target != src && !status_isdead(target))
  3761. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3762. }
  3763. break;
  3764. case BA_FROSTJOKER:
  3765. case DC_SCREAM:
  3766. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3767. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3768. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3769. break;
  3770. case PR_LEXDIVINA:
  3771. if (src->type == BL_MOB) {
  3772. // Monsters use the default duration when casting Lex Divina
  3773. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(status_sc2skill(status_skill2sc(skl->skill_id)), 1));
  3774. break;
  3775. }
  3776. // Fall through
  3777. case PR_STRECOVERY:
  3778. case BS_HAMMERFALL:
  3779. sc_start(src, target, status_skill2sc(skl->skill_id), skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  3780. break;
  3781. case NPC_EARTHQUAKE:
  3782. if( skl->type > 1 )
  3783. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3784. skill_area_temp[0] = map_foreachinallrange(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);
  3785. skill_area_temp[1] = src->id;
  3786. skill_area_temp[2] = 0;
  3787. map_foreachinallrange(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);
  3788. break;
  3789. case WZ_WATERBALL:
  3790. {
  3791. //Get the next waterball cell to consume
  3792. struct s_skill_unit_layout *layout;
  3793. int i;
  3794. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  3795. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  3796. int ux = skl->x + layout->dx[i];
  3797. int uy = skl->y + layout->dy[i];
  3798. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  3799. if (unit)
  3800. break;
  3801. }
  3802. } // Fall through
  3803. case WZ_JUPITEL:
  3804. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3805. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  3806. // Apply canact delay here to prevent hacks (unlimited casting)
  3807. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  3808. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3809. }
  3810. if (unit && !status_isdead(target) && !status_isdead(src)) {
  3811. skill_delunit(unit); // Consume unit for next waterball
  3812. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3813. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  3814. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  3815. } else {
  3816. struct status_change *sc = status_get_sc(src);
  3817. if(sc) {
  3818. if(sc->data[SC_SPIRIT] &&
  3819. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3820. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3821. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3822. }
  3823. }
  3824. break;
  3825. case WL_CHAINLIGHTNING_ATK: {
  3826. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  3827. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  3828. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3829. { // Remaining Chains Hit
  3830. struct block_list *nbl = NULL; // Next Target of Chain
  3831. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  3832. splash_target(src), target->id); // Search for a new Target around current one...
  3833. if( nbl == NULL )
  3834. skl->x++;
  3835. else
  3836. skl->x = 0;
  3837. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  3838. }
  3839. }
  3840. break;
  3841. case WL_TETRAVORTEX_FIRE:
  3842. case WL_TETRAVORTEX_WATER:
  3843. case WL_TETRAVORTEX_WIND:
  3844. case WL_TETRAVORTEX_GROUND:
  3845. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3846. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3847. if (skl->type >= 3) { // Final Hit
  3848. if (!status_isdead(target)) { // Final Status Effect
  3849. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3850. applyeffects[4] = { 0, 0, 0, 0 },
  3851. i, j = 0, k = 0;
  3852. for(i = 1; i <= 8; i = i + i) {
  3853. if (skl->x&i) {
  3854. applyeffects[j] = effects[k];
  3855. j++;
  3856. }
  3857. k++;
  3858. }
  3859. if (j) {
  3860. i = applyeffects[rnd()%j];
  3861. status_change_start(src, target, static_cast<sc_type>(i), 10000, skl->skill_lv,
  3862. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3863. (i == SC_BURNING ? src->id : 0), 0,
  3864. (i == SC_BURNING ? 15000 : (i == SC_FREEZING ? 40000 :
  3865. (i == SC_BLEEDING ? 120000 : 5000))), SCSTART_NONE);
  3866. }
  3867. }
  3868. }
  3869. break;
  3870. case NPC_REVERBERATION_ATK:
  3871. case WM_REVERBERATION_MELEE:
  3872. case WM_REVERBERATION_MAGIC:
  3873. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  3874. break;
  3875. case LG_MOONSLASHER:
  3876. case SR_WINDMILL:
  3877. if( target->type == BL_PC ) {
  3878. struct map_session_data *tsd = NULL;
  3879. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3880. pc_setsit(tsd);
  3881. skill_sit(tsd, true);
  3882. clif_sitting(&tsd->bl);
  3883. }
  3884. }
  3885. break;
  3886. case SR_KNUCKLEARROW:
  3887. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3888. break;
  3889. case CH_PALMSTRIKE:
  3890. {
  3891. struct status_change* tsc = status_get_sc(target);
  3892. struct status_change* sc = status_get_sc(src);
  3893. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3894. ( sc && sc->option&OPTION_HIDE ) ){
  3895. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  3896. break;
  3897. }
  3898. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3899. break;
  3900. }
  3901. // For SR_FLASHCOMBO
  3902. case SR_DRAGONCOMBO:
  3903. case SR_FALLENEMPIRE:
  3904. case SR_TIGERCANNON:
  3905. case SR_SKYNETBLOW:
  3906. if( src->type == BL_PC ) {
  3907. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3908. break;
  3909. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3910. }
  3911. break;
  3912. case SU_SV_ROOTTWIST_ATK: {
  3913. struct status_change *tsc = status_get_sc(target);
  3914. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  3915. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  3916. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  3917. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  3918. }
  3919. }
  3920. break;
  3921. default:
  3922. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3923. break;
  3924. }
  3925. }
  3926. else {
  3927. if(src->m != skl->map)
  3928. break;
  3929. switch( skl->skill_id )
  3930. {
  3931. case GN_CRAZYWEED_ATK:
  3932. {
  3933. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3934. 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);
  3935. }
  3936. case WL_EARTHSTRAIN:
  3937. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3938. break;
  3939. case LG_OVERBRAND_BRANDISH: {
  3940. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3941. int x = src->x, y = src->y;
  3942. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3943. for( i = 0; i < layout->count; i++ )
  3944. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3945. }
  3946. break;
  3947. case RL_FIRE_RAIN: {
  3948. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3949. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  3950. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  3951. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3952. }
  3953. break;
  3954. case NC_MAGMA_ERUPTION:
  3955. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3956. break;
  3957. }
  3958. }
  3959. } while (0);
  3960. //Free skl now that it is no longer needed.
  3961. ers_free(skill_timer_ers, skl);
  3962. return 0;
  3963. }
  3964. /*==========================================
  3965. *
  3966. *------------------------------------------*/
  3967. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3968. {
  3969. int i;
  3970. struct unit_data *ud;
  3971. nullpo_retr(1, src);
  3972. if (src->prev == NULL)
  3973. return 0;
  3974. ud = unit_bl2ud(src);
  3975. nullpo_retr(1, ud);
  3976. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3977. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3978. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3979. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3980. ud->skilltimerskill[i]->src_id = src->id;
  3981. ud->skilltimerskill[i]->target_id = target;
  3982. ud->skilltimerskill[i]->skill_id = skill_id;
  3983. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3984. ud->skilltimerskill[i]->map = src->m;
  3985. ud->skilltimerskill[i]->x = x;
  3986. ud->skilltimerskill[i]->y = y;
  3987. ud->skilltimerskill[i]->type = type;
  3988. ud->skilltimerskill[i]->flag = flag;
  3989. return 0;
  3990. }
  3991. /*==========================================
  3992. *
  3993. *------------------------------------------*/
  3994. int skill_cleartimerskill (struct block_list *src)
  3995. {
  3996. int i;
  3997. struct unit_data *ud;
  3998. nullpo_ret(src);
  3999. ud = unit_bl2ud(src);
  4000. nullpo_ret(ud);
  4001. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4002. if(ud->skilltimerskill[i]) {
  4003. switch(ud->skilltimerskill[i]->skill_id) {
  4004. case WL_TETRAVORTEX_FIRE:
  4005. case WL_TETRAVORTEX_WATER:
  4006. case WL_TETRAVORTEX_WIND:
  4007. case WL_TETRAVORTEX_GROUND:
  4008. // For SR_FLASHCOMBO
  4009. case SR_DRAGONCOMBO:
  4010. case SR_FALLENEMPIRE:
  4011. case SR_TIGERCANNON:
  4012. case SR_SKYNETBLOW:
  4013. continue;
  4014. }
  4015. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4016. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4017. ud->skilltimerskill[i]=NULL;
  4018. }
  4019. }
  4020. return 1;
  4021. }
  4022. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4023. struct skill_unit *su = (TBL_SKILL*)bl;
  4024. struct skill_unit_group *sg = NULL;
  4025. nullpo_ret(su);
  4026. if (bl->type != BL_SKILL)
  4027. return 0;
  4028. if (su->alive && (sg = su->group) && (sg->skill_id == WM_REVERBERATION || sg->skill_id == NPC_REVERBERATION)) {
  4029. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4030. su->limit = DIFF_TICK(gettick(), sg->tick);
  4031. sg->unit_id = UNT_USED_TRAPS;
  4032. }
  4033. return 1;
  4034. }
  4035. /**
  4036. * Reveal hidden trap
  4037. **/
  4038. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4039. {
  4040. TBL_SKILL *su = (TBL_SKILL*)bl;
  4041. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4042. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4043. //clif_changetraplook(bl, su->group->unit_id);
  4044. su->hidden = false;
  4045. skill_getareachar_skillunit_visibilty(su, AREA);
  4046. return 1;
  4047. }
  4048. return 0;
  4049. }
  4050. /**
  4051. * Attempt to reveal trap in area
  4052. * @param src Skill caster
  4053. * @param range Affected range
  4054. * @param x
  4055. * @param y
  4056. * TODO: Remove hardcode usages for this function
  4057. **/
  4058. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4059. if (!battle_config.traps_setting)
  4060. return;
  4061. nullpo_retv(src);
  4062. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4063. }
  4064. /*========================================== [Playtester]
  4065. * Process tarot card's effects
  4066. * @param src: Source of the tarot card effect
  4067. * @param target: Target of the tartor card effect
  4068. * @param skill_id: ID of the skill used
  4069. * @param skill_lv: Level of the skill used
  4070. * @param tick: Processing tick time
  4071. * @return Card number
  4072. *------------------------------------------*/
  4073. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4074. {
  4075. int card = 0;
  4076. if (battle_config.tarotcard_equal_chance) {
  4077. //eAthena equal chances
  4078. card = rnd() % 14 + 1;
  4079. }
  4080. else {
  4081. //Official chances
  4082. int rate = rnd() % 100;
  4083. if (rate < 10) card = 1; // THE FOOL
  4084. else if (rate < 20) card = 2; // THE MAGICIAN
  4085. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4086. else if (rate < 37) card = 4; // THE CHARIOT
  4087. else if (rate < 47) card = 5; // STRENGTH
  4088. else if (rate < 62) card = 6; // THE LOVERS
  4089. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4090. else if (rate < 69) card = 8; // THE HANGED MAN
  4091. else if (rate < 74) card = 9; // DEATH
  4092. else if (rate < 82) card = 10; // TEMPERANCE
  4093. else if (rate < 83) card = 11; // THE DEVIL
  4094. else if (rate < 85) card = 12; // THE TOWER
  4095. else if (rate < 90) card = 13; // THE STAR
  4096. else card = 14; // THE SUN
  4097. }
  4098. switch (card) {
  4099. case 1: // THE FOOL - heals SP to 0
  4100. {
  4101. status_percent_damage(src, target, 0, 100, false);
  4102. break;
  4103. }
  4104. case 2: // THE MAGICIAN - matk halved
  4105. {
  4106. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4107. break;
  4108. }
  4109. case 3: // THE HIGH PRIESTESS - all buffs removed
  4110. {
  4111. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4112. break;
  4113. }
  4114. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4115. {
  4116. status_fix_damage(src, target, 1000, 0);
  4117. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4118. if (!status_isdead(target))
  4119. {
  4120. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4121. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4122. }
  4123. break;
  4124. }
  4125. case 5: // STRENGTH - atk halved
  4126. {
  4127. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4128. break;
  4129. }
  4130. case 6: // THE LOVERS - 2000HP heal, random teleported
  4131. {
  4132. status_heal(target, 2000, 0, 0);
  4133. if (!map_flag_vs(target->m))
  4134. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4135. break;
  4136. }
  4137. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4138. {
  4139. // Recursive call
  4140. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4141. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4142. break;
  4143. }
  4144. case 8: // THE HANGED MAN - stop, freeze or stoned
  4145. {
  4146. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4147. uint8 rand_eff = rnd() % 3;
  4148. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_sc2skill(sc[rand_eff]), 1));
  4149. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4150. break;
  4151. }
  4152. case 9: // DEATH - curse, coma and poison
  4153. {
  4154. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4155. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4156. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_sc2skill(SC_POISON), 1));
  4157. break;
  4158. }
  4159. case 10: // TEMPERANCE - confusion
  4160. {
  4161. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4162. break;
  4163. }
  4164. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4165. {
  4166. status_fix_damage(src, target, 6666, 0);
  4167. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4168. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4169. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4170. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_sc2skill(SC_CURSE), 1));
  4171. break;
  4172. }
  4173. case 12: // THE TOWER - 4444 damage
  4174. {
  4175. status_fix_damage(src, target, 4444, 0);
  4176. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4177. break;
  4178. }
  4179. case 13: // THE STAR - stun
  4180. {
  4181. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_sc2skill(SC_STUN), 1));
  4182. break;
  4183. }
  4184. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4185. {
  4186. #ifdef RENEWAL
  4187. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4188. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4189. #endif
  4190. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4191. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4192. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4193. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4194. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4195. return 14; //To make sure a valid number is returned
  4196. }
  4197. }
  4198. return card;
  4199. }
  4200. /*==========================================
  4201. *
  4202. *
  4203. *------------------------------------------*/
  4204. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4205. {
  4206. struct map_session_data *sd = NULL;
  4207. struct status_data *tstatus;
  4208. struct status_change *sc, *tsc;
  4209. if (skill_id > 0 && !skill_lv) return 0;
  4210. nullpo_retr(1, src);
  4211. nullpo_retr(1, bl);
  4212. if (src->m != bl->m)
  4213. return 1;
  4214. if (bl->prev == NULL)
  4215. return 1;
  4216. sd = BL_CAST(BL_PC, src);
  4217. if (status_isdead(bl))
  4218. return 1;
  4219. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4220. { //GTB makes all targetted magic display miss with a single bolt.
  4221. sc_type sct = status_skill2sc(skill_id);
  4222. if(sct != SC_NONE)
  4223. status_change_end(bl, sct, INVALID_TIMER);
  4224. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4225. return 1;
  4226. }
  4227. sc = status_get_sc(src);
  4228. tsc = status_get_sc(bl);
  4229. if (sc && !sc->count)
  4230. sc = NULL; //Unneeded
  4231. if (tsc && !tsc->count)
  4232. tsc = NULL;
  4233. tstatus = status_get_status_data(bl);
  4234. map_freeblock_lock();
  4235. switch(skill_id) {
  4236. case MER_CRASH:
  4237. case SM_BASH:
  4238. case MS_BASH:
  4239. case MC_MAMMONITE:
  4240. case TF_DOUBLE:
  4241. case AC_DOUBLE:
  4242. case MA_DOUBLE:
  4243. case AS_SONICBLOW:
  4244. case KN_PIERCE:
  4245. case ML_PIERCE:
  4246. case KN_SPEARBOOMERANG:
  4247. case TF_POISON:
  4248. case TF_SPRINKLESAND:
  4249. case AC_CHARGEARROW:
  4250. case MA_CHARGEARROW:
  4251. case RG_INTIMIDATE:
  4252. case AM_ACIDTERROR:
  4253. case BA_MUSICALSTRIKE:
  4254. case DC_THROWARROW:
  4255. case BA_DISSONANCE:
  4256. case CR_HOLYCROSS:
  4257. case NPC_DARKCROSS:
  4258. case CR_SHIELDCHARGE:
  4259. case CR_SHIELDBOOMERANG:
  4260. case NPC_PIERCINGATT:
  4261. case NPC_MENTALBREAKER:
  4262. case NPC_RANGEATTACK:
  4263. case NPC_CRITICALSLASH:
  4264. case NPC_COMBOATTACK:
  4265. case NPC_GUIDEDATTACK:
  4266. case NPC_POISON:
  4267. case NPC_RANDOMATTACK:
  4268. case NPC_WATERATTACK:
  4269. case NPC_GROUNDATTACK:
  4270. case NPC_FIREATTACK:
  4271. case NPC_WINDATTACK:
  4272. case NPC_POISONATTACK:
  4273. case NPC_HOLYATTACK:
  4274. case NPC_DARKNESSATTACK:
  4275. case NPC_TELEKINESISATTACK:
  4276. case NPC_UNDEADATTACK:
  4277. case NPC_ARMORBRAKE:
  4278. case NPC_WEAPONBRAKER:
  4279. case NPC_HELMBRAKE:
  4280. case NPC_SHIELDBRAKE:
  4281. case NPC_BLINDATTACK:
  4282. case NPC_SILENCEATTACK:
  4283. case NPC_STUNATTACK:
  4284. case NPC_PETRIFYATTACK:
  4285. case NPC_CURSEATTACK:
  4286. case NPC_SLEEPATTACK:
  4287. case LK_AURABLADE:
  4288. case LK_SPIRALPIERCE:
  4289. case ML_SPIRALPIERCE:
  4290. case LK_HEADCRUSH:
  4291. case CG_ARROWVULCAN:
  4292. case HW_MAGICCRASHER:
  4293. case ITM_TOMAHAWK:
  4294. case CH_CHAINCRUSH:
  4295. case CH_TIGERFIST:
  4296. case PA_SHIELDCHAIN: // Shield Chain
  4297. case PA_SACRIFICE:
  4298. case WS_CARTTERMINATION: // Cart Termination
  4299. case AS_VENOMKNIFE:
  4300. case HT_PHANTASMIC:
  4301. case TK_DOWNKICK:
  4302. case TK_COUNTER:
  4303. case GS_CHAINACTION:
  4304. case GS_TRIPLEACTION:
  4305. #ifndef RENEWAL
  4306. case GS_MAGICALBULLET:
  4307. #endif
  4308. case GS_TRACKING:
  4309. case GS_PIERCINGSHOT:
  4310. case GS_RAPIDSHOWER:
  4311. case GS_DUST:
  4312. case GS_DISARM: // Added disarm. [Reddozen]
  4313. case GS_FULLBUSTER:
  4314. case NJ_SYURIKEN:
  4315. case NJ_KUNAI:
  4316. #ifndef RENEWAL
  4317. case ASC_BREAKER:
  4318. #endif
  4319. case HFLI_MOON: //[orn]
  4320. case HFLI_SBR44: //[orn]
  4321. case NPC_BLEEDING:
  4322. case NPC_CRITICALWOUND:
  4323. case NPC_HELLPOWER:
  4324. case RK_SONICWAVE:
  4325. case AB_DUPLELIGHT_MELEE:
  4326. case RA_AIMEDBOLT:
  4327. case NC_BOOSTKNUCKLE:
  4328. case NC_PILEBUNKER:
  4329. case NC_AXEBOOMERANG:
  4330. case NC_POWERSWING:
  4331. case NC_MAGMA_ERUPTION:
  4332. case GC_CROSSIMPACT:
  4333. case GC_VENOMPRESSURE:
  4334. case SC_TRIANGLESHOT:
  4335. case SC_FEINTBOMB:
  4336. case LG_BANISHINGPOINT:
  4337. case LG_SHIELDPRESS:
  4338. case LG_RAGEBURST:
  4339. case LG_HESPERUSLIT:
  4340. case LG_OVERBRAND:
  4341. case LG_OVERBRAND_BRANDISH:
  4342. case SR_FALLENEMPIRE:
  4343. case SR_CRESCENTELBOW_AUTOSPELL:
  4344. case SR_GATEOFHELL:
  4345. case SR_GENTLETOUCH_QUIET:
  4346. case WM_SEVERE_RAINSTORM_MELEE:
  4347. case WM_GREAT_ECHO:
  4348. case GN_SLINGITEM_RANGEMELEEATK:
  4349. case KO_SETSUDAN:
  4350. case RL_MASS_SPIRAL:
  4351. case RL_BANISHING_BUSTER:
  4352. case RL_SLUGSHOT:
  4353. case RL_AM_BLAST:
  4354. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4355. break;
  4356. case MO_TRIPLEATTACK:
  4357. case RK_WINDCUTTER:
  4358. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4359. break;
  4360. case LK_JOINTBEAT:
  4361. flag = 1 << rnd() % 6;
  4362. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4363. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4364. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4365. sc_start4(src, bl, SC_JOINTBEAT, 50 + (skill_lv + 1), skill_lv, flag&BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv));
  4366. break;
  4367. case MO_COMBOFINISH:
  4368. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4369. { //Becomes a splash attack when Soul Linked.
  4370. map_foreachinshootrange(skill_area_sub, bl,
  4371. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4372. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4373. skill_castend_damage_id);
  4374. } else
  4375. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4376. break;
  4377. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4378. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4379. skill_area_temp[1] = 0;
  4380. map_foreachinshootrange(skill_attack_area, src,
  4381. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4382. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4383. break;
  4384. case KN_CHARGEATK:
  4385. {
  4386. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4387. unsigned int dist = distance_bl(src, bl);
  4388. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4389. // teleport to target (if not on WoE grounds)
  4390. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4391. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4392. // cause damage and knockback if the path to target was a straight one
  4393. if (path) {
  4394. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist))
  4395. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4396. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4397. // make the caster look in the direction of the target
  4398. unit_setdir(src, (dir+4)%8);
  4399. }
  4400. }
  4401. break;
  4402. case NC_FLAMELAUNCHER:
  4403. case LG_CANNONSPEAR:
  4404. if(skill_id == LG_CANNONSPEAR)
  4405. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4406. skill_area_temp[1] = bl->id;
  4407. if (battle_config.skill_eightpath_algorithm) {
  4408. //Use official AoE algorithm
  4409. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4410. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4411. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4412. } else {
  4413. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4414. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4415. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4416. }
  4417. break;
  4418. case SN_SHARPSHOOTING:
  4419. case MA_SHARPSHOOTING:
  4420. case NJ_KAMAITACHI:
  4421. case NPC_DARKPIERCING:
  4422. case NPC_ACIDBREATH:
  4423. case NPC_DARKNESSBREATH:
  4424. case NPC_FIREBREATH:
  4425. case NPC_ICEBREATH:
  4426. case NPC_THUNDERBREATH:
  4427. skill_area_temp[1] = bl->id;
  4428. if (battle_config.skill_eightpath_algorithm) {
  4429. //Use official AoE algorithm
  4430. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4431. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4432. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4433. //These skills hit at least the target if the AoE doesn't hit
  4434. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4435. }
  4436. } else {
  4437. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4438. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4439. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4440. }
  4441. if (skill_id == SN_SHARPSHOOTING)
  4442. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4443. break;
  4444. case MO_INVESTIGATE:
  4445. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4446. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4447. break;
  4448. case RG_BACKSTAP:
  4449. {
  4450. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4451. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  4452. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4453. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4454. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4455. unit_setdir(bl,dir);
  4456. }
  4457. else if (sd)
  4458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4459. }
  4460. break;
  4461. case MO_FINGEROFFENSIVE:
  4462. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4463. if (battle_config.finger_offensive_type && sd) {
  4464. int i;
  4465. for (i = 1; i < sd->spiritball_old; i++)
  4466. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4467. }
  4468. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4469. break;
  4470. case MO_CHAINCOMBO:
  4471. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4472. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4473. break;
  4474. #ifndef RENEWAL
  4475. case NJ_ISSEN:
  4476. #endif
  4477. case MO_EXTREMITYFIST:
  4478. {
  4479. struct block_list *mbl = bl; // For NJ_ISSEN
  4480. short x, y, i = 2; // Move 2 cells (From target)
  4481. short dir = map_calc_dir(src,bl->x,bl->y);
  4482. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4483. if (skill_id == MO_EXTREMITYFIST) {
  4484. status_set_sp(src, 0, 0);
  4485. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  4486. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  4487. #ifdef RENEWAL
  4488. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4489. #endif
  4490. } else {
  4491. status_set_hp(src, 1, 0);
  4492. status_change_end(src, SC_NEN, INVALID_TIMER);
  4493. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4494. }
  4495. if (skill_id == MO_EXTREMITYFIST) {
  4496. mbl = src; // For MO_EXTREMITYFIST
  4497. i = 3; // Move 3 cells (From caster)
  4498. }
  4499. if (dir > 0 && dir < 4)
  4500. x = -i;
  4501. else if (dir > 4)
  4502. x = i;
  4503. else
  4504. x = 0;
  4505. if (dir > 2 && dir < 6)
  4506. y = -i;
  4507. else if (dir == 7 || dir < 2)
  4508. y = i;
  4509. else
  4510. y = 0;
  4511. // Ashura Strike still has slide effect in GVG
  4512. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4513. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4514. clif_blown(src);
  4515. clif_spiritball(src);
  4516. }
  4517. }
  4518. break;
  4519. case HT_POWER:
  4520. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4521. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4522. break;
  4523. case SU_PICKYPECK:
  4524. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4525. case SU_BITE:
  4526. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4527. if (status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  4528. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4529. break;
  4530. case SU_SVG_SPIRIT:
  4531. skill_area_temp[1] = bl->id;
  4532. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4533. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4534. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4535. break;
  4536. //Splash attack skills.
  4537. case AS_GRIMTOOTH:
  4538. case MC_CARTREVOLUTION:
  4539. case NPC_SPLASHATTACK:
  4540. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4541. case AS_SPLASHER:
  4542. case HT_BLITZBEAT:
  4543. case AC_SHOWER:
  4544. case MA_SHOWER:
  4545. case MG_NAPALMBEAT:
  4546. case MG_FIREBALL:
  4547. case RG_RAID:
  4548. case HW_NAPALMVULCAN:
  4549. case NJ_HUUMA:
  4550. case ASC_METEORASSAULT:
  4551. case GS_SPREADATTACK:
  4552. case NPC_EARTHQUAKE:
  4553. case NPC_PULSESTRIKE:
  4554. case NPC_HELLJUDGEMENT:
  4555. case NPC_VAMPIRE_GIFT:
  4556. case NPC_MAXPAIN_ATK:
  4557. case NPC_JACKFROST:
  4558. case NPC_REVERBERATION_ATK:
  4559. case NPC_ARROWSTORM:
  4560. case RK_IGNITIONBREAK:
  4561. case AB_JUDEX:
  4562. case AB_ADORAMUS:
  4563. case WL_SOULEXPANSION:
  4564. case WL_CRIMSONROCK:
  4565. case WL_JACKFROST:
  4566. case RA_ARROWSTORM:
  4567. case RA_WUGDASH:
  4568. case NC_VULCANARM:
  4569. case NC_COLDSLOWER:
  4570. case NC_SELFDESTRUCTION:
  4571. case NC_AXETORNADO:
  4572. case GC_ROLLINGCUTTER:
  4573. case GC_COUNTERSLASH:
  4574. case LG_MOONSLASHER:
  4575. case LG_EARTHDRIVE:
  4576. case SR_RAMPAGEBLASTER:
  4577. case SR_SKYNETBLOW:
  4578. case SR_WINDMILL:
  4579. case SR_RIDEINLIGHTNING:
  4580. case WM_REVERBERATION_MELEE:
  4581. case WM_REVERBERATION_MAGIC:
  4582. case SO_VARETYR_SPEAR:
  4583. case GN_CART_TORNADO:
  4584. case GN_CARTCANNON:
  4585. case GN_SPORE_EXPLOSION:
  4586. case GN_DEMONIC_FIRE:
  4587. case GN_FIRE_EXPANSION_ACID:
  4588. case KO_HAPPOKUNAI:
  4589. case KO_HUUMARANKA:
  4590. case KO_MUCHANAGE:
  4591. case KO_BAKURETSU:
  4592. case GN_ILLUSIONDOPING:
  4593. case RL_FIREDANCE:
  4594. case RL_S_STORM:
  4595. case RL_R_TRIP:
  4596. case RL_HAMMER_OF_GOD:
  4597. case MH_XENO_SLASHER:
  4598. case NC_ARMSCANNON:
  4599. case SU_SCRATCH:
  4600. case SU_LUNATICCARROTBEAT:
  4601. case SU_LUNATICCARROTBEAT2:
  4602. if( flag&1 ) {//Recursive invocation
  4603. int sflag = skill_area_temp[0] & 0xFFF;
  4604. int heal = 0;
  4605. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  4606. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  4607. break; // Under Hovering characters are immune to select trap and ground target skills.
  4608. if( flag&SD_LEVEL )
  4609. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4610. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  4611. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4612. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4613. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4614. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4615. status_heal(src,heal,0,0);
  4616. }
  4617. if (skill_id == SU_SCRATCH && status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  4618. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4619. } else {
  4620. int starget = BL_CHAR|BL_SKILL;
  4621. skill_area_temp[0] = 0;
  4622. skill_area_temp[1] = bl->id;
  4623. skill_area_temp[2] = 0;
  4624. switch ( skill_id ) {
  4625. case LG_EARTHDRIVE:
  4626. case GN_CARTCANNON:
  4627. case SU_SCRATCH:
  4628. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4629. break;
  4630. #ifdef RENEWAL
  4631. case NJ_HUUMA:
  4632. #endif
  4633. case LG_MOONSLASHER:
  4634. case MH_XENO_SLASHER:
  4635. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  4636. break;
  4637. case NPC_EARTHQUAKE: //FIXME: Isn't EarthQuake a ground skill after all?
  4638. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4639. break;
  4640. case NPC_REVERBERATION_ATK:
  4641. case WM_REVERBERATION_MELEE:
  4642. case WM_REVERBERATION_MAGIC:
  4643. case NC_ARMSCANNON:
  4644. skill_area_temp[1] = 0;
  4645. starget = splash_target(src);
  4646. break;
  4647. case WL_CRIMSONROCK:
  4648. skill_area_temp[4] = bl->x;
  4649. skill_area_temp[5] = bl->y;
  4650. break;
  4651. case SU_LUNATICCARROTBEAT:
  4652. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  4653. skill_id = SU_LUNATICCARROTBEAT2;
  4654. break;
  4655. }
  4656. // if skill damage should be split among targets, count them
  4657. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4658. //special case: Venom Splasher uses a different range for searching than for splashing
  4659. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  4660. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER || skill_id == GN_SPORE_EXPLOSION)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4661. // recursive invocation of skill_castend_damage_id() with flag|1
  4662. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4663. if (skill_id == RA_ARROWSTORM)
  4664. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  4665. if( skill_id == AS_SPLASHER ) {
  4666. map_freeblock_unlock(); // Don't consume a second gemstone.
  4667. return 0;
  4668. }
  4669. }
  4670. break;
  4671. //Place units around target
  4672. case NJ_BAKUENRYU:
  4673. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4674. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  4675. break;
  4676. case WL_COMET:
  4677. case NPC_COMET:
  4678. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4679. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4680. break;
  4681. case SM_MAGNUM:
  4682. case MS_MAGNUM:
  4683. if( flag&1 ) {
  4684. // For players, damage depends on distance, so add it to flag if it is > 1
  4685. // Cannot hit hidden targets
  4686. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  4687. }
  4688. break;
  4689. case KN_BRANDISHSPEAR:
  4690. case ML_BRANDISH:
  4691. //Coded apart for it needs the flag passed to the damage calculation.
  4692. if (skill_area_temp[1] != bl->id)
  4693. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4694. else
  4695. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4696. break;
  4697. case KN_BOWLINGBASH:
  4698. case MS_BOWLINGBASH:
  4699. {
  4700. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4701. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4702. c = (skill_lv-(flag&0xFFF)+1)/2;
  4703. // Determine the Bowling Bash area depending on configuration
  4704. if (battle_config.bowling_bash_area == 0) {
  4705. // Gutter line system
  4706. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4707. if(min_x < 0) min_x = 0;
  4708. max_x = min_x + 39;
  4709. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4710. if(min_y < 0) min_y = 0;
  4711. max_y = min_y + 39;
  4712. } else if (battle_config.bowling_bash_area == 1) {
  4713. // Gutter line system without demi gutter bug
  4714. min_x = src->x - (src->x)%40;
  4715. max_x = min_x + 39;
  4716. min_y = src->y - (src->y)%40;
  4717. max_y = min_y + 39;
  4718. } else {
  4719. // Area around caster
  4720. min_x = src->x - battle_config.bowling_bash_area;
  4721. max_x = src->x + battle_config.bowling_bash_area;
  4722. min_y = src->y - battle_config.bowling_bash_area;
  4723. max_y = src->y + battle_config.bowling_bash_area;
  4724. }
  4725. // Initialization, break checks, direction
  4726. if((flag&0xFFF) > 0) {
  4727. // Ignore monsters outside area
  4728. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4729. break;
  4730. // Ignore monsters already in list
  4731. if(idb_exists(bowling_db, bl->id))
  4732. break;
  4733. // Random direction
  4734. dir = rnd()%8;
  4735. } else {
  4736. // Create an empty list of already hit targets
  4737. db_clear(bowling_db);
  4738. // Direction is walkpath
  4739. dir = (unit_getdir(src)+4)%8;
  4740. }
  4741. // Add current target to the list of already hit targets
  4742. idb_put(bowling_db, bl->id, bl);
  4743. // Keep moving target in direction square by square
  4744. tx = bl->x;
  4745. ty = bl->y;
  4746. for(i=0;i<c;i++) {
  4747. // Target coordinates (get changed even if knockback fails)
  4748. tx -= dirx[dir];
  4749. ty -= diry[dir];
  4750. // If target cell is a wall then break
  4751. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4752. break;
  4753. skill_blown(src,bl,1,dir,BLOWN_NONE);
  4754. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4755. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4756. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4757. (map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  4758. // Recursive call
  4759. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  4760. // Self-collision
  4761. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4762. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4763. break;
  4764. }
  4765. }
  4766. // Original hit or chain hit depending on flag
  4767. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4768. }
  4769. break;
  4770. case KN_SPEARSTAB:
  4771. if(flag&1) {
  4772. if (bl->id==skill_area_temp[1])
  4773. break;
  4774. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4775. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4776. } else {
  4777. int x=bl->x,y=bl->y,i,dir;
  4778. dir = map_calc_dir(bl,src->x,src->y);
  4779. skill_area_temp[1] = bl->id;
  4780. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4781. // all the enemies between the caster and the target are hit, as well as the target
  4782. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4783. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  4784. for (i=0;i<4;i++) {
  4785. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4786. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4787. x += dirx[dir];
  4788. y += diry[dir];
  4789. }
  4790. }
  4791. break;
  4792. case TK_TURNKICK:
  4793. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4794. {
  4795. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4796. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4797. map_foreachinallrange(skill_area_sub,bl,
  4798. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4799. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4800. skill_castend_nodamage_id);
  4801. }
  4802. break;
  4803. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4804. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4805. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  4806. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4807. break;
  4808. case PR_TURNUNDEAD:
  4809. case ALL_RESURRECTION:
  4810. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4811. break;
  4812. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4813. break;
  4814. case AL_HOLYLIGHT:
  4815. status_change_end(bl, SC_P_ALTER, INVALID_TIMER);
  4816. case MG_SOULSTRIKE:
  4817. case NPC_DARKSTRIKE:
  4818. case MG_COLDBOLT:
  4819. case MG_FIREBOLT:
  4820. case MG_LIGHTNINGBOLT:
  4821. case WZ_EARTHSPIKE:
  4822. case AL_HEAL:
  4823. case NPC_DARKTHUNDER:
  4824. case PR_ASPERSIO:
  4825. case MG_FROSTDIVER:
  4826. case WZ_SIGHTBLASTER:
  4827. case WZ_SIGHTRASHER:
  4828. case NJ_KOUENKA:
  4829. case NJ_HYOUSENSOU:
  4830. case NJ_HUUJIN:
  4831. case AB_HIGHNESSHEAL:
  4832. case AB_DUPLELIGHT_MAGIC:
  4833. case LG_RAYOFGENESIS:
  4834. case WM_METALICSOUND:
  4835. case KO_KAIHOU:
  4836. case MH_ERASER_CUTTER:
  4837. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4838. break;
  4839. case NPC_MAGICALATTACK:
  4840. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4841. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4842. break;
  4843. case HVAN_CAPRICE: //[blackhole89]
  4844. {
  4845. int ran=rnd()%4;
  4846. int sid = 0;
  4847. switch(ran)
  4848. {
  4849. case 0: sid=MG_COLDBOLT; break;
  4850. case 1: sid=MG_FIREBOLT; break;
  4851. case 2: sid=MG_LIGHTNINGBOLT; break;
  4852. case 3: sid=WZ_EARTHSPIKE; break;
  4853. }
  4854. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4855. }
  4856. break;
  4857. case WZ_WATERBALL:
  4858. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  4859. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  4860. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  4861. break;
  4862. case WZ_JUPITEL:
  4863. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  4864. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  4865. break;
  4866. case PR_BENEDICTIO:
  4867. //Should attack undead and demons. [Skotlex]
  4868. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4869. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4870. break;
  4871. case SL_SMA:
  4872. status_change_end(src, SC_SMA, INVALID_TIMER);
  4873. case SL_STIN:
  4874. case SL_STUN:
  4875. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4876. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4877. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4878. break;
  4879. }
  4880. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4881. break;
  4882. case NPC_DARKBREATH:
  4883. clif_emotion(src,ET_ANGER);
  4884. case SN_FALCONASSAULT:
  4885. case PA_PRESSURE:
  4886. case CR_ACIDDEMONSTRATION:
  4887. case TF_THROWSTONE:
  4888. #ifdef RENEWAL
  4889. case ASC_BREAKER:
  4890. #endif
  4891. case NPC_SMOKING:
  4892. case GS_FLING:
  4893. case NJ_ZENYNAGE:
  4894. case GN_THORNS_TRAP:
  4895. case GN_HELLS_PLANT_ATK:
  4896. case RL_B_TRAP:
  4897. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4898. break;
  4899. #ifdef RENEWAL
  4900. case NJ_ISSEN: {
  4901. short x, y;
  4902. short dir = map_calc_dir(src, bl->x, bl->y);
  4903. // Move 2 cells (From target)
  4904. if (dir > 0 && dir < 4)
  4905. x = -2;
  4906. else if (dir > 4)
  4907. x = 2;
  4908. else
  4909. x = 0;
  4910. if (dir > 2 && dir < 6)
  4911. y = -2;
  4912. else if (dir == 7 || dir < 2)
  4913. y = 2;
  4914. else
  4915. y = 0;
  4916. // Doesn't have slide effect in GVG
  4917. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  4918. clif_blown(src);
  4919. clif_spiritball(src);
  4920. }
  4921. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4922. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  4923. status_change_end(src, SC_NEN, INVALID_TIMER);
  4924. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4925. }
  4926. break;
  4927. #endif
  4928. case RK_DRAGONBREATH_WATER:
  4929. case RK_DRAGONBREATH:
  4930. if( tsc && tsc->data[SC_HIDING] )
  4931. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4932. else
  4933. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4934. break;
  4935. case NPC_SELFDESTRUCTION:
  4936. if( tsc && tsc->data[SC_HIDING] )
  4937. break;
  4938. case HVAN_EXPLOSION:
  4939. if (src != bl)
  4940. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4941. break;
  4942. // Celest
  4943. case PF_SOULBURN:
  4944. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4946. if (skill_lv == 5)
  4947. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4948. status_percent_damage(src, bl, 0, 100, false);
  4949. } else {
  4950. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4951. if (skill_lv == 5)
  4952. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4953. status_percent_damage(src, src, 0, 100, false);
  4954. }
  4955. break;
  4956. case NPC_BLOODDRAIN:
  4957. case NPC_ENERGYDRAIN:
  4958. {
  4959. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4960. src, src, bl, skill_id, skill_lv, tick, flag);
  4961. if (heal > 0){
  4962. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4963. status_heal(src, heal, 0, 0);
  4964. }
  4965. }
  4966. break;
  4967. case GS_BULLSEYE:
  4968. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4969. break;
  4970. case NJ_KASUMIKIRI:
  4971. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4972. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4973. break;
  4974. case NJ_KIRIKAGE:
  4975. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  4976. { //You don't move on GVG grounds.
  4977. short x, y;
  4978. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4979. if (unit_movepos(src, x, y, 0, 0)) {
  4980. clif_blown(src);
  4981. }
  4982. }
  4983. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4984. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4985. break;
  4986. case RK_HUNDREDSPEAR:
  4987. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4988. if(rnd()%100 < (10 + 3*skill_lv)) {
  4989. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4990. if( !skill_req )
  4991. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4992. skill_blown(src,bl,6,-1,BLOWN_NONE);
  4993. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4994. }
  4995. break;
  4996. case RK_PHANTOMTHRUST:
  4997. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4998. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4999. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5000. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5001. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5002. break;
  5003. case RK_STORMBLAST:
  5004. if( flag&1 )
  5005. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5006. else {
  5007. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5008. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5009. }
  5010. break;
  5011. case GC_DARKILLUSION:
  5012. {
  5013. short x, y;
  5014. short dir = map_calc_dir(src,bl->x,bl->y);
  5015. if( dir > 0 && dir < 4) x = 2;
  5016. else if( dir > 4 ) x = -2;
  5017. else x = 0;
  5018. if( dir > 2 && dir < 6 ) y = 2;
  5019. else if( dir == 7 || dir < 2 ) y = -2;
  5020. else y = 0;
  5021. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5022. clif_blown(src);
  5023. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5024. if( rnd()%100 < 4 * skill_lv )
  5025. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5026. }
  5027. }
  5028. break;
  5029. case GC_WEAPONCRUSH:
  5030. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  5031. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5032. else if( sd )
  5033. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  5034. break;
  5035. case GC_CROSSRIPPERSLASHER:
  5036. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5037. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5038. else
  5039. {
  5040. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5041. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  5042. }
  5043. break;
  5044. case GC_PHANTOMMENACE:
  5045. if (flag&1) { // Only Hits Invisible Targets
  5046. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5047. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5048. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5049. }
  5050. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5051. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5052. }
  5053. break;
  5054. case GC_DARKCROW:
  5055. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5056. sc_start(src, bl, status_skill2sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5057. break;
  5058. case WL_DRAINLIFE:
  5059. {
  5060. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5061. int rate = 70 + 5 * skill_lv;
  5062. heal = heal * (5 + 5 * skill_lv) / 100;
  5063. if( bl->type == BL_SKILL )
  5064. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5065. if( heal && rnd()%100 < rate )
  5066. {
  5067. status_heal(src, heal, 0, 0);
  5068. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5069. }
  5070. }
  5071. break;
  5072. case WL_TETRAVORTEX_FIRE:
  5073. case WL_TETRAVORTEX_WATER:
  5074. case WL_TETRAVORTEX_WIND:
  5075. case WL_TETRAVORTEX_GROUND:
  5076. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5077. break;
  5078. case WL_TETRAVORTEX:
  5079. if( sc ) { // No SC? No spheres
  5080. int spheres[5] = { 0, 0, 0, 0, 0 },
  5081. positions[5] = {-1,-1,-1,-1,-1 },
  5082. i, j = 0, k, subskill = 0;
  5083. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5084. if( sc->data[i] ) {
  5085. spheres[j] = i;
  5086. positions[j] = sc->data[i]->val2;
  5087. j++;
  5088. }
  5089. // Sphere Sort, this time from new to old
  5090. for( i = 0; i <= j - 2; i++ )
  5091. for( k = i + 1; k <= j - 1; k++ )
  5092. if( positions[i] < positions[k] ) {
  5093. SWAP(positions[i],positions[k]);
  5094. SWAP(spheres[i],spheres[k]);
  5095. }
  5096. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  5097. status_change_end(src, static_cast<sc_type>(spheres[4]), INVALID_TIMER);
  5098. j = 4;
  5099. }
  5100. k = 0;
  5101. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5102. switch( sc->data[spheres[i]]->val1 ) {
  5103. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  5104. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  5105. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  5106. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  5107. }
  5108. if (skill_lv > 5) {
  5109. skill_area_temp[0] = i;
  5110. skill_area_temp[1] = k;
  5111. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5112. } else
  5113. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  5114. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER);
  5115. }
  5116. }
  5117. break;
  5118. case WL_RELEASE:
  5119. if( sd )
  5120. {
  5121. int i;
  5122. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5123. // Priority is to release SpellBook
  5124. if( sc && sc->data[SC_FREEZE_SP] )
  5125. { // SpellBook
  5126. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  5127. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  5128. int cooldown;
  5129. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  5130. if( sc->data[i] ) spell[s++] = i;
  5131. if ( s == 0 )
  5132. break;
  5133. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  5134. if(sc->data[i] ){// Now extract the data from the preserved spell
  5135. pres_skill_id = sc->data[i]->val1;
  5136. pres_skill_lv = sc->data[i]->val2;
  5137. point = sc->data[i]->val3;
  5138. status_change_end(src, static_cast<sc_type>(i), INVALID_TIMER);
  5139. }else //something went wrong :(
  5140. break;
  5141. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5142. sc->data[SC_FREEZE_SP]->val2 -= point;
  5143. else // Last spell to be released
  5144. status_change_end(src, SC_FREEZE_SP, INVALID_TIMER);
  5145. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  5146. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  5147. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5148. break;
  5149. // Get the requirement for the preserved skill
  5150. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5151. switch( skill_get_casttype(pres_skill_id) )
  5152. {
  5153. case CAST_GROUND:
  5154. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5155. break;
  5156. case CAST_NODAMAGE:
  5157. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5158. break;
  5159. case CAST_DAMAGE:
  5160. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5161. break;
  5162. }
  5163. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5164. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5165. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5166. if( cooldown )
  5167. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5168. }
  5169. else
  5170. { // Summon Balls
  5171. int j = 0, k;
  5172. int spheres[5] = { 0, 0, 0, 0, 0 },
  5173. positions[5] = {-1,-1,-1,-1,-1 };
  5174. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  5175. if( sc && sc->data[i] )
  5176. {
  5177. spheres[j] = i;
  5178. positions[j] = sc->data[i]->val2;
  5179. sc->data[i]->val2--; // Prepares for next position
  5180. j++;
  5181. }
  5182. if( j == 0 )
  5183. { // No Spheres
  5184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  5185. break;
  5186. }
  5187. // Sphere Sort
  5188. for( i = 0; i <= j - 2; i++ )
  5189. for( k = i + 1; k <= j - 1; k++ )
  5190. if( positions[i] > positions[k] )
  5191. {
  5192. SWAP(positions[i],positions[k]);
  5193. SWAP(spheres[i],spheres[k]);
  5194. }
  5195. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  5196. for( i = 0; i < j; i++ )
  5197. {
  5198. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5199. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5200. skill_addtimerskill(src,tick+(t_tick)status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  5201. status_change_end(src, static_cast<sc_type>(spheres[i]), INVALID_TIMER); // Eliminate ball
  5202. }
  5203. clif_skill_nodamage(src,bl,skill_id,0,1);
  5204. }
  5205. }
  5206. break;
  5207. case WL_FROSTMISTY:
  5208. // Causes Freezing status through walls.
  5209. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  5210. // Doesn't deal damage through non-shootable walls.
  5211. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5212. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5213. break;
  5214. case WL_HELLINFERNO:
  5215. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5216. skill_addtimerskill(src,tick + 200,bl->id,0,0,skill_id,skill_lv,BF_MAGIC,flag|ELE_DARK);
  5217. break;
  5218. case RA_WUGSTRIKE:
  5219. if( sd && pc_isridingwug(sd) ){
  5220. short x[8]={0,-1,-1,-1,0,1,1,1};
  5221. short y[8]={1,1,0,-1,-1,-1,0,1};
  5222. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5223. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5224. clif_blown(src);
  5225. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5226. }
  5227. break;
  5228. }
  5229. case RA_WUGBITE:
  5230. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5231. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5232. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5233. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5234. break;
  5235. case RA_SENSITIVEKEEN:
  5236. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5237. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5238. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5239. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5240. }
  5241. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5242. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); // Should only end, no damage dealt.
  5243. } else {
  5244. struct skill_unit *su = NULL;
  5245. struct skill_unit_group* sg;
  5246. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5247. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5248. {
  5249. struct item item_tmp;
  5250. memset(&item_tmp,0,sizeof(item_tmp));
  5251. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5252. item_tmp.identify = 1;
  5253. if( item_tmp.nameid )
  5254. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5255. }
  5256. skill_delunit(su);
  5257. }
  5258. }
  5259. break;
  5260. case NC_INFRAREDSCAN:
  5261. if( flag&1 ) {
  5262. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  5263. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  5264. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5265. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  5266. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5267. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5268. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5269. } else {
  5270. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5271. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5272. }
  5273. break;
  5274. case NC_MAGNETICFIELD:
  5275. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  5276. break;
  5277. case SC_FATALMENACE:
  5278. if( flag&1 )
  5279. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5280. else {
  5281. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5282. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5283. }
  5284. break;
  5285. case LG_PINPOINTATTACK:
  5286. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5287. clif_blown(src);
  5288. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5289. break;
  5290. case LG_SHIELDSPELL:
  5291. if (skill_lv == 1)
  5292. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5293. else if (skill_lv == 2)
  5294. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5295. break;
  5296. case SR_DRAGONCOMBO:
  5297. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5298. break;
  5299. case SR_KNUCKLEARROW:
  5300. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5301. dir_ka = map_calc_dir(bl, src->x, src->y);
  5302. // Has slide effect
  5303. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5304. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5305. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5306. break;
  5307. case SR_HOWLINGOFLION:
  5308. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  5309. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  5310. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  5311. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  5312. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  5313. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  5314. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  5315. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  5316. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  5317. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  5318. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  5319. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  5320. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  5321. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  5322. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  5323. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  5324. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  5325. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  5326. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  5327. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5328. break;
  5329. case SR_EARTHSHAKER:
  5330. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5331. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5332. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  5333. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5334. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  5335. } else {
  5336. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5337. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5338. }
  5339. break;
  5340. case SR_TIGERCANNON:
  5341. if (flag&1) {
  5342. if (skill_area_temp[1] != bl->id && skill_area_temp[3] == skill_id)
  5343. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5344. } else if (sd) {
  5345. skill_area_temp[1] = bl->id;
  5346. skill_area_temp[3] = skill_id;
  5347. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5348. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5349. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5350. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5351. }
  5352. break;
  5353. case SO_POISON_BUSTER:
  5354. if( tsc && tsc->data[SC_POISON] ) {
  5355. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5356. status_change_end(bl, SC_POISON, INVALID_TIMER);
  5357. }
  5358. else if( sd )
  5359. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5360. break;
  5361. case KO_JYUMONJIKIRI: {
  5362. short x, y;
  5363. short dir = map_calc_dir(src,bl->x,bl->y);
  5364. if (dir > 0 && dir < 4)
  5365. x = 2;
  5366. else if (dir > 4)
  5367. x = -2;
  5368. else
  5369. x = 0;
  5370. if (dir > 2 && dir < 6)
  5371. y = 2;
  5372. else if (dir == 7 || dir < 2)
  5373. y = -2;
  5374. else
  5375. y = 0;
  5376. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  5377. clif_blown(src);
  5378. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5379. }
  5380. }
  5381. break;
  5382. case EL_FIRE_BOMB:
  5383. case EL_FIRE_WAVE:
  5384. case EL_WATER_SCREW:
  5385. case EL_HURRICANE:
  5386. case EL_TYPOON_MIS:
  5387. if( flag&1 )
  5388. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  5389. else {
  5390. int i = skill_get_splash(skill_id,skill_lv);
  5391. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5392. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5393. if( rnd()%100 < 30 )
  5394. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5395. else
  5396. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5397. }
  5398. break;
  5399. case EL_ROCK_CRUSHER:
  5400. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5401. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5402. if( rnd()%100 < 50 )
  5403. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5404. else
  5405. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  5406. break;
  5407. case EL_STONE_RAIN:
  5408. if( flag&1 )
  5409. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5410. else {
  5411. int i = skill_get_splash(skill_id,skill_lv);
  5412. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5413. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5414. if( rnd()%100 < 30 )
  5415. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5416. else
  5417. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5418. }
  5419. break;
  5420. case EL_FIRE_ARROW:
  5421. case EL_ICE_NEEDLE:
  5422. case EL_WIND_SLASH:
  5423. case EL_STONE_HAMMER:
  5424. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5425. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5426. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5427. break;
  5428. case EL_TIDAL_WEAPON:
  5429. if( src->type == BL_ELEM ) {
  5430. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  5431. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  5432. sc_type type = status_skill2sc(skill_id), type2;
  5433. type2 = static_cast<sc_type>(type - 1);
  5434. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  5435. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5436. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  5437. elemental_clean_single_effect(ele, skill_id);
  5438. }
  5439. if( rnd()%100 < 50 )
  5440. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5441. else {
  5442. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5443. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  5444. }
  5445. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5446. }
  5447. break;
  5448. //recursive homon skill
  5449. case MH_MAGMA_FLOW:
  5450. case MH_HEILIGE_STANGE:
  5451. if(flag&1){
  5452. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  5453. break;//chance to not trigger atk for magma
  5454. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5455. }
  5456. else
  5457. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5458. break;
  5459. case MH_STAHL_HORN:
  5460. case MH_NEEDLE_OF_PARALYZE:
  5461. case MH_SONIC_CRAW:
  5462. case MH_MIDNIGHT_FRENZY:
  5463. case MH_SILVERVEIN_RUSH:
  5464. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5465. break;
  5466. case MH_TINDER_BREAKER:
  5467. case MH_CBC:
  5468. case MH_EQC:
  5469. {
  5470. int duration = 0;
  5471. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  5472. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  5473. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  5474. clif_blown(src);
  5475. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  5476. } else if (skill_id == MH_EQC && status_bl_has_mode(bl, MD_STATUS_IMMUNE)) {
  5477. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_TOTARGET, 0);
  5478. break;
  5479. }
  5480. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5481. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  5482. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5483. }
  5484. break;
  5485. case RL_H_MINE:
  5486. if (!(flag&1)) {
  5487. // Direct attack
  5488. if (!sd || !sd->flicker) {
  5489. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  5490. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5491. break;
  5492. }
  5493. // Triggered by RL_FLICKER
  5494. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  5495. // Splash damage around it!
  5496. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  5497. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5498. flag |= 1; // Don't consume requirement
  5499. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  5500. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  5501. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  5502. }
  5503. }
  5504. else
  5505. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5506. if (sd && sd->flicker)
  5507. flag |= 1; // Don't consume requirement
  5508. break;
  5509. case RL_QD_SHOT:
  5510. case RL_D_TAIL:
  5511. if (!sd || (tsc && tsc->data[SC_C_MARKER])) {
  5512. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5513. break;
  5514. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5515. }
  5516. break;
  5517. case SU_SCAROFTAROU:
  5518. case SU_SV_STEMSPEAR:
  5519. if (skill_id == SU_SCAROFTAROU)
  5520. sc_start(src, bl, status_skill2sc(skill_id), 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  5521. else {
  5522. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  5523. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  5524. }
  5525. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5526. if (status_get_lv(src) > 29 && (rnd() % 100 < (int)((status_get_lv(src) / 30) * 10 + 10)))
  5527. skill_addtimerskill(src, tick + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  5528. break;
  5529. case 0:/* no skill - basic/normal attack */
  5530. if(sd) {
  5531. if (flag & 3){
  5532. if (bl->id != skill_area_temp[1])
  5533. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5534. } else {
  5535. skill_area_temp[1] = bl->id;
  5536. map_foreachinallrange(skill_area_sub, bl,
  5537. sd->bonus.splash_range, BL_CHAR,
  5538. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5539. skill_castend_damage_id);
  5540. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5541. }
  5542. }
  5543. break;
  5544. default:
  5545. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5546. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5547. 0, abs(skill_get_num(skill_id, skill_lv)),
  5548. skill_id, skill_lv, skill_get_hit(skill_id));
  5549. map_freeblock_unlock();
  5550. return 1;
  5551. }
  5552. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5553. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5554. map_freeblock_unlock();
  5555. if( sd && !(flag&1) )
  5556. {// ensure that the skill last-cast tick is recorded
  5557. sd->canskill_tick = gettick();
  5558. if( sd->state.arrow_atk )
  5559. {// consume arrow on last invocation to this skill.
  5560. battle_consume_ammo(sd, skill_id, skill_lv);
  5561. }
  5562. // perform skill requirement consumption
  5563. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5564. }
  5565. return 0;
  5566. }
  5567. /**
  5568. * Use no-damage skill from 'src' to 'bl
  5569. * @param src Caster
  5570. * @param bl Target of the skill, bl maybe same with src for self skill
  5571. * @param skill_id
  5572. * @param skill_lv
  5573. * @param tick
  5574. * @param flag Various value, &1: Recursive effect
  5575. **/
  5576. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  5577. {
  5578. struct map_session_data *sd, *dstsd;
  5579. struct mob_data *md, *dstmd;
  5580. struct homun_data *hd;
  5581. struct mercenary_data *mer;
  5582. struct status_data *sstatus, *tstatus;
  5583. struct status_change *tsc;
  5584. struct status_change_entry *tsce;
  5585. int i = 0;
  5586. enum sc_type type;
  5587. if(skill_id > 0 && !skill_lv) return 0; // celest
  5588. nullpo_retr(1, src);
  5589. nullpo_retr(1, bl);
  5590. if (src->m != bl->m)
  5591. return 1;
  5592. sd = BL_CAST(BL_PC, src);
  5593. hd = BL_CAST(BL_HOM, src);
  5594. md = BL_CAST(BL_MOB, src);
  5595. mer = BL_CAST(BL_MER, src);
  5596. dstsd = BL_CAST(BL_PC, bl);
  5597. dstmd = BL_CAST(BL_MOB, bl);
  5598. if(bl->prev == NULL)
  5599. return 1;
  5600. if(status_isdead(src))
  5601. return 1;
  5602. if( src != bl && status_isdead(bl) ) {
  5603. switch( skill_id ) { // Skills that may be cast on dead targets
  5604. case NPC_WIDESOULDRAIN:
  5605. case PR_REDEMPTIO:
  5606. case ALL_RESURRECTION:
  5607. case WM_DEADHILLHERE:
  5608. case WE_ONEFOREVER:
  5609. break;
  5610. default:
  5611. return 1;
  5612. }
  5613. }
  5614. tstatus = status_get_status_data(bl);
  5615. sstatus = status_get_status_data(src);
  5616. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5617. switch (skill_id) {
  5618. case HLIF_HEAL: //[orn]
  5619. if (bl->type != BL_HOM) {
  5620. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5621. break ;
  5622. }
  5623. case AL_HEAL:
  5624. case ALL_RESURRECTION:
  5625. case PR_ASPERSIO:
  5626. case AB_HIGHNESSHEAL:
  5627. //Apparently only player casted skills can be offensive like this.
  5628. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5629. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5630. //Offensive heal does not works on non-enemies. [Skotlex]
  5631. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5632. return 0;
  5633. }
  5634. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5635. }
  5636. break;
  5637. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5638. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5639. case MH_STEINWAND: {
  5640. struct block_list *s_src = battle_get_master(src);
  5641. short ret = 0;
  5642. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5643. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5644. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5645. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5646. if (hd)
  5647. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5648. return ret;
  5649. }
  5650. break;
  5651. default:
  5652. //Skill is actually ground placed.
  5653. if (src == bl && skill_get_unit_id(skill_id))
  5654. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5655. }
  5656. type = status_skill2sc(skill_id);
  5657. tsc = status_get_sc(bl);
  5658. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5659. if (src!=bl && type > -1 &&
  5660. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) &&
  5661. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5662. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5663. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5664. map_freeblock_lock();
  5665. switch(skill_id)
  5666. {
  5667. case HLIF_HEAL: //[orn]
  5668. case AL_HEAL:
  5669. case AB_HIGHNESSHEAL:
  5670. {
  5671. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5672. int heal_get_jobexp;
  5673. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  5674. heal = 0;
  5675. if( tsc && tsc->count ) {
  5676. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUS_IMMUNE) ) { //Bounce back heal
  5677. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5678. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5679. if (src == bl)
  5680. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5681. else {
  5682. bl = src;
  5683. dstsd = sd;
  5684. }
  5685. }
  5686. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5687. heal = 0; //Needed so that it actually displays 0 when healing.
  5688. }
  5689. if (skill_id == AL_HEAL)
  5690. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  5691. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5692. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5693. heal = ~heal + 1;
  5694. heal_get_jobexp = status_heal(bl,heal,0,0);
  5695. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5696. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5697. if (heal_get_jobexp <= 0)
  5698. heal_get_jobexp = 1;
  5699. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  5700. }
  5701. }
  5702. break;
  5703. case PR_REDEMPTIO:
  5704. if (sd && !(flag&1)) {
  5705. if (sd->status.party_id == 0) {
  5706. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5707. break;
  5708. }
  5709. skill_area_temp[0] = 0;
  5710. party_foreachsamemap(skill_area_sub,
  5711. sd,skill_get_splash(skill_id, skill_lv),
  5712. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5713. skill_castend_nodamage_id);
  5714. if (skill_area_temp[0] == 0) {
  5715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5716. break;
  5717. }
  5718. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  5719. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  5720. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  5721. pc_lostexp(sd, u32min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  5722. }
  5723. status_set_hp(src, 1, 0);
  5724. status_set_sp(src, 0, 0);
  5725. break;
  5726. } else if (status_isdead(bl) && flag&1) { //Revive
  5727. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5728. skill_lv = 3; //Resurrection level 3 is used
  5729. } else //Invalid target, skip resurrection.
  5730. break;
  5731. case ALL_RESURRECTION:
  5732. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  5733. { //No reviving in WoE grounds!
  5734. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5735. break;
  5736. }
  5737. if (!status_isdead(bl))
  5738. break;
  5739. {
  5740. int per = 0, sper = 0;
  5741. if (tsc && tsc->data[SC_HELLPOWER]) {
  5742. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  5743. break;
  5744. }
  5745. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  5746. break;
  5747. switch(skill_lv){
  5748. case 1: per=10; break;
  5749. case 2: per=30; break;
  5750. case 3: per=50; break;
  5751. case 4: per=80; break;
  5752. }
  5753. if(dstsd && dstsd->special_state.restart_full_recover)
  5754. per = sper = 100;
  5755. if (status_revive(bl, per, sper))
  5756. {
  5757. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5758. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5759. {
  5760. int exp = 0,jexp = 0;
  5761. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5762. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5763. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5764. if (exp < 1) exp = 1;
  5765. }
  5766. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5767. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5768. if (jexp < 1) jexp = 1;
  5769. }
  5770. if(exp > 0 || jexp > 0)
  5771. pc_gainexp (sd, bl, exp, jexp, 0);
  5772. }
  5773. }
  5774. }
  5775. break;
  5776. case AL_DECAGI:
  5777. case MER_DECAGI:
  5778. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5779. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  5780. break;
  5781. case AL_CRUCIS:
  5782. if (flag&1)
  5783. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  5784. else {
  5785. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5786. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5787. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5788. }
  5789. break;
  5790. case PR_LEXDIVINA:
  5791. case MER_LEXDIVINA:
  5792. if (tsce)
  5793. status_change_end(bl, type, INVALID_TIMER);
  5794. else
  5795. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  5796. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5797. break;
  5798. case SA_ABRACADABRA:
  5799. if (abra_db.empty()) {
  5800. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5801. break;
  5802. }
  5803. else {
  5804. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  5805. do {
  5806. auto abra_spell = abra_db.random();
  5807. abra_skill_id = abra_spell->skill_id;
  5808. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5809. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  5810. break;
  5811. }
  5812. } while (checked++ < checked_max);
  5813. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5814. if( sd )
  5815. {// player-casted
  5816. sd->state.abra_flag = 1;
  5817. sd->skillitem = abra_skill_id;
  5818. sd->skillitemlv = abra_skill_lv;
  5819. sd->skillitem_keep_requirement = false;
  5820. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5821. }
  5822. else
  5823. {// mob-casted
  5824. struct unit_data *ud = unit_bl2ud(src);
  5825. int inf = skill_get_inf(abra_skill_id);
  5826. if (!ud) break;
  5827. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5828. if (src->type == BL_PET)
  5829. bl = (struct block_list*)((TBL_PET*)src)->master;
  5830. if (!bl) bl = src;
  5831. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5832. } else { //Assume offensive skills
  5833. int target_id = 0;
  5834. if (ud->target)
  5835. target_id = ud->target;
  5836. else switch (src->type) {
  5837. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5838. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5839. }
  5840. if (!target_id)
  5841. break;
  5842. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5843. bl = map_id2bl(target_id);
  5844. if (!bl) bl = src;
  5845. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5846. } else
  5847. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5848. }
  5849. }
  5850. }
  5851. break;
  5852. case SA_COMA:
  5853. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5854. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5855. break;
  5856. case SA_FULLRECOVERY:
  5857. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5858. if (status_isimmune(bl))
  5859. break;
  5860. status_percent_heal(bl, 100, 100);
  5861. break;
  5862. case NPC_ALLHEAL:
  5863. {
  5864. int heal;
  5865. if( status_isimmune(bl) )
  5866. break;
  5867. heal = status_percent_heal(bl, 100, 0);
  5868. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5869. if( dstmd )
  5870. { // Reset Damage Logs
  5871. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5872. dstmd->tdmg = 0;
  5873. }
  5874. }
  5875. break;
  5876. case SA_SUMMONMONSTER:
  5877. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5878. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5879. break;
  5880. case SA_LEVELUP:
  5881. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5882. if (sd && pc_nextbaseexp(sd))
  5883. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  5884. break;
  5885. case SA_INSTANTDEATH:
  5886. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5887. status_kill(src);
  5888. break;
  5889. case SA_QUESTION:
  5890. clif_emotion(src,ET_QUESTION);
  5891. case SA_GRAVITY:
  5892. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5893. break;
  5894. case SA_CLASSCHANGE:
  5895. case SA_MONOCELL:
  5896. if (dstmd)
  5897. {
  5898. int class_;
  5899. if ( sd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5900. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5901. break;
  5902. }
  5903. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_ClassChange, RMF_DB_RATE, 0));
  5904. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5905. mob_class_change(dstmd,class_);
  5906. if( tsc && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5907. 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 };
  5908. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5909. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5910. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5911. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5912. }
  5913. }
  5914. break;
  5915. case SA_DEATH:
  5916. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUS_IMMUNE) ) {
  5917. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5918. break;
  5919. }
  5920. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5921. status_kill(bl);
  5922. break;
  5923. case SA_REVERSEORCISH:
  5924. case ALL_REVERSEORCISH:
  5925. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5926. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5927. break;
  5928. case SA_FORTUNE:
  5929. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5930. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5931. break;
  5932. case SA_TAMINGMONSTER:
  5933. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5934. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  5935. pet_catch_process1(sd, dstmd->mob_id);
  5936. }
  5937. break;
  5938. case CR_PROVIDENCE:
  5939. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5940. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5941. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5942. map_freeblock_unlock();
  5943. return 1;
  5944. }
  5945. }
  5946. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5947. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5948. break;
  5949. case CG_MARIONETTE:
  5950. {
  5951. struct status_change* sc = status_get_sc(src);
  5952. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5953. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5954. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5955. map_freeblock_unlock();
  5956. return 1;
  5957. }
  5958. if( sc && tsc )
  5959. {
  5960. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5961. {
  5962. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5963. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5964. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5965. }
  5966. else
  5967. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5968. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5969. {
  5970. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5971. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5972. }
  5973. else
  5974. {
  5975. if( sd )
  5976. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5977. map_freeblock_unlock();
  5978. return 1;
  5979. }
  5980. }
  5981. }
  5982. break;
  5983. case RG_CLOSECONFINE:
  5984. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5985. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5986. break;
  5987. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5988. case SA_FROSTWEAPON:
  5989. case SA_LIGHTNINGLOADER:
  5990. case SA_SEISMICWEAPON:
  5991. if (dstsd && dstsd->status.weapon == W_FIST) {
  5992. if (sd)
  5993. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5994. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5995. break;
  5996. }
  5997. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5998. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  5999. if (dstsd){
  6000. short index = dstsd->equip_index[EQI_HAND_R];
  6001. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6002. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6003. }
  6004. if (sd)
  6005. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6006. }
  6007. break;
  6008. case PR_ASPERSIO:
  6009. if (sd && dstmd) {
  6010. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6011. break;
  6012. }
  6013. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6014. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6015. break;
  6016. case ITEM_ENCHANTARMS:
  6017. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  6018. break;
  6019. case TK_SEVENWIND:
  6020. switch(skill_get_ele(skill_id,skill_lv)) {
  6021. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6022. case ELE_WIND : type = SC_WINDWEAPON; break;
  6023. case ELE_WATER : type = SC_WATERWEAPON; break;
  6024. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6025. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6026. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6027. case ELE_HOLY : type = SC_ASPERSIO; break;
  6028. }
  6029. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6030. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6031. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6032. break;
  6033. case PR_KYRIE:
  6034. case MER_KYRIE:
  6035. case SU_TUNAPARTY:
  6036. case SU_GROOMING:
  6037. case SU_CHATTERING:
  6038. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6039. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6040. break;
  6041. //Passive Magnum, should had been casted on yourself.
  6042. case SM_MAGNUM:
  6043. case MS_MAGNUM:
  6044. skill_area_temp[1] = 0;
  6045. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6046. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6047. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6048. // Initiate 20% of your damage becomes fire element.
  6049. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6050. break;
  6051. case TK_JUMPKICK:
  6052. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6053. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6054. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6055. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6056. clif_blown(src);
  6057. }
  6058. } else
  6059. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6060. break;
  6061. case PR_BENEDICTIO:
  6062. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6063. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6064. break;
  6065. case AL_INCAGI:
  6066. case AL_BLESSING:
  6067. case MER_INCAGI:
  6068. case MER_BLESSING:
  6069. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  6070. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6071. break;
  6072. }
  6073. case PR_SLOWPOISON:
  6074. case PR_IMPOSITIO:
  6075. case PR_LEXAETERNA:
  6076. case PR_SUFFRAGIUM:
  6077. case LK_BERSERK:
  6078. case MS_BERSERK:
  6079. case KN_TWOHANDQUICKEN:
  6080. case KN_ONEHAND:
  6081. case MER_QUICKEN:
  6082. case CR_SPEARQUICKEN:
  6083. case CR_REFLECTSHIELD:
  6084. case MS_REFLECTSHIELD:
  6085. case AS_POISONREACT:
  6086. case MC_LOUD:
  6087. case MG_ENERGYCOAT:
  6088. case MO_EXPLOSIONSPIRITS:
  6089. case MO_STEELBODY:
  6090. case MO_BLADESTOP:
  6091. case LK_AURABLADE:
  6092. case LK_PARRYING:
  6093. case MS_PARRYING:
  6094. case LK_CONCENTRATION:
  6095. case WS_CARTBOOST:
  6096. case SN_SIGHT:
  6097. case WS_MELTDOWN:
  6098. case WS_OVERTHRUSTMAX:
  6099. case ST_REJECTSWORD:
  6100. case HW_MAGICPOWER:
  6101. case PF_MEMORIZE:
  6102. case PA_SACRIFICE:
  6103. case ASC_EDP:
  6104. case PF_DOUBLECASTING:
  6105. case SG_SUN_COMFORT:
  6106. case SG_MOON_COMFORT:
  6107. case SG_STAR_COMFORT:
  6108. case GS_MADNESSCANCEL:
  6109. case GS_ADJUSTMENT:
  6110. case GS_INCREASING:
  6111. #ifdef RENEWAL
  6112. case GS_MAGICALBULLET:
  6113. #endif
  6114. case NJ_KASUMIKIRI:
  6115. case NJ_UTSUSEMI:
  6116. case NJ_NEN:
  6117. case NPC_DEFENDER:
  6118. case NPC_MAGICMIRROR:
  6119. case ST_PRESERVE:
  6120. case NPC_KEEPING:
  6121. case NPC_BARRIER:
  6122. case NPC_INVINCIBLE:
  6123. case NPC_INVINCIBLEOFF:
  6124. case MER_INVINCIBLEOFF2:
  6125. case RK_DEATHBOUND:
  6126. case AB_EXPIATIO:
  6127. case AB_DUPLELIGHT:
  6128. case AB_SECRAMENT:
  6129. case AB_OFFERTORIUM:
  6130. case NC_ACCELERATION:
  6131. case NC_HOVERING:
  6132. case NC_SHAPESHIFT:
  6133. case WL_MARSHOFABYSS:
  6134. case WL_RECOGNIZEDSPELL:
  6135. case GC_VENOMIMPRESS:
  6136. case SC_DEADLYINFECT:
  6137. case LG_EXEEDBREAK:
  6138. case LG_PRESTIGE:
  6139. case SR_CRESCENTELBOW:
  6140. case SR_LIGHTNINGWALK:
  6141. case GN_CARTBOOST:
  6142. case KO_MEIKYOUSISUI:
  6143. case ALL_ODINS_POWER:
  6144. case ALL_FULL_THROTTLE:
  6145. case RA_UNLIMIT:
  6146. case WL_TELEKINESIS_INTENSE:
  6147. case RL_HEAT_BARREL:
  6148. case RL_P_ALTER:
  6149. case RL_E_CHAIN:
  6150. case SU_FRESHSHRIMP:
  6151. case SU_ARCLOUSEDASH:
  6152. case NPC_MAXPAIN:
  6153. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6154. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6155. break;
  6156. case NPC_HALLUCINATION:
  6157. case NPC_HELLPOWER:
  6158. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6159. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  6160. break;
  6161. case KN_AUTOCOUNTER:
  6162. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6163. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  6164. break;
  6165. case SO_STRIKING:
  6166. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  6167. int bonus = 0;
  6168. if (dstsd) {
  6169. short index = dstsd->equip_index[EQI_HAND_R];
  6170. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6171. bonus = (8 + 2 * skill_lv) * dstsd->inventory_data[index]->wlv;
  6172. }
  6173. if (sd)
  6174. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER) + pc_checkskill(sd, SA_FROSTWEAPON) + pc_checkskill(sd, SA_LIGHTNINGLOADER) + pc_checkskill(sd, SA_SEISMICWEAPON)) * 5;
  6175. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  6176. } else if (sd)
  6177. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  6178. break;
  6179. case NPC_STOP:
  6180. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6181. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  6182. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  6183. break;
  6184. case HP_ASSUMPTIO:
  6185. if( sd && dstmd )
  6186. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6187. else
  6188. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6189. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6190. break;
  6191. case MG_SIGHT:
  6192. case MER_SIGHT:
  6193. case AL_RUWACH:
  6194. case WZ_SIGHTBLASTER:
  6195. case NPC_WIDESIGHT:
  6196. case NPC_STONESKIN:
  6197. case NPC_ANTIMAGIC:
  6198. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6199. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  6200. break;
  6201. case HLIF_AVOID:
  6202. case HAMI_DEFENCE:
  6203. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  6204. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  6205. break;
  6206. case NJ_BUNSINJYUTSU:
  6207. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  6208. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6209. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6210. status_change_end(bl, SC_NEN, INVALID_TIMER);
  6211. break;
  6212. /* Was modified to only affect targetted char. [Skotlex]
  6213. case HP_ASSUMPTIO:
  6214. if (flag&1)
  6215. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6216. else
  6217. {
  6218. map_foreachinallrange(skill_area_sub, bl,
  6219. skill_get_splash(skill_id, skill_lv), BL_PC,
  6220. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  6221. skill_castend_nodamage_id);
  6222. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6223. }
  6224. break;
  6225. */
  6226. case SM_ENDURE:
  6227. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6228. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6229. break;
  6230. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  6231. if (sd && dstsd && dstsd->sc.count) {
  6232. if (dstsd->sc.data[SC_FIREWEAPON] ||
  6233. dstsd->sc.data[SC_WATERWEAPON] ||
  6234. dstsd->sc.data[SC_WINDWEAPON] ||
  6235. dstsd->sc.data[SC_EARTHWEAPON] ||
  6236. dstsd->sc.data[SC_SHADOWWEAPON] ||
  6237. dstsd->sc.data[SC_GHOSTWEAPON]
  6238. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  6239. ) {
  6240. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6241. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6242. break;
  6243. }
  6244. }
  6245. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6246. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6247. break;
  6248. case LK_TENSIONRELAX:
  6249. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6250. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  6251. skill_get_time(skill_id,skill_lv)));
  6252. break;
  6253. case MC_CHANGECART:
  6254. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6255. break;
  6256. case MC_CARTDECORATE:
  6257. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6258. if( sd ) {
  6259. clif_SelectCart(sd);
  6260. }
  6261. break;
  6262. case TK_MISSION:
  6263. if (sd) {
  6264. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  6265. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  6266. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6267. break;
  6268. }
  6269. int id = mob_get_random_id(MOBG_Taekwon_Mission, RMF_NONE, 0);
  6270. if (!id) {
  6271. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6272. break;
  6273. }
  6274. sd->mission_mobid = id;
  6275. sd->mission_count = 0;
  6276. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  6277. clif_mission_info(sd, id, 0);
  6278. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6279. }
  6280. break;
  6281. case AC_CONCENTRATION:
  6282. {
  6283. int splash = skill_get_splash(skill_id, skill_lv);
  6284. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6285. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6286. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  6287. map_foreachinallrange( status_change_timer_sub, src,
  6288. splash, BL_CHAR, src, NULL, type, tick);
  6289. }
  6290. break;
  6291. case SM_PROVOKE:
  6292. case SM_SELFPROVOKE:
  6293. case MER_PROVOKE:
  6294. if( status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  6295. map_freeblock_unlock();
  6296. return 1;
  6297. }
  6298. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  6299. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  6300. {
  6301. if( sd )
  6302. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6303. map_freeblock_unlock();
  6304. return 0;
  6305. }
  6306. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  6307. unit_skillcastcancel(bl, 2);
  6308. if( tsc && tsc->count )
  6309. {
  6310. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6311. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  6312. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6313. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6314. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  6315. }
  6316. if( dstmd )
  6317. {
  6318. dstmd->state.provoke_flag = src->id;
  6319. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6320. }
  6321. break;
  6322. case ML_DEVOTION:
  6323. case CR_DEVOTION:
  6324. {
  6325. int count, lv;
  6326. if( !dstsd || (!sd && !mer) )
  6327. { // Only players can be devoted
  6328. if( sd )
  6329. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6330. break;
  6331. }
  6332. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  6333. lv = -lv;
  6334. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  6335. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  6336. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  6337. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  6338. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  6339. {
  6340. if( sd )
  6341. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6342. map_freeblock_unlock();
  6343. return 1;
  6344. }
  6345. i = 0;
  6346. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  6347. if( sd )
  6348. { // Player Devoting Player
  6349. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  6350. if( i == count )
  6351. {
  6352. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  6353. if( i == count )
  6354. { // No free slots, skill Fail
  6355. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6356. map_freeblock_unlock();
  6357. return 1;
  6358. }
  6359. }
  6360. sd->devotion[i] = bl->id;
  6361. }
  6362. else
  6363. mer->devotion_flag = 1; // Mercenary Devoting Owner
  6364. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  6365. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  6366. clif_devotion(src, NULL);
  6367. }
  6368. break;
  6369. case MO_CALLSPIRITS:
  6370. if(sd) {
  6371. int limit = skill_lv;
  6372. if( sd->sc.data[SC_RAISINGDRAGON] )
  6373. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6374. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6375. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6376. }
  6377. break;
  6378. case CH_SOULCOLLECT:
  6379. if(sd) {
  6380. int limit = 5;
  6381. if( sd->sc.data[SC_RAISINGDRAGON] )
  6382. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  6383. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6384. for (i = 0; i < limit; i++)
  6385. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  6386. }
  6387. break;
  6388. case MO_KITRANSLATION:
  6389. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  6390. //Require will define how many spiritballs will be transferred
  6391. struct s_skill_condition require;
  6392. require = skill_get_requirement(sd,skill_id,skill_lv);
  6393. pc_delspiritball(sd,require.spiritball,0);
  6394. for (i = 0; i < require.spiritball; i++)
  6395. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  6396. } else {
  6397. if(sd)
  6398. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6399. map_freeblock_unlock();
  6400. return 0;
  6401. }
  6402. break;
  6403. case TK_TURNKICK:
  6404. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  6405. if (skill_area_temp[1] != bl->id) {
  6406. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  6407. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  6408. }
  6409. break;
  6410. case MO_ABSORBSPIRITS:
  6411. i = 0;
  6412. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  6413. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  6414. if (dstsd->spiritball > 0) {
  6415. i = dstsd->spiritball * 7;
  6416. pc_delspiritball(dstsd,dstsd->spiritball,0);
  6417. }
  6418. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  6419. i += dstsd->spiritcharm * 7;
  6420. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  6421. }
  6422. } else if (dstmd && !status_has_mode(tstatus,MD_STATUS_IMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  6423. i = 2 * dstmd->level;
  6424. mob_target(dstmd,src,0);
  6425. } else {
  6426. if (sd)
  6427. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6428. break;
  6429. }
  6430. if (i) status_heal(src, 0, i, 3);
  6431. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  6432. break;
  6433. case AC_MAKINGARROW:
  6434. if(sd) {
  6435. clif_arrow_create_list(sd);
  6436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6437. }
  6438. break;
  6439. case AM_PHARMACY:
  6440. if(sd) {
  6441. clif_skill_produce_mix_list(sd,skill_id,22);
  6442. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6443. }
  6444. break;
  6445. case SA_CREATECON:
  6446. if(sd) {
  6447. clif_elementalconverter_list(sd);
  6448. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6449. }
  6450. break;
  6451. case BS_HAMMERFALL:
  6452. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  6453. break;
  6454. case RG_RAID:
  6455. skill_area_temp[1] = 0;
  6456. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6457. map_foreachinrange(skill_area_sub, bl,
  6458. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6459. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6460. skill_castend_damage_id);
  6461. status_change_end(src, SC_HIDING, INVALID_TIMER);
  6462. break;
  6463. //List of self skills that give damage around caster
  6464. case ASC_METEORASSAULT:
  6465. case GS_SPREADATTACK:
  6466. case RK_STORMBLAST:
  6467. case NC_AXETORNADO:
  6468. case GC_COUNTERSLASH:
  6469. case SR_SKYNETBLOW:
  6470. case SR_RAMPAGEBLASTER:
  6471. case SR_HOWLINGOFLION:
  6472. case KO_HAPPOKUNAI:
  6473. case RL_FIREDANCE:
  6474. case RL_R_TRIP:
  6475. {
  6476. struct status_change *sc = status_get_sc(src);
  6477. int starget = BL_CHAR|BL_SKILL;
  6478. if (skill_id == SR_HOWLINGOFLION)
  6479. starget = splash_target(src);
  6480. skill_area_temp[1] = 0;
  6481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6482. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  6483. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6484. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6485. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6486. }
  6487. break;
  6488. case RK_IGNITIONBREAK:
  6489. skill_area_temp[1] = 0;
  6490. #if PACKETVER >= 20180207
  6491. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6492. #else
  6493. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6494. #endif
  6495. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6496. break;
  6497. case SR_WINDMILL:
  6498. case GN_CART_TORNADO:
  6499. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6500. case SR_EARTHSHAKER:
  6501. case NC_INFRAREDSCAN:
  6502. case NPC_EARTHQUAKE:
  6503. case NPC_VAMPIRE_GIFT:
  6504. case NPC_HELLJUDGEMENT:
  6505. case NPC_PULSESTRIKE:
  6506. case LG_MOONSLASHER:
  6507. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6508. break;
  6509. case KN_BRANDISHSPEAR:
  6510. case ML_BRANDISH:
  6511. {
  6512. skill_area_temp[1] = bl->id;
  6513. if(skill_lv >= 10)
  6514. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6515. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  6516. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  6517. skill_castend_damage_id);
  6518. if(skill_lv >= 7)
  6519. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6520. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  6521. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  6522. skill_castend_damage_id);
  6523. if(skill_lv >= 4)
  6524. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6525. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  6526. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  6527. skill_castend_damage_id);
  6528. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  6529. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  6530. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  6531. skill_castend_damage_id);
  6532. }
  6533. break;
  6534. case WZ_SIGHTRASHER:
  6535. //Passive side of the attack.
  6536. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6537. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6538. map_foreachinshootrange(skill_area_sub,src,
  6539. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6540. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  6541. skill_castend_damage_id);
  6542. break;
  6543. case WZ_FROSTNOVA:
  6544. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6545. skill_area_temp[1] = 0;
  6546. map_foreachinshootrange(skill_attack_area, src,
  6547. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6548. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6549. break;
  6550. case HVAN_EXPLOSION: //[orn]
  6551. case NPC_SELFDESTRUCTION:
  6552. //Self Destruction hits everyone in range (allies+enemies)
  6553. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6554. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6555. BCT_ENEMY:BCT_ALL;
  6556. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6557. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6558. map_foreachinshootrange(skill_area_sub, bl,
  6559. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6560. src, skill_id, skill_lv, tick, flag|i,
  6561. skill_castend_damage_id);
  6562. if(map_addblock(src)) {
  6563. map_freeblock_unlock();
  6564. return 1;
  6565. }
  6566. status_damage(src, src, sstatus->max_hp,0,0,1);
  6567. break;
  6568. case AL_ANGELUS:
  6569. case PR_MAGNIFICAT:
  6570. case PR_GLORIA:
  6571. case SN_WINDWALK:
  6572. case CASH_BLESSING:
  6573. case CASH_INCAGI:
  6574. case CASH_ASSUMPTIO:
  6575. case WM_FRIGG_SONG:
  6576. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6577. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6578. else if( sd )
  6579. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6580. break;
  6581. case MER_MAGNIFICAT:
  6582. if( mer != NULL )
  6583. {
  6584. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6585. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6586. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6587. else if( mer->master && !(flag&1) )
  6588. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6589. }
  6590. break;
  6591. case BS_ADRENALINE:
  6592. case BS_ADRENALINE2:
  6593. case BS_WEAPONPERFECT:
  6594. case BS_OVERTHRUST:
  6595. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6596. int weapontype = skill_get_weapontype(skill_id);
  6597. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  6598. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  6599. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  6600. }
  6601. } else if (sd) {
  6602. party_foreachsamemap(skill_area_sub,
  6603. sd,skill_get_splash(skill_id, skill_lv),
  6604. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6605. skill_castend_nodamage_id);
  6606. }
  6607. break;
  6608. case BS_MAXIMIZE:
  6609. case NV_TRICKDEAD:
  6610. case CR_DEFENDER:
  6611. case ML_DEFENDER:
  6612. case CR_AUTOGUARD:
  6613. case ML_AUTOGUARD:
  6614. case TK_READYSTORM:
  6615. case TK_READYDOWN:
  6616. case TK_READYTURN:
  6617. case TK_READYCOUNTER:
  6618. case TK_DODGE:
  6619. case CR_SHRINK:
  6620. case SG_FUSION:
  6621. case GS_GATLINGFEVER:
  6622. if( tsce )
  6623. {
  6624. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6625. map_freeblock_unlock();
  6626. return 0;
  6627. }
  6628. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6629. break;
  6630. case SL_KAITE:
  6631. case SL_KAAHI:
  6632. case SL_KAIZEL:
  6633. case SL_KAUPE:
  6634. if (sd) {
  6635. if (!dstsd || !(
  6636. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6637. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6638. dstsd->status.char_id == sd->status.char_id ||
  6639. dstsd->status.char_id == sd->status.partner_id ||
  6640. dstsd->status.char_id == sd->status.child
  6641. )) {
  6642. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6643. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6644. break;
  6645. }
  6646. }
  6647. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6648. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6649. break;
  6650. case SM_AUTOBERSERK:
  6651. case MER_AUTOBERSERK:
  6652. if( tsce )
  6653. i = status_change_end(bl, type, INVALID_TIMER);
  6654. else
  6655. i = sc_start(src,bl,type,100,skill_lv,60000);
  6656. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6657. break;
  6658. case TF_HIDING:
  6659. case ST_CHASEWALK:
  6660. case KO_YAMIKUMO:
  6661. if (tsce)
  6662. {
  6663. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6664. map_freeblock_unlock();
  6665. return 0;
  6666. }
  6667. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6668. break;
  6669. case TK_RUN:
  6670. if (tsce)
  6671. {
  6672. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6673. map_freeblock_unlock();
  6674. return 0;
  6675. }
  6676. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6677. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6678. clif_walkok(sd); // So aegis has to resend the walk ok.
  6679. break;
  6680. case AS_CLOAKING:
  6681. case GC_CLOAKINGEXCEED:
  6682. case LG_FORCEOFVANGUARD:
  6683. case SC_REPRODUCE:
  6684. case SC_INVISIBILITY:
  6685. case RA_CAMOUFLAGE:
  6686. if (tsce) {
  6687. i = status_change_end(bl, type, INVALID_TIMER);
  6688. if( i )
  6689. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6690. else if( sd )
  6691. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6692. map_freeblock_unlock();
  6693. return 0;
  6694. }
  6695. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6696. if( i )
  6697. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  6698. else if( sd )
  6699. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6700. break;
  6701. case BD_ADAPTATION:
  6702. if(tsc && tsc->data[SC_DANCING]){
  6703. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6704. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6705. }
  6706. break;
  6707. case BA_FROSTJOKER:
  6708. case DC_SCREAM:
  6709. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6710. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6711. if (md) {
  6712. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6713. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6714. char temp[70];
  6715. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  6716. clif_disp_overhead(&md->bl,temp);
  6717. }
  6718. break;
  6719. case BA_PANGVOICE:
  6720. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6721. break;
  6722. case DC_WINKCHARM:
  6723. if( dstsd )
  6724. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6725. else
  6726. if( dstmd )
  6727. {
  6728. if( status_get_lv(src) > status_get_lv(bl)
  6729. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6730. && !status_has_mode(tstatus,MD_STATUS_IMMUNE) )
  6731. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6732. else
  6733. {
  6734. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6735. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6736. }
  6737. }
  6738. break;
  6739. case TF_STEAL:
  6740. if(sd) {
  6741. if(pc_steal_item(sd,bl,skill_lv))
  6742. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6743. else
  6744. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6745. }
  6746. break;
  6747. case RG_STEALCOIN:
  6748. if(sd) {
  6749. if(pc_steal_coin(sd,bl))
  6750. {
  6751. dstmd->state.provoke_flag = src->id;
  6752. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  6753. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6754. }
  6755. else
  6756. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6757. }
  6758. break;
  6759. case MG_STONECURSE:
  6760. {
  6761. int brate = 0;
  6762. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) {
  6763. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6764. break;
  6765. }
  6766. if(status_isimmune(bl) || !tsc)
  6767. break;
  6768. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  6769. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6770. if (tsc && tsc->data[type]) {
  6771. status_change_end(bl, type, INVALID_TIMER);
  6772. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6773. break;
  6774. }
  6775. if (sc_start4(src,bl,type,(skill_lv*4+20)+brate,
  6776. skill_lv, src->id, skill_get_time(skill_id, skill_lv), 0,
  6777. skill_get_time2(skill_id,skill_lv)))
  6778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6779. else if(sd) {
  6780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6781. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6782. if (skill_lv > 5)
  6783. { // not to consume items
  6784. map_freeblock_unlock();
  6785. return 0;
  6786. }
  6787. }
  6788. }
  6789. break;
  6790. case NV_FIRSTAID:
  6791. clif_skill_nodamage(src,bl,skill_id,5,1);
  6792. status_heal(bl,5,0,0);
  6793. break;
  6794. case AL_CURE:
  6795. if(status_isimmune(bl)) {
  6796. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6797. break;
  6798. }
  6799. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6800. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6801. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6802. status_change_end(bl, SC_BITESCAR, INVALID_TIMER);
  6803. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6804. break;
  6805. case TF_DETOXIFY:
  6806. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6807. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6808. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6809. break;
  6810. case PR_STRECOVERY:
  6811. if(status_isimmune(bl)) {
  6812. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6813. break;
  6814. }
  6815. if (tsc && tsc->opt1) {
  6816. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6817. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6818. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6819. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6820. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6821. }
  6822. status_change_end(bl, SC_STASIS, INVALID_TIMER);
  6823. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6824. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6825. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6826. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6827. if(dstmd)
  6828. mob_unlocktarget(dstmd,tick);
  6829. break;
  6830. // Mercenary Supportive Skills
  6831. case MER_BENEDICTION:
  6832. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6833. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6834. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6835. break;
  6836. case MER_COMPRESS:
  6837. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6838. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6839. break;
  6840. case MER_MENTALCURE:
  6841. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6842. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6843. break;
  6844. case MER_RECUPERATE:
  6845. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6846. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6847. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6848. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6849. break;
  6850. case MER_REGAIN:
  6851. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6852. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6853. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6854. break;
  6855. case MER_TENDER:
  6856. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6857. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6858. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6859. break;
  6860. case MER_SCAPEGOAT:
  6861. if( mer && mer->master )
  6862. {
  6863. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6864. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6865. }
  6866. break;
  6867. case MER_ESTIMATION:
  6868. if( !mer )
  6869. break;
  6870. sd = mer->master;
  6871. case WZ_ESTIMATION:
  6872. if( sd == NULL )
  6873. break;
  6874. if( dstsd )
  6875. { // Fail on Players
  6876. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6877. break;
  6878. }
  6879. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6880. clif_skill_estimation(sd, bl);
  6881. if( skill_id == MER_ESTIMATION )
  6882. sd = NULL;
  6883. break;
  6884. case BS_REPAIRWEAPON:
  6885. if(sd && dstsd)
  6886. clif_item_repair_list(sd,dstsd,skill_lv);
  6887. break;
  6888. case MC_IDENTIFY:
  6889. if(sd) {
  6890. clif_item_identify_list(sd);
  6891. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6892. map_freeblock_unlock();
  6893. return 1;
  6894. }
  6895. else { // consume sp only if succeeded
  6896. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6897. status_zap(src,0,req.sp);
  6898. }
  6899. }
  6900. break;
  6901. // Weapon Refining [Celest]
  6902. case WS_WEAPONREFINE:
  6903. if(sd)
  6904. clif_item_refine_list(sd);
  6905. break;
  6906. case MC_VENDING:
  6907. if(sd)
  6908. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6909. if ( !pc_can_give_items(sd) )
  6910. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6911. else {
  6912. sd->state.prevend = 1;
  6913. sd->state.workinprogress = WIP_DISABLE_ALL;
  6914. sd->vend_skill_lv = skill_lv;
  6915. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  6916. if (i < MAX_CART)
  6917. intif_storage_save(sd, &sd->cart);
  6918. else
  6919. clif_openvendingreq(sd,2+skill_lv);
  6920. }
  6921. }
  6922. break;
  6923. case AL_TELEPORT:
  6924. case ALL_ODINS_RECALL:
  6925. if(sd)
  6926. {
  6927. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  6928. clif_skill_teleportmessage(sd,0);
  6929. break;
  6930. }
  6931. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6932. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6933. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6934. break;
  6935. }
  6936. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  6937. sd->hd->blockskill.clear();
  6938. sd->hd->blockskill.shrink_to_fit();
  6939. }
  6940. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6941. {
  6942. if( skill_lv == 1 )
  6943. pc_randomwarp(sd,CLR_TELEPORT);
  6944. else
  6945. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6946. break;
  6947. }
  6948. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6949. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6950. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6951. else
  6952. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6953. } else
  6954. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6955. break;
  6956. case NPC_EXPULSION:
  6957. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6958. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6959. break;
  6960. case AL_HOLYWATER:
  6961. if(sd) {
  6962. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  6963. struct skill_unit* su;
  6964. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  6965. skill_delunit(su);
  6966. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6967. }
  6968. else
  6969. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6970. }
  6971. break;
  6972. case TF_PICKSTONE:
  6973. if(sd) {
  6974. unsigned char eflag;
  6975. struct item item_tmp;
  6976. struct block_list tbl;
  6977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6978. memset(&item_tmp,0,sizeof(item_tmp));
  6979. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6980. item_tmp.nameid = ITEMID_STONE;
  6981. item_tmp.identify = 1;
  6982. tbl.id = 0;
  6983. // Commented because of duplicate animation [Lemongrass]
  6984. // At the moment this displays the pickup animation a second time
  6985. // If this is required in older clients, we need to add a version check here
  6986. //clif_takeitem(&sd->bl,&tbl);
  6987. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6988. if(eflag) {
  6989. clif_additem(sd,0,0,eflag);
  6990. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  6991. }
  6992. }
  6993. break;
  6994. case ASC_CDP:
  6995. if(sd) {
  6996. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  6997. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6998. else
  6999. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  7000. }
  7001. break;
  7002. case RG_STRIPWEAPON:
  7003. case RG_STRIPSHIELD:
  7004. case RG_STRIPARMOR:
  7005. case RG_STRIPHELM:
  7006. case ST_FULLSTRIP:
  7007. case GC_WEAPONCRUSH:
  7008. case SC_STRIPACCESSARY: {
  7009. bool i;
  7010. //Special message when trying to use strip on FCP [Jobbie]
  7011. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  7012. {
  7013. clif_gospel_info(sd, 0x28);
  7014. break;
  7015. }
  7016. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  7017. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7018. //Nothing stripped.
  7019. if( sd && !i )
  7020. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7021. break;
  7022. }
  7023. case AM_BERSERKPITCHER:
  7024. case AM_POTIONPITCHER:
  7025. {
  7026. int j,hp = 0,sp = 0;
  7027. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  7028. map_freeblock_unlock();
  7029. return 1;
  7030. }
  7031. if( sd ) {
  7032. int x,bonus=100;
  7033. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  7034. x = skill_lv%11 - 1;
  7035. j = pc_search_inventory(sd, require.itemid[x]);
  7036. if (j < 0 || require.itemid[x] <= 0) {
  7037. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7038. map_freeblock_unlock();
  7039. return 1;
  7040. }
  7041. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  7042. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7043. map_freeblock_unlock();
  7044. return 1;
  7045. }
  7046. if( skill_id == AM_BERSERKPITCHER ) {
  7047. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  7048. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7049. map_freeblock_unlock();
  7050. return 1;
  7051. }
  7052. }
  7053. potion_flag = 1;
  7054. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  7055. potion_target = bl->id;
  7056. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7057. potion_flag = potion_target = 0;
  7058. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  7059. bonus += sd->status.base_level;
  7060. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  7061. hp = tstatus->max_hp * potion_per_hp / 100;
  7062. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7063. if( dstsd ) {
  7064. sp = dstsd->status.max_sp * potion_per_sp / 100;
  7065. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7066. }
  7067. } else {
  7068. if( potion_hp > 0 ) {
  7069. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7070. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7071. if( dstsd )
  7072. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7073. }
  7074. if( potion_sp > 0 ) {
  7075. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  7076. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  7077. if( dstsd )
  7078. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  7079. }
  7080. }
  7081. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  7082. hp += hp * bonus / 100;
  7083. sp += sp * bonus / 100;
  7084. }
  7085. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  7086. hp += hp * j / 100;
  7087. sp += sp * j / 100;
  7088. }
  7089. } else {
  7090. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  7091. switch (skill_lv) {
  7092. case 1: hp = 45; break;
  7093. case 2: hp = 105; break;
  7094. case 3: hp = 175; break;
  7095. default: hp = 325; break;
  7096. }
  7097. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  7098. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  7099. if( dstsd )
  7100. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  7101. }
  7102. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  7103. hp += hp * j / 100;
  7104. sp += sp * j / 100;
  7105. }
  7106. if (tsc && tsc->count) {
  7107. uint8 penalty = 0;
  7108. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7109. hp += hp / 10;
  7110. sp += sp / 10;
  7111. }
  7112. if (tsc->data[SC_CRITICALWOUND])
  7113. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7114. if (tsc->data[SC_DEATHHURT])
  7115. penalty += 20;
  7116. if (tsc->data[SC_NORECOVER_STATE])
  7117. penalty = 100;
  7118. if (penalty > 0) {
  7119. hp -= hp * penalty / 100;
  7120. sp -= sp * penalty / 100;
  7121. }
  7122. }
  7123. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7124. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  7125. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7126. if( sp > 0 )
  7127. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7128. if (tsc) {
  7129. #ifdef RENEWAL
  7130. if (tsc->data[SC_EXTREMITYFIST2])
  7131. sp = 0;
  7132. #endif
  7133. if (tsc->data[SC_NORECOVER_STATE]) {
  7134. hp = 0;
  7135. sp = 0;
  7136. }
  7137. }
  7138. status_heal(bl,hp,sp,0);
  7139. }
  7140. break;
  7141. case AM_CP_WEAPON:
  7142. case AM_CP_SHIELD:
  7143. case AM_CP_ARMOR:
  7144. case AM_CP_HELM:
  7145. {
  7146. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7147. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  7148. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7149. map_freeblock_unlock(); // Don't consume item requirements
  7150. return 0;
  7151. }
  7152. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7153. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7154. }
  7155. break;
  7156. case AM_TWILIGHT1:
  7157. if (sd) {
  7158. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7159. //Prepare 200 White Potions.
  7160. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  7161. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7162. }
  7163. break;
  7164. case AM_TWILIGHT2:
  7165. if (sd) {
  7166. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7167. //Prepare 200 Slim White Potions.
  7168. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  7169. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7170. }
  7171. break;
  7172. case AM_TWILIGHT3:
  7173. if (sd) {
  7174. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  7175. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  7176. if( ebottle >= 0 )
  7177. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  7178. //check if you can produce all three, if not, then fail:
  7179. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  7180. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  7181. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  7182. || ebottle < 200 //200 empty bottle are required at total.
  7183. ) {
  7184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7185. break;
  7186. }
  7187. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7188. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  7189. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  7190. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  7191. }
  7192. break;
  7193. case SA_DISPELL:
  7194. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  7195. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  7196. break; // Outside PvP it should only affect party members and no skill fail message
  7197. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7198. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7199. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  7200. || rnd()%100 >= 50+10*skill_lv)
  7201. {
  7202. if (sd)
  7203. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7204. break;
  7205. }
  7206. if(status_isimmune(bl))
  7207. break;
  7208. //Remove bonus_script by Dispell
  7209. if (dstsd)
  7210. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  7211. if(!tsc || !tsc->count)
  7212. break;
  7213. for(i=0;i<SC_MAX;i++) {
  7214. if (!tsc->data[i])
  7215. continue;
  7216. switch (i) {
  7217. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  7218. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  7219. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  7220. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  7221. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  7222. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  7223. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  7224. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  7225. case SC_DANCING: case SC_EDP: case SC_AUTOBERSERK:
  7226. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  7227. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  7228. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  7229. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  7230. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  7231. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  7232. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  7233. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  7234. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  7235. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  7236. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  7237. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  7238. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  7239. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  7240. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  7241. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  7242. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  7243. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  7244. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  7245. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  7246. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  7247. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  7248. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  7249. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  7250. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  7251. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  7252. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  7253. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  7254. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  7255. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  7256. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  7257. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  7258. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  7259. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  7260. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  7261. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  7262. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  7263. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  7264. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  7265. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  7266. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  7267. case SC_ACTIVE_MONSTER_TRANSFORM: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  7268. case SC_SPORE_EXPLOSION:
  7269. #ifdef RENEWAL
  7270. case SC_EXTREMITYFIST2:
  7271. #endif
  7272. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  7273. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  7274. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  7275. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  7276. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  7277. case SC_ATTHASTE_CASH: case SC_ARMOR_ELEMENT_WATER: case SC_REUSE_REFRESH:
  7278. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  7279. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  7280. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  7281. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  7282. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  7283. case SC_SPRITEMABLE: case SC_BITESCAR: case SC_CRUSHSTRIKE:
  7284. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  7285. case SC_ARMOR_ELEMENT_EARTH: case SC_ARMOR_ELEMENT_FIRE: case SC_ARMOR_ELEMENT_WIND:
  7286. // Clans
  7287. case SC_CLAN_INFO:
  7288. case SC_SWORDCLAN:
  7289. case SC_ARCWANDCLAN:
  7290. case SC_GOLDENMACECLAN:
  7291. case SC_CROSSBOWCLAN:
  7292. case SC_JUMPINGCLAN:
  7293. case SC_DAILYSENDMAILCNT:
  7294. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  7295. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  7296. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  7297. continue;
  7298. case SC_WHISTLE:
  7299. case SC_ASSNCROS:
  7300. case SC_POEMBRAGI:
  7301. case SC_APPLEIDUN:
  7302. case SC_HUMMING:
  7303. case SC_DONTFORGETME:
  7304. case SC_FORTUNE:
  7305. case SC_SERVICE4U:
  7306. if (!battle_config.dispel_song || tsc->data[i]->val4 == 0)
  7307. continue; //If in song area don't end it, even if config enabled
  7308. break;
  7309. case SC_ASSUMPTIO:
  7310. if( bl->type == BL_MOB )
  7311. continue;
  7312. break;
  7313. }
  7314. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  7315. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7316. }
  7317. break;
  7318. }
  7319. //Affect all targets on splash area.
  7320. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  7321. src, skill_id, skill_lv, tick, flag|1,
  7322. skill_castend_damage_id);
  7323. break;
  7324. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  7325. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_DONT_SEND_PACKET));
  7326. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7327. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  7328. break;
  7329. case TK_HIGHJUMP:
  7330. {
  7331. int x,y, dir = unit_getdir(src);
  7332. struct map_data *mapdata = &map[src->m];
  7333. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  7334. if( mapdata->flag[MF_NOTELEPORT] &&
  7335. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  7336. ) {
  7337. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  7338. break;
  7339. } else if(dir%2) {
  7340. //Diagonal
  7341. x = src->x + dirx[dir]*(skill_lv*4)/3;
  7342. y = src->y + diry[dir]*(skill_lv*4)/3;
  7343. } else {
  7344. x = src->x + dirx[dir]*skill_lv*2;
  7345. y = src->y + diry[dir]*skill_lv*2;
  7346. }
  7347. int x1 = x + dirx[dir];
  7348. int y1 = y + diry[dir];
  7349. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  7350. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  7351. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  7352. unit_movepos(src, x, y, 1, 0))
  7353. clif_blown(src);
  7354. }
  7355. break;
  7356. case SA_CASTCANCEL:
  7357. case SO_SPELLFIST:
  7358. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7359. unit_skillcastcancel(src,1);
  7360. if(sd) {
  7361. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  7362. if( skill_id == SO_SPELLFIST ){
  7363. sc_start4(src,src,type,100,skill_lv * 3,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  7364. sd->skill_id_old = sd->skill_lv_old = 0;
  7365. break;
  7366. }
  7367. sp = sp * (90 - (skill_lv-1)*20) / 100;
  7368. if(sp < 0) sp = 0;
  7369. status_zap(src, 0, sp);
  7370. }
  7371. break;
  7372. case SA_SPELLBREAKER:
  7373. {
  7374. int sp;
  7375. if(tsc && tsc->data[SC_MAGICROD]) {
  7376. sp = skill_get_sp(skill_id,skill_lv);
  7377. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  7378. if(sp < 1) sp = 1;
  7379. status_heal(bl,0,sp,2);
  7380. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  7381. } else {
  7382. struct unit_data *ud = unit_bl2ud(bl);
  7383. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  7384. if (!ud || ud->skilltimer == INVALID_TIMER)
  7385. break; //Nothing to cancel.
  7386. bl_skill_id = ud->skill_id;
  7387. bl_skill_lv = ud->skill_lv;
  7388. if (status_has_mode(tstatus,MD_STATUS_IMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  7389. if (rnd()%100 < 90)
  7390. {
  7391. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7392. break;
  7393. }
  7394. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  7395. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  7396. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7397. unit_skillcastcancel(bl,0);
  7398. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  7399. status_zap(bl, hp, sp);
  7400. if (hp && skill_lv >= 5)
  7401. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  7402. else
  7403. hp = 0;
  7404. if (sp) //Recover some of the SP used
  7405. sp = sp*(25*(skill_lv-1))/100;
  7406. if(hp || sp)
  7407. status_heal(src, hp, sp, 2);
  7408. }
  7409. }
  7410. break;
  7411. case SA_MAGICROD:
  7412. #ifdef RENEWAL
  7413. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  7414. #endif
  7415. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7416. break;
  7417. case SA_AUTOSPELL:
  7418. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7419. if (sd) {
  7420. sd->state.workinprogress = WIP_DISABLE_ALL;
  7421. clif_autospell(sd,skill_lv);
  7422. } else {
  7423. int maxlv=1,spellid=0;
  7424. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  7425. if(skill_lv >= 10) {
  7426. spellid = MG_FROSTDIVER;
  7427. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  7428. // maxlv = 10;
  7429. // else
  7430. maxlv = skill_lv - 9;
  7431. }
  7432. else if(skill_lv >=8) {
  7433. spellid = MG_FIREBALL;
  7434. maxlv = skill_lv - 7;
  7435. }
  7436. else if(skill_lv >=5) {
  7437. spellid = MG_SOULSTRIKE;
  7438. maxlv = skill_lv - 4;
  7439. }
  7440. else if(skill_lv >=2) {
  7441. int i_rnd = rnd()%3;
  7442. spellid = spellarray[i_rnd];
  7443. maxlv = skill_lv - 1;
  7444. }
  7445. else if(skill_lv > 0) {
  7446. spellid = MG_NAPALMBEAT;
  7447. maxlv = 3;
  7448. }
  7449. if(spellid > 0)
  7450. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  7451. skill_get_time(SA_AUTOSPELL,skill_lv));
  7452. }
  7453. break;
  7454. case BS_GREED:
  7455. if(sd){
  7456. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7457. map_foreachinallrange(skill_greed,bl,
  7458. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  7459. }
  7460. break;
  7461. case SA_ELEMENTWATER:
  7462. case SA_ELEMENTFIRE:
  7463. case SA_ELEMENTGROUND:
  7464. case SA_ELEMENTWIND:
  7465. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUS_IMMUNE))) // Only works on monsters (Except status immune monsters).
  7466. break;
  7467. case NPC_ATTRICHANGE:
  7468. case NPC_CHANGEWATER:
  7469. case NPC_CHANGEGROUND:
  7470. case NPC_CHANGEFIRE:
  7471. case NPC_CHANGEWIND:
  7472. case NPC_CHANGEPOISON:
  7473. case NPC_CHANGEHOLY:
  7474. case NPC_CHANGEDARKNESS:
  7475. case NPC_CHANGETELEKINESIS:
  7476. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7477. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7478. skill_get_time(skill_id, skill_lv)));
  7479. break;
  7480. case NPC_CHANGEUNDEAD:
  7481. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  7482. //TO-DO This is ugly, fix it
  7483. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  7484. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7485. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  7486. skill_get_time(skill_id, skill_lv)));
  7487. break;
  7488. case NPC_PROVOCATION:
  7489. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7490. if (md) mob_unlocktarget(md, tick);
  7491. break;
  7492. case NPC_REBIRTH:
  7493. if( md && md->state.rebirth )
  7494. break; // only works once
  7495. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  7496. break;
  7497. case NPC_DARKBLESSING:
  7498. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7499. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7500. break;
  7501. case NPC_LICK:
  7502. status_zap(bl, 0, 100);
  7503. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7504. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7505. break;
  7506. case NPC_SUICIDE:
  7507. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7508. status_kill(src); //When suiciding, neither exp nor drops is given.
  7509. break;
  7510. case NPC_SUMMONSLAVE:
  7511. case NPC_SUMMONMONSTER:
  7512. case NPC_DEATHSUMMON:
  7513. if(md && md->skill_idx >= 0)
  7514. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7515. break;
  7516. case NPC_CALLSLAVE:
  7517. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7518. break;
  7519. case NPC_RANDOMMOVE:
  7520. if (md) {
  7521. md->next_walktime = tick - 1;
  7522. mob_randomwalk(md,tick);
  7523. }
  7524. break;
  7525. case NPC_SPEEDUP:
  7526. {
  7527. // or does it increase casting rate? just a guess xD
  7528. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7529. if (i_type > SC_ASPDPOTION3)
  7530. i_type = SC_ASPDPOTION3;
  7531. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7532. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7533. }
  7534. break;
  7535. case NPC_REVENGE:
  7536. // not really needed... but adding here anyway ^^
  7537. if (md && md->master_id > 0) {
  7538. struct block_list *mbl, *tbl;
  7539. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7540. (tbl = battle_gettargeted(mbl)) == NULL)
  7541. break;
  7542. md->state.provoke_flag = tbl->id;
  7543. mob_target(md, tbl, sstatus->rhw.range);
  7544. }
  7545. break;
  7546. case NPC_RUN:
  7547. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7548. mob_unlocktarget(md, tick);
  7549. break;
  7550. case NPC_TRANSFORMATION:
  7551. case NPC_METAMORPHOSIS:
  7552. if(md && md->skill_idx >= 0) {
  7553. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7554. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7555. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7556. if (class_) mob_class_change(md, class_);
  7557. }
  7558. break;
  7559. case NPC_EMOTION_ON:
  7560. case NPC_EMOTION:
  7561. //val[0] is the emotion to use.
  7562. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7563. //val[1] 'sets' the mode
  7564. //val[2] adds to the current mode
  7565. //val[3] removes from the current mode
  7566. //val[4] if set, asks to delete the previous mode change.
  7567. if(md && md->skill_idx >= 0 && tsc)
  7568. {
  7569. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7570. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7571. status_change_end(bl, type, INVALID_TIMER);
  7572. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7573. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7574. mob_unlocktarget(md,tick);
  7575. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7576. sc_start4(src,src, type, 100, skill_lv,
  7577. md->db->skill[md->skill_idx].val[1],
  7578. md->db->skill[md->skill_idx].val[2],
  7579. md->db->skill[md->skill_idx].val[3],
  7580. skill_get_time(skill_id, skill_lv));
  7581. //Reset aggressive state depending on resulting mode
  7582. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  7583. }
  7584. break;
  7585. case NPC_POWERUP:
  7586. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7587. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7588. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7589. break;
  7590. case NPC_AGIUP:
  7591. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7592. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7593. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7594. break;
  7595. case NPC_INVISIBLE:
  7596. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7597. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7598. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7599. break;
  7600. case NPC_SIEGEMODE:
  7601. // not sure what it does
  7602. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7603. break;
  7604. case WE_MALE: {
  7605. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  7606. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  7607. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7608. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7609. }
  7610. }
  7611. break;
  7612. case WE_FEMALE: {
  7613. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  7614. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  7615. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7616. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7617. }
  7618. }
  7619. break;
  7620. // parent-baby skills
  7621. case WE_BABY:
  7622. if(sd){
  7623. struct map_session_data *f_sd = pc_get_father(sd);
  7624. struct map_session_data *m_sd = pc_get_mother(sd);
  7625. if( (!f_sd && !m_sd) // if neither was found
  7626. || (sd->status.party_id != 0 && //not in same party
  7627. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7628. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7629. ))
  7630. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7631. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7632. ) {
  7633. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7634. map_freeblock_unlock();
  7635. return 0;
  7636. }
  7637. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7638. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7639. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7640. }
  7641. break;
  7642. case WE_CALLALLFAMILY:
  7643. if (sd) {
  7644. struct map_session_data *p_sd = pc_get_partner(sd);
  7645. struct map_session_data *c_sd = pc_get_child(sd);
  7646. if (!p_sd && !c_sd) { // Fail if no family members are found
  7647. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7648. map_freeblock_unlock();
  7649. return 1;
  7650. }
  7651. // Partner must be on the same map and in same party
  7652. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  7653. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  7654. // Child must be on the same map and in same party as the parent casting
  7655. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  7656. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  7657. }
  7658. break;
  7659. case WE_ONEFOREVER:
  7660. if (sd) {
  7661. struct map_session_data *p_sd = pc_get_partner(sd);
  7662. struct map_session_data *c_sd = pc_get_child(sd);
  7663. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  7664. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7665. map_freeblock_unlock();
  7666. return 1;
  7667. }
  7668. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  7669. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7670. break;
  7671. }
  7672. if (status_isdead(bl)) {
  7673. int per = 30, sper = 0;
  7674. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  7675. break;
  7676. if (tsc && tsc->data[SC_HELLPOWER])
  7677. break;
  7678. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  7679. break;
  7680. if (dstsd->special_state.restart_full_recover)
  7681. per = sper = 100;
  7682. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  7683. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7684. }
  7685. }
  7686. break;
  7687. case WE_CHEERUP:
  7688. if (sd) {
  7689. struct map_session_data *f_sd = pc_get_father(sd);
  7690. struct map_session_data *m_sd = pc_get_mother(sd);
  7691. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  7692. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7693. map_freeblock_unlock();
  7694. return 1;
  7695. }
  7696. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  7697. if (dstsd == f_sd || dstsd == m_sd)
  7698. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7699. } else
  7700. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  7701. }
  7702. break;
  7703. case PF_HPCONVERSION:
  7704. {
  7705. int hp, sp;
  7706. hp = sstatus->max_hp/10;
  7707. sp = hp * 10 * skill_lv / 100;
  7708. if (!status_charge(src,hp,0)) {
  7709. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7710. break;
  7711. }
  7712. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7713. status_heal(bl,0,sp,2);
  7714. }
  7715. break;
  7716. case MA_REMOVETRAP:
  7717. case HT_REMOVETRAP:
  7718. {
  7719. struct skill_unit* su;
  7720. struct skill_unit_group* sg = NULL;
  7721. std::shared_ptr<s_skill_db> skill_group;
  7722. su = BL_CAST(BL_SKILL, bl);
  7723. // Mercenaries can remove any trap
  7724. // Players can only remove their own traps or traps on Vs maps.
  7725. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  7726. {
  7727. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7728. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7729. { // prevent picking up expired traps
  7730. if( battle_config.skill_removetrap_type )
  7731. { // get back all items used to deploy the trap
  7732. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  7733. {
  7734. if( skill_group->require.itemid[i + 1] > 0 )
  7735. {
  7736. int flag2;
  7737. struct item item_tmp;
  7738. memset(&item_tmp,0,sizeof(item_tmp));
  7739. item_tmp.nameid = skill_group->require.itemid[i + 1];
  7740. item_tmp.identify = 1;
  7741. item_tmp.amount = skill_group->require.amount[i + 1];
  7742. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7743. clif_additem(sd,0,0,flag2);
  7744. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7745. }
  7746. }
  7747. }
  7748. }
  7749. else
  7750. { // get back 1 trap
  7751. struct item item_tmp;
  7752. memset(&item_tmp,0,sizeof(item_tmp));
  7753. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7754. item_tmp.identify = 1;
  7755. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7756. {
  7757. clif_additem(sd,0,0,flag);
  7758. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  7759. }
  7760. }
  7761. }
  7762. skill_delunit(su);
  7763. }else if(sd)
  7764. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7765. }
  7766. break;
  7767. case HT_SPRINGTRAP:
  7768. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7769. {
  7770. struct skill_unit *su=NULL;
  7771. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7772. switch(su->group->unit_id){
  7773. case UNT_ANKLESNARE: // ankle snare
  7774. if (su->group->val2 != 0)
  7775. // if it is already trapping something don't spring it,
  7776. // remove trap should be used instead
  7777. break;
  7778. // otherwise fallthrough to below
  7779. case UNT_BLASTMINE:
  7780. case UNT_SKIDTRAP:
  7781. case UNT_LANDMINE:
  7782. case UNT_SHOCKWAVE:
  7783. case UNT_SANDMAN:
  7784. case UNT_FLASHER:
  7785. case UNT_FREEZINGTRAP:
  7786. case UNT_CLAYMORETRAP:
  7787. case UNT_TALKIEBOX:
  7788. su->group->unit_id = UNT_USED_TRAPS;
  7789. clif_changetraplook(bl, UNT_USED_TRAPS);
  7790. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7791. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7792. }
  7793. }
  7794. }
  7795. break;
  7796. case BD_ENCORE:
  7797. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7798. if(sd)
  7799. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7800. break;
  7801. case AS_SPLASHER:
  7802. if( status_has_mode(tstatus,MD_STATUS_IMMUNE)
  7803. // Renewal dropped the 3/4 hp requirement
  7804. #ifndef RENEWAL
  7805. || tstatus-> hp > tstatus->max_hp*3/4
  7806. #endif
  7807. ) {
  7808. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7809. map_freeblock_unlock();
  7810. return 1;
  7811. }
  7812. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7813. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7814. #ifndef RENEWAL
  7815. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7816. #endif
  7817. break;
  7818. case PF_MINDBREAKER:
  7819. {
  7820. if(status_has_mode(tstatus,MD_STATUS_IMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  7821. map_freeblock_unlock();
  7822. return 1;
  7823. }
  7824. if (tsce)
  7825. { //HelloKitty2 (?) explained that this silently fails when target is
  7826. //already inflicted. [Skotlex]
  7827. map_freeblock_unlock();
  7828. return 1;
  7829. }
  7830. //Has a 55% + skill_lv*5% success chance.
  7831. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7832. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7833. {
  7834. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7835. map_freeblock_unlock();
  7836. return 0;
  7837. }
  7838. unit_skillcastcancel(bl,0);
  7839. if(tsc && tsc->count){
  7840. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7841. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7842. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7843. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7844. }
  7845. if (dstmd)
  7846. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7847. }
  7848. break;
  7849. case PF_SOULCHANGE:
  7850. {
  7851. unsigned int sp1 = 0, sp2 = 0;
  7852. if (dstmd) {
  7853. if (dstmd->state.soul_change_flag) {
  7854. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7855. break;
  7856. }
  7857. dstmd->state.soul_change_flag = 1;
  7858. sp2 = sstatus->max_sp * 3 /100;
  7859. status_heal(src, 0, sp2, 2);
  7860. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7861. break;
  7862. }
  7863. sp1 = sstatus->sp;
  7864. sp2 = tstatus->sp;
  7865. #ifdef RENEWAL
  7866. sp1 = sp1 / 2;
  7867. sp2 = sp2 / 2;
  7868. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  7869. sp1 = tstatus->sp;
  7870. #endif
  7871. if (tsc && tsc->data[SC_NORECOVER_STATE])
  7872. sp1 = tstatus->sp;
  7873. status_set_sp(src, sp2, 3);
  7874. status_set_sp(bl, sp1, 3);
  7875. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7876. }
  7877. break;
  7878. // Slim Pitcher
  7879. case CR_SLIMPITCHER:
  7880. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7881. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  7882. break;
  7883. if (potion_hp || potion_sp) {
  7884. int hp = potion_hp, sp = potion_sp;
  7885. hp = hp * (100 + (tstatus->vit<<1))/100;
  7886. sp = sp * (100 + (tstatus->int_<<1))/100;
  7887. if (dstsd) {
  7888. if (hp)
  7889. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7890. if (sp)
  7891. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7892. }
  7893. if (tsc && tsc->count) {
  7894. uint8 penalty = 0;
  7895. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7896. hp += hp / 10;
  7897. sp += sp / 10;
  7898. }
  7899. if (tsc->data[SC_CRITICALWOUND])
  7900. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  7901. if (tsc->data[SC_DEATHHURT])
  7902. penalty += 20;
  7903. if (tsc->data[SC_NORECOVER_STATE])
  7904. penalty = 100;
  7905. if (penalty > 0) {
  7906. hp -= hp * penalty / 100;
  7907. sp -= sp * penalty / 100;
  7908. }
  7909. }
  7910. if(hp > 0)
  7911. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7912. if(sp > 0)
  7913. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7914. status_heal(bl,hp,sp,0);
  7915. }
  7916. break;
  7917. // Full Chemical Protection
  7918. case CR_FULLPROTECTION:
  7919. {
  7920. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7921. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7922. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7923. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7924. continue;
  7925. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7926. s++;
  7927. }
  7928. if( sd && !s ){
  7929. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7930. map_freeblock_unlock(); // Don't consume item requirements
  7931. return 0;
  7932. }
  7933. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7934. }
  7935. break;
  7936. case RG_CLEANER: //AppleGirl
  7937. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7938. break;
  7939. case CG_LONGINGFREEDOM:
  7940. {
  7941. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7942. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7943. {
  7944. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7945. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7946. }
  7947. }
  7948. break;
  7949. case CG_TAROTCARD:
  7950. {
  7951. int card = -1;
  7952. if (tsc && tsc->data[SC_TAROTCARD]) {
  7953. //Target currently has the SUN tarot card effect and is immune to any other effect
  7954. map_freeblock_unlock();
  7955. return 0;
  7956. }
  7957. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7958. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  7959. if( sd )
  7960. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7961. map_freeblock_unlock();
  7962. return 0;
  7963. }
  7964. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7965. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  7966. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  7967. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7968. }
  7969. break;
  7970. case SL_ALCHEMIST:
  7971. case SL_ASSASIN:
  7972. case SL_BARDDANCER:
  7973. case SL_BLACKSMITH:
  7974. case SL_CRUSADER:
  7975. case SL_HUNTER:
  7976. case SL_KNIGHT:
  7977. case SL_MONK:
  7978. case SL_PRIEST:
  7979. case SL_ROGUE:
  7980. case SL_SAGE:
  7981. case SL_SOULLINKER:
  7982. case SL_STAR:
  7983. case SL_SUPERNOVICE:
  7984. case SL_WIZARD:
  7985. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7986. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7987. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7988. break;
  7989. }
  7990. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7991. { //Erase death count 1% of the casts
  7992. dstsd->die_counter = 0;
  7993. pc_setglobalreg(dstsd, add_str(PCDIECOUNTER_VAR), 0);
  7994. clif_specialeffect(bl, EF_ANGEL2, AREA);
  7995. //SC_SPIRIT invokes status_calc_pc for us.
  7996. }
  7997. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7998. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7999. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8000. break;
  8001. case SL_HIGH:
  8002. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  8003. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8004. break;
  8005. }
  8006. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8007. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  8008. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8009. break;
  8010. case SL_SWOO:
  8011. if (tsce) {
  8012. if(sd)
  8013. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8014. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  8015. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  8016. break;
  8017. }
  8018. case SL_SKA: // [marquis007]
  8019. case SL_SKE:
  8020. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  8021. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8022. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8023. break;
  8024. }
  8025. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8026. if (skill_id == SL_SKE)
  8027. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  8028. break;
  8029. // New guild skills [Celest]
  8030. case GD_BATTLEORDER:
  8031. case GD_REGENERATION:
  8032. case GD_RESTORE:
  8033. if(flag&1) {
  8034. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  8035. if( skill_id == GD_RESTORE )
  8036. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  8037. else
  8038. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  8039. }
  8040. } else if (status_get_guild_id(src)) {
  8041. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8042. map_foreachinallrange(skill_area_sub, src,
  8043. skill_get_splash(skill_id, skill_lv), BL_PC,
  8044. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  8045. skill_castend_nodamage_id);
  8046. if (sd)
  8047. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8048. }
  8049. break;
  8050. case GD_EMERGENCYCALL:
  8051. case GD_ITEMEMERGENCYCALL:
  8052. {
  8053. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  8054. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  8055. uint8 j = 0, calls = 0, called = 0;
  8056. struct guild *g;
  8057. // i don't know if it actually summons in a circle, but oh well. ;P
  8058. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  8059. if (!g)
  8060. break;
  8061. if (skill_id == GD_ITEMEMERGENCYCALL)
  8062. switch (skill_lv) {
  8063. case 1: calls = 7; break;
  8064. case 2: calls = 12; break;
  8065. case 3: calls = 20; break;
  8066. default: calls = 0; break;
  8067. }
  8068. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8069. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  8070. if (j > 8)
  8071. j = 0;
  8072. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  8073. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  8074. continue;
  8075. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, dstsd->group_level))
  8076. continue;
  8077. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  8078. dx[j] = dy[j] = 0;
  8079. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  8080. called++;
  8081. }
  8082. }
  8083. if (sd)
  8084. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  8085. }
  8086. break;
  8087. case SG_FEEL:
  8088. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  8089. if (sd) {
  8090. if(!sd->feel_map[skill_lv-1].index)
  8091. clif_feel_req(sd->fd,sd, skill_lv);
  8092. else
  8093. clif_feel_info(sd, skill_lv-1, 1);
  8094. }
  8095. break;
  8096. case SG_HATE:
  8097. if (sd) {
  8098. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8099. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  8100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8101. }
  8102. break;
  8103. case GS_GLITTERING:
  8104. if(sd) {
  8105. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8106. if(rnd()%100 < (20+10*skill_lv))
  8107. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  8108. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  8109. pc_delspiritball(sd,1,0);
  8110. }
  8111. break;
  8112. case GS_CRACKER:
  8113. /* per official standards, this skill works on players and mobs. */
  8114. if (sd && (dstsd || dstmd))
  8115. {
  8116. i =65 -5*distance_bl(src,bl); //Base rate
  8117. if (i < 30) i = 30;
  8118. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8119. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  8120. }
  8121. break;
  8122. case AM_CALLHOMUN: //[orn]
  8123. if (sd && !hom_call(sd))
  8124. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8125. break;
  8126. case AM_REST:
  8127. if (sd) {
  8128. if (hom_vaporize(sd,HOM_ST_REST))
  8129. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8130. else
  8131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8132. }
  8133. break;
  8134. case HAMI_CASTLE: //[orn]
  8135. if (src != bl && rnd()%100 < 20 * skill_lv) {
  8136. int x = src->x, y = src->y;
  8137. if (hd)
  8138. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  8139. // Move source
  8140. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  8141. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  8142. clif_blown(src);
  8143. // Move target
  8144. if (unit_movepos(bl,x,y,0,0)) {
  8145. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  8146. clif_blown(bl);
  8147. }
  8148. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  8149. }
  8150. }
  8151. else if (hd && hd->master) // Failed
  8152. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  8153. else if (sd)
  8154. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8155. break;
  8156. case HVAN_CHAOTIC: //[orn]
  8157. {
  8158. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  8159. int r = rnd()%100;
  8160. i = (skill_lv-1)%5;
  8161. if(r<per[i][0]) //Self
  8162. bl = src;
  8163. else if(r<per[i][1]) //Master
  8164. bl = battle_get_master(src);
  8165. else //Enemy
  8166. bl = map_id2bl(battle_gettarget(src));
  8167. if (!bl) bl = src;
  8168. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  8169. //Eh? why double skill packet?
  8170. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  8171. clif_skill_nodamage(src,bl,skill_id,i,1);
  8172. status_heal(bl, i, 0, 0);
  8173. }
  8174. break;
  8175. //Homun single-target support skills [orn]
  8176. case HAMI_BLOODLUST:
  8177. case HFLI_FLEET:
  8178. case HFLI_SPEED:
  8179. case HLIF_CHANGE:
  8180. case MH_ANGRIFFS_MODUS:
  8181. case MH_GOLDENE_FERSE:
  8182. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8183. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8184. if (hd)
  8185. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  8186. break;
  8187. case NPC_DRAGONFEAR:
  8188. if (flag&1) {
  8189. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  8190. int j;
  8191. j = i = rnd()%ARRAYLENGTH(sc);
  8192. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  8193. i++;
  8194. if ( i == ARRAYLENGTH(sc) )
  8195. i = 0;
  8196. if (i == j)
  8197. break;
  8198. }
  8199. break;
  8200. }
  8201. case NPC_WIDEBLEEDING:
  8202. case NPC_WIDECONFUSE:
  8203. case NPC_WIDECURSE:
  8204. case NPC_WIDEFREEZE:
  8205. case NPC_WIDESLEEP:
  8206. case NPC_WIDESILENCE:
  8207. case NPC_WIDESTONE:
  8208. case NPC_WIDESTUN:
  8209. case NPC_SLOWCAST:
  8210. case NPC_WIDEHELLDIGNITY:
  8211. case NPC_WIDEHEALTHFEAR:
  8212. case NPC_WIDEBODYBURNNING:
  8213. case NPC_WIDEFROSTMISTY:
  8214. case NPC_WIDECOLD:
  8215. case NPC_WIDE_DEEP_SLEEP:
  8216. case NPC_WIDESIREN:
  8217. if (flag&1){
  8218. switch ( type ) {
  8219. case SC_BURNING:
  8220. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  8221. break;
  8222. case SC_VOICEOFSIREN:
  8223. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8224. break;
  8225. default:
  8226. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  8227. }
  8228. }
  8229. else {
  8230. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8231. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8232. map_foreachinallrange(skill_area_sub, bl,
  8233. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8234. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8235. skill_castend_nodamage_id);
  8236. }
  8237. break;
  8238. case NPC_WIDESOULDRAIN:
  8239. if (flag&1)
  8240. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  8241. else {
  8242. skill_area_temp[2] = 0; //For SD_PREAMBLE
  8243. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8244. map_foreachinallrange(skill_area_sub, bl,
  8245. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  8246. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  8247. skill_castend_nodamage_id);
  8248. }
  8249. break;
  8250. case ALL_PARTYFLEE:
  8251. if( sd && !(flag&1) ) {
  8252. if( !sd->status.party_id ) {
  8253. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8254. break;
  8255. }
  8256. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8257. } else
  8258. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8259. break;
  8260. case NPC_TALK:
  8261. case ALL_WEWISH:
  8262. case ALL_CATCRY:
  8263. case ALL_DREAM_SUMMERNIGHT:
  8264. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8265. break;
  8266. case ALL_BUYING_STORE:
  8267. if( sd )
  8268. {// players only, skill allows 5 buying slots
  8269. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  8270. }
  8271. break;
  8272. case RK_ENCHANTBLADE:
  8273. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8274. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/150+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  8275. break;
  8276. case RK_DRAGONHOWLING:
  8277. if( flag&1)
  8278. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8279. else
  8280. {
  8281. skill_area_temp[2] = 0;
  8282. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8283. map_foreachinallrange(skill_area_sub, src,
  8284. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8285. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  8286. skill_castend_nodamage_id);
  8287. }
  8288. break;
  8289. case LG_EARTHDRIVE: {
  8290. int dummy = 1;
  8291. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8292. i = skill_get_splash(skill_id,skill_lv);
  8293. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  8294. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8295. }
  8296. break;
  8297. case RK_GIANTGROWTH:
  8298. case RK_STONEHARDSKIN:
  8299. case RK_VITALITYACTIVATION:
  8300. case RK_ABUNDANCE:
  8301. case RK_CRUSHSTRIKE:
  8302. case RK_REFRESH:
  8303. case RK_MILLENNIUMSHIELD:
  8304. if (sd) {
  8305. uint8 rune_level = 1; // RK_GIANTGROWTH
  8306. if (skill_id == RK_VITALITYACTIVATION)
  8307. rune_level = 2;
  8308. else if (skill_id == RK_STONEHARDSKIN)
  8309. rune_level = 4;
  8310. else if (skill_id == RK_ABUNDANCE)
  8311. rune_level = 6;
  8312. else if (skill_id == RK_CRUSHSTRIKE)
  8313. rune_level = 7;
  8314. else if (skill_id == RK_REFRESH)
  8315. rune_level = 8;
  8316. else if (skill_id == RK_MILLENNIUMSHIELD)
  8317. rune_level = 9;
  8318. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  8319. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  8320. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8321. else if (skill_id == RK_STONEHARDSKIN)
  8322. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  8323. } else
  8324. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8325. }
  8326. break;
  8327. case RK_FIGHTINGSPIRIT: {
  8328. // val1: ATKBonus: Caster: 70 + 7 * PartyMember. Member: (70 + 7 * PartyMember) / 2
  8329. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  8330. if( flag&1 ) {
  8331. if( skill_area_temp[1] == bl->id )
  8332. sc_start2(src,bl,type,100,70 + 7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  8333. else
  8334. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  8335. } else {
  8336. if( sd && sd->status.party_id ) {
  8337. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  8338. skill_area_temp[1] = src->id;
  8339. skill_area_temp[3] = (70 + 7 * skill_area_temp[0]) / 2;
  8340. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  8341. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  8342. }
  8343. else
  8344. sc_start2(src,bl,type,100,77,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  8345. clif_skill_nodamage(src,bl,skill_id,1,1);
  8346. }
  8347. }
  8348. break;
  8349. case RK_LUXANIMA:
  8350. {
  8351. sc_type runes[] = { SC_MILLENNIUMSHIELD, SC_REFRESH, SC_GIANTGROWTH, SC_STONEHARDSKIN, SC_VITALITYACTIVATION, SC_ABUNDANCE };
  8352. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  8353. if (src->id == bl->id) // Don't give it back to the RK
  8354. break;
  8355. sc_start(src, bl, runes[skill_area_temp[5]], 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8356. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  8357. } else if (sd) { // Find which SC is going to be given
  8358. int recent = 0, result = -1;
  8359. for (i = 0; i < ARRAYLENGTH(runes); i++) {
  8360. if (sd->sc.data[runes[i]] && ((sd->sc.data[runes[i]]->timer * (runes[i] == SC_REFRESH? 3 : 1)) > recent || recent == 0)) {
  8361. recent = sd->sc.data[runes[i]]->timer;
  8362. result = i;
  8363. }
  8364. }
  8365. if (result != -1) {
  8366. skill_area_temp[5] = result;
  8367. status_change_end(src, runes[result], INVALID_TIMER);
  8368. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8369. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  8370. }
  8371. }
  8372. }
  8373. break;
  8374. case GC_ROLLINGCUTTER:
  8375. {
  8376. short count = 1;
  8377. skill_area_temp[2] = 0;
  8378. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  8379. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  8380. { // Every time the skill is casted the status change is reseted adding a counter.
  8381. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  8382. if( count > 10 )
  8383. count = 10; // Max coounter
  8384. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  8385. }
  8386. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  8387. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  8388. }
  8389. break;
  8390. case GC_WEAPONBLOCKING:
  8391. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  8392. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  8393. else
  8394. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8395. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8396. break;
  8397. case GC_CREATENEWPOISON:
  8398. if( sd )
  8399. {
  8400. clif_skill_produce_mix_list(sd,skill_id,25);
  8401. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8402. }
  8403. break;
  8404. case GC_POISONINGWEAPON:
  8405. if( sd ) {
  8406. clif_poison_list(sd,skill_lv);
  8407. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8408. }
  8409. break;
  8410. case GC_ANTIDOTE:
  8411. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8412. if( tsc )
  8413. {
  8414. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8415. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8416. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8417. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8418. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8419. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8420. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8421. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8422. }
  8423. break;
  8424. case GC_PHANTOMMENACE:
  8425. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8426. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8427. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8428. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8429. break;
  8430. case GC_HALLUCINATIONWALK:
  8431. {
  8432. int heal = status_get_max_hp(bl) / 10;
  8433. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8434. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8435. break;
  8436. }
  8437. if( !status_charge(bl,heal,0) )
  8438. {
  8439. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8440. break;
  8441. }
  8442. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8443. }
  8444. break;
  8445. case AB_ANCILLA:
  8446. if( sd ) {
  8447. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8448. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  8449. }
  8450. break;
  8451. case AB_CLEMENTIA:
  8452. case AB_CANTO:
  8453. {
  8454. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8455. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8456. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8457. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8458. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8459. else if( sd )
  8460. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8461. }
  8462. break;
  8463. case AB_PRAEFATIO:
  8464. case AB_RENOVATIO:
  8465. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8466. if (skill_id == AB_PRAEFATIO)
  8467. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8468. else
  8469. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8470. } else if( sd )
  8471. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8472. break;
  8473. case AB_CHEAL:
  8474. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  8475. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8476. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  8477. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8478. if( partycount > 1 )
  8479. i += (i / 100) * (partycount * 10) / 4;
  8480. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8481. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8482. clif_skill_nodamage(src, bl, skill_id, i, 1);
  8483. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8484. i = ~i + 1;
  8485. status_heal(bl, i, 0, 0);
  8486. }
  8487. } else if( sd )
  8488. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8489. break;
  8490. case AB_ORATIO:
  8491. if( flag&1 )
  8492. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8493. else {
  8494. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8495. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8496. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8497. }
  8498. break;
  8499. case AB_LAUDAAGNUS:
  8500. if( flag&1 || !sd || !sd->status.party_id ) {
  8501. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8502. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8503. // Success Chance: (60 + 10 * Skill Level) %
  8504. if( rnd()%100 > 60+10*skill_lv ) break;
  8505. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8506. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8507. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8508. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8509. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8510. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8511. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8512. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8513. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8514. } else if( sd )
  8515. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8516. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8517. break;
  8518. case AB_LAUDARAMUS:
  8519. if( flag&1 || !sd || !sd->status.party_id ) {
  8520. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8521. // Success Chance: (60 + 10 * Skill Level) %
  8522. if( rnd()%100 > 60+10*skill_lv ) break;
  8523. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8524. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8525. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8526. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8527. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8528. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8529. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8530. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8531. } else if( sd )
  8532. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8533. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8534. break;
  8535. case AB_CLEARANCE:
  8536. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8537. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8538. break;
  8539. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8540. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8541. if (sd)
  8542. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8543. break;
  8544. }
  8545. if(status_isimmune(bl))
  8546. break;
  8547. //Remove bonus_script by Clearance
  8548. if (dstsd)
  8549. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8550. if(!tsc || !tsc->count)
  8551. break;
  8552. for( i = 0; i < SC_MAX; i++ ) {
  8553. if (!tsc->data[i])
  8554. continue;
  8555. switch (i) {
  8556. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8557. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8558. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8559. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8560. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8561. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8562. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8563. case SC_WATKFOOD: case SC_MATKFOOD: case SC_CRIFOOD:
  8564. case SC_DANCING: case SC_SPIRIT: case SC_AUTOBERSERK:
  8565. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8566. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8567. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8568. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8569. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8570. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8571. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8572. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8573. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8574. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8575. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8576. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8577. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8578. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8579. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8580. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8581. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8582. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8583. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8584. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8585. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8586. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8587. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8588. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8589. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8590. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8591. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8592. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8593. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8594. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8595. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8596. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8597. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8598. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8599. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8600. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8601. case SC_P_ALTER: case SC_E_CHAIN:
  8602. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8603. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8604. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_ACTIVE_MONSTER_TRANSFORM:
  8605. case SC_SPORE_EXPLOSION:
  8606. #ifdef RENEWAL
  8607. case SC_EXTREMITYFIST2:
  8608. #endif
  8609. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8610. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8611. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8612. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8613. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8614. case SC_ATTHASTE_CASH: case SC_REUSE_REFRESH:
  8615. case SC_REUSE_LIMIT_A: case SC_REUSE_LIMIT_B: case SC_REUSE_LIMIT_C:
  8616. case SC_REUSE_LIMIT_D: case SC_REUSE_LIMIT_E: case SC_REUSE_LIMIT_F:
  8617. case SC_REUSE_LIMIT_G: case SC_REUSE_LIMIT_H: case SC_REUSE_LIMIT_MTF:
  8618. case SC_REUSE_LIMIT_ASPD_POTION: case SC_REUSE_MILLENNIUMSHIELD: case SC_REUSE_CRUSHSTRIKE:
  8619. case SC_REUSE_STORMBLAST: case SC_ALL_RIDING_REUSE_LIMIT:
  8620. case SC_SPRITEMABLE: case SC_DORAM_BUF_01: case SC_DORAM_BUF_02:
  8621. case SC_QUEST_BUFF1: case SC_QUEST_BUFF2: case SC_QUEST_BUFF3:
  8622. case SC_CLAN_INFO: case SC_SWORDCLAN: case SC_ARCWANDCLAN:
  8623. case SC_GOLDENMACECLAN: case SC_CROSSBOWCLAN:
  8624. case SC_DAILYSENDMAILCNT:
  8625. case SC_WEDDING: case SC_XMAS: case SC_SUMMER:
  8626. case SC_DRESSUP: case SC_HANBOK: case SC_OKTOBERFEST:
  8627. case SC_LHZ_DUN_N1: case SC_LHZ_DUN_N2: case SC_LHZ_DUN_N3: case SC_LHZ_DUN_N4:
  8628. continue;
  8629. case SC_ASSUMPTIO:
  8630. if( bl->type == BL_MOB )
  8631. continue;
  8632. break;
  8633. }
  8634. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8635. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8636. }
  8637. break;
  8638. }
  8639. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8640. break;
  8641. case AB_SILENTIUM:
  8642. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8643. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8644. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8645. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8646. break;
  8647. case WL_STASIS:
  8648. if (flag&1)
  8649. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8650. else {
  8651. struct map_data *mapdata = map_getmapdata(src->m);
  8652. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8653. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8654. }
  8655. break;
  8656. case WL_CHAINLIGHTNING:
  8657. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  8658. break;
  8659. case WL_WHITEIMPRISON:
  8660. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  8661. {
  8662. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8663. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8664. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8665. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8666. if( sd )
  8667. skill_blockpc_start(sd,skill_id,4000);
  8668. if( !(tsc && tsc->data[type]) ){
  8669. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  8670. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8671. if( !i )
  8672. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8673. }
  8674. }else
  8675. if( sd )
  8676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8677. break;
  8678. case WL_FROSTMISTY:
  8679. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8680. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8681. break;
  8682. case WL_JACKFROST:
  8683. case NPC_JACKFROST:
  8684. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8685. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8686. break;
  8687. case WL_SIENNAEXECRATE:
  8688. if( status_isimmune(bl) || !tsc )
  8689. break;
  8690. if( flag&1 ) {
  8691. if( bl->id == skill_area_temp[1] )
  8692. break; // Already work on this target
  8693. if( tsc && tsc->data[type] )
  8694. status_change_end(bl,type,INVALID_TIMER);
  8695. else
  8696. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8697. } else {
  8698. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8699. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8700. if( rnd()%100 < rate ) { // Success on First Target
  8701. if( !tsc->data[type] )
  8702. rate = status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8703. else {
  8704. rate = 1;
  8705. status_change_end(bl,type,INVALID_TIMER);
  8706. }
  8707. if( rate ) {
  8708. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8709. skill_area_temp[1] = bl->id;
  8710. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8711. }
  8712. // Doesn't send failure packet if it fails on defense.
  8713. }
  8714. else if( sd ) // Failure on Rate
  8715. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8716. }
  8717. break;
  8718. case WL_SUMMONFB:
  8719. case WL_SUMMONBL:
  8720. case WL_SUMMONWB:
  8721. case WL_SUMMONSTONE:
  8722. {
  8723. short element = 0, sctype = 0, pos = -1;
  8724. struct status_change *sc = status_get_sc(src);
  8725. if( !sc )
  8726. break;
  8727. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8728. if( !sctype && !sc->data[i] )
  8729. sctype = i; // Take the free SC
  8730. if( sc->data[i] )
  8731. pos = max(sc->data[i]->val2,pos);
  8732. }
  8733. if( !sctype ) {
  8734. if( sd ) // No free slots to put SC
  8735. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8736. break;
  8737. }
  8738. pos++; // Used in val2 for SC. Indicates the order of this ball
  8739. switch( skill_id ) { // Set val1. The SC element for this ball
  8740. case WL_SUMMONFB: element = WLS_FIRE; break;
  8741. case WL_SUMMONBL: element = WLS_WIND; break;
  8742. case WL_SUMMONWB: element = WLS_WATER; break;
  8743. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8744. }
  8745. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8746. clif_skill_nodamage(src,bl,skill_id,0,0);
  8747. }
  8748. break;
  8749. case WL_READING_SB:
  8750. if( sd ) {
  8751. struct status_change *sc = status_get_sc(bl);
  8752. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8753. if( sc && !sc->data[i] )
  8754. break;
  8755. if( i == SC_MAXSPELLBOOK ) {
  8756. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8757. break;
  8758. }
  8759. sc_start(src,bl, SC_STOP, 100, skill_lv, INFINITE_TICK); //Can't move while selecting a spellbook.
  8760. clif_spellbook_list(sd);
  8761. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8762. }
  8763. break;
  8764. case RA_FEARBREEZE:
  8765. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8766. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8767. break;
  8768. case RA_WUGMASTERY:
  8769. if( sd ) {
  8770. if( !pc_iswug(sd) )
  8771. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8772. else
  8773. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8774. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8775. }
  8776. break;
  8777. case RA_WUGRIDER:
  8778. if( sd ) {
  8779. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8780. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8781. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8782. } else if( pc_isridingwug(sd) ) {
  8783. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8784. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8785. }
  8786. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8787. }
  8788. break;
  8789. case RA_WUGDASH:
  8790. if( tsce ) {
  8791. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8792. map_freeblock_unlock();
  8793. return 0;
  8794. }
  8795. if( sd && pc_isridingwug(sd) ) {
  8796. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8797. clif_walkok(sd);
  8798. }
  8799. break;
  8800. case RA_SENSITIVEKEEN:
  8801. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8802. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8803. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8804. break;
  8805. case NC_F_SIDESLIDE:
  8806. case NC_B_SIDESLIDE:
  8807. {
  8808. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8809. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  8810. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8811. }
  8812. break;
  8813. case NC_SELFDESTRUCTION:
  8814. if( sd ) {
  8815. if( pc_ismadogear(sd) )
  8816. pc_setmadogear(sd, 0);
  8817. skill_area_temp[1] = 0;
  8818. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8819. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8820. status_set_sp(src, 0, 0);
  8821. skill_clear_unitgroup(src);
  8822. }
  8823. break;
  8824. case NC_EMERGENCYCOOL:
  8825. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8826. if (sd) {
  8827. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  8828. int16 limit[] = { -45, -75, -105 };
  8829. i = 0;
  8830. for (const auto &reqItem : req.eqItem) {
  8831. if (pc_search_inventory(sd, reqItem) != -1)
  8832. break;
  8833. i++;
  8834. }
  8835. pc_overheat(sd, limit[min(i, 2)]);
  8836. }
  8837. break;
  8838. case NC_ANALYZE:
  8839. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8840. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8841. break;
  8842. case NC_MAGNETICFIELD:
  8843. clif_skill_damage(src,bl,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  8844. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  8845. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  8846. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8847. break;
  8848. case NC_REPAIR:
  8849. if( sd ) {
  8850. int heal, hp = 0;
  8851. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8852. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8853. break;
  8854. }
  8855. switch(skill_lv) {
  8856. case 1: hp = 4; break;
  8857. case 2: hp = 7; break;
  8858. case 3: hp = 13; break;
  8859. case 4: hp = 17; break;
  8860. case 5: default: hp = 23; break;
  8861. }
  8862. heal = dstsd->status.max_hp * hp / 100;
  8863. status_heal(bl,heal,0,2);
  8864. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8865. }
  8866. break;
  8867. case NC_DISJOINT:
  8868. {
  8869. if( bl->type != BL_MOB ) break;
  8870. md = map_id2md(bl->id);
  8871. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8872. status_kill(bl);
  8873. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8874. }
  8875. break;
  8876. case SC_AUTOSHADOWSPELL:
  8877. if( sd ) {
  8878. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8879. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8880. {
  8881. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8882. clif_autoshadowspell_list(sd);
  8883. clif_skill_nodamage(src,bl,skill_id,1,1);
  8884. }
  8885. else
  8886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8887. }
  8888. break;
  8889. case SC_SHADOWFORM:
  8890. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8891. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  8892. dstsd->shadowform_id = src->id;
  8893. }
  8894. else if( sd )
  8895. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8896. break;
  8897. case SC_BODYPAINT:
  8898. if( flag&1 ) {
  8899. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  8900. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  8901. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  8902. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  8903. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  8904. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  8905. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  8906. }
  8907. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  8908. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8909. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  8910. } else {
  8911. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8912. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8913. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8914. }
  8915. break;
  8916. case SC_ENERVATION:
  8917. case SC_GROOMY:
  8918. case SC_LAZINESS:
  8919. case SC_UNLUCKY:
  8920. case SC_WEAKNESS:
  8921. if( !(tsc && tsc->data[type]) ) {
  8922. int rate;
  8923. if (status_get_class_(bl) == CLASS_BOSS)
  8924. break;
  8925. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8926. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8927. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8928. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8929. } else if( sd )
  8930. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8931. break;
  8932. case SC_IGNORANCE:
  8933. if( !(tsc && tsc->data[type]) ) {
  8934. int rate;
  8935. if (status_get_class_(bl) == CLASS_BOSS)
  8936. break;
  8937. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8938. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  8939. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8940. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8941. int sp = 100 * skill_lv;
  8942. if( dstmd )
  8943. sp = dstmd->level;
  8944. if( !dstmd )
  8945. status_zap(bl, 0, sp);
  8946. status_heal(src, 0, sp / 2, 3);
  8947. } else if( sd )
  8948. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8949. } else if( sd )
  8950. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8951. break;
  8952. case LG_TRAMPLE:
  8953. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  8954. if (rnd()%100 < (25 + 25 * skill_lv))
  8955. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8956. status_change_end(bl, SC_SV_ROOTTWIST, INVALID_TIMER);
  8957. break;
  8958. case LG_REFLECTDAMAGE:
  8959. if( tsc && tsc->data[type] )
  8960. status_change_end(bl,type,INVALID_TIMER);
  8961. else
  8962. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8963. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8964. break;
  8965. case LG_SHIELDSPELL:
  8966. if (sd) {
  8967. int opt = 0;
  8968. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8969. struct item_data *shield_data = NULL;
  8970. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8971. shield_data = sd->inventory_data[index];
  8972. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8973. shield_def = shield_mdef = shield_refine = 10;
  8974. else {
  8975. shield_def = shield_data->def;
  8976. shield_mdef = sd->bonus.shieldmdef;
  8977. shield_refine = sd->inventory.u.items_inventory[sd->equip_index[EQI_HAND_L]].refine;
  8978. }
  8979. if (flag&1) {
  8980. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8981. break;
  8982. }
  8983. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8984. switch(skill_lv) {
  8985. case 1: { // DEF Based
  8986. int splashrange = 0;
  8987. #ifdef RENEWAL
  8988. if (shield_def >= 0 && shield_def <= 40)
  8989. #else
  8990. if (shield_def >= 0 && shield_def <= 4)
  8991. #endif
  8992. splashrange = 1;
  8993. #ifdef RENEWAL
  8994. else if (shield_def >= 41 && shield_def <= 80)
  8995. #else
  8996. else if (shield_def >= 5 && shield_def <= 9)
  8997. #endif
  8998. splashrange = 2;
  8999. else
  9000. splashrange = 3;
  9001. switch(opt) {
  9002. case 1: // Splash AoE ATK
  9003. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INFINITE_TICK);
  9004. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9005. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9006. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  9007. break;
  9008. case 2: // % Damage Reflecting Increase
  9009. #ifdef RENEWAL
  9010. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  9011. #else
  9012. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  9013. #endif
  9014. break;
  9015. case 3: // Equipment Attack Increase
  9016. #ifdef RENEWAL
  9017. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  9018. #else
  9019. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  9020. #endif
  9021. break;
  9022. }
  9023. }
  9024. break;
  9025. case 2: { // MDEF Based
  9026. int splashrange = 0;
  9027. if (shield_mdef >= 1 && shield_mdef <= 3)
  9028. splashrange = 1;
  9029. else if (shield_mdef >= 4 && shield_mdef <= 5)
  9030. splashrange = 2;
  9031. else
  9032. splashrange = 3;
  9033. switch(opt) {
  9034. case 1: // Splash AoE MATK
  9035. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INFINITE_TICK);
  9036. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9037. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9038. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  9039. break;
  9040. case 2: // Splash AoE Lex Divina
  9041. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  9042. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  9043. map_foreachinallrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9044. break;
  9045. case 3: // Casts Magnificat.
  9046. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  9047. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  9048. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  9049. break;
  9050. }
  9051. }
  9052. break;
  9053. case 3: // Refine Based
  9054. switch(opt) {
  9055. case 1: // Allows you to break armor at a 100% rate when you do damage.
  9056. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  9057. break;
  9058. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  9059. #ifdef RENEWAL
  9060. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9061. #else
  9062. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  9063. #endif
  9064. break;
  9065. case 3: // Recovers HP depending on Shield refine rate.
  9066. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INFINITE_TICK); //HP Recovery.
  9067. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  9068. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  9069. break;
  9070. }
  9071. break;
  9072. }
  9073. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9074. }
  9075. break;
  9076. case LG_PIETY:
  9077. if( flag&1 )
  9078. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9079. else {
  9080. skill_area_temp[2] = 0;
  9081. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  9082. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9083. }
  9084. break;
  9085. case LG_INSPIRATION:
  9086. if( sd && !map_getmapflag(sd->bl.m, MF_NOEXPPENALTY) && battle_config.exp_cost_inspiration )
  9087. pc_lostexp(sd, u32min(sd->status.base_exp, pc_nextbaseexp(sd) * battle_config.exp_cost_inspiration / 100), 0); // 1% penalty.
  9088. clif_skill_nodamage(bl,src,skill_id,skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9089. break;
  9090. case SR_CURSEDCIRCLE:
  9091. if( flag&1 ) {
  9092. if( status_get_class_(bl) == CLASS_BOSS )
  9093. break;
  9094. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  9095. if( bl->type == BL_MOB )
  9096. mob_unlocktarget((TBL_MOB*)bl,gettick());
  9097. clif_bladestop(src, bl->id, 1);
  9098. map_freeblock_unlock();
  9099. return 1;
  9100. }
  9101. } else {
  9102. int count = 0;
  9103. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9104. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  9105. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9106. if( sd ) pc_delspiritball(sd, count, 0);
  9107. clif_skill_nodamage(src, src, skill_id, skill_lv,
  9108. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  9109. }
  9110. break;
  9111. case SR_RAISINGDRAGON:
  9112. if( sd ) {
  9113. short max = 5 + skill_lv;
  9114. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9115. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  9116. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  9117. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  9118. }
  9119. break;
  9120. case SR_ASSIMILATEPOWER:
  9121. if (flag&1) {
  9122. i = 0;
  9123. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  9124. if (dstsd->spiritball > 0) {
  9125. i = dstsd->spiritball;
  9126. pc_delspiritball(dstsd,dstsd->spiritball,0);
  9127. }
  9128. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  9129. i += dstsd->spiritcharm;
  9130. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  9131. }
  9132. }
  9133. if (i)
  9134. status_percent_heal(src, 0, i);
  9135. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  9136. } else {
  9137. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9138. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  9139. }
  9140. break;
  9141. case SR_POWERVELOCITY:
  9142. if( !dstsd )
  9143. break;
  9144. if( sd && dstsd->spiritball <= 5 ) {
  9145. for(i = 0; i <= 5; i++) {
  9146. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  9147. pc_delspiritball(sd, sd->spiritball, 0);
  9148. }
  9149. }
  9150. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9151. break;
  9152. case SR_GENTLETOUCH_CURE:
  9153. {
  9154. unsigned int heal;
  9155. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9156. heal = 0;
  9157. else {
  9158. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  9159. status_heal(bl, heal, 0, 0);
  9160. }
  9161. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  9162. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9163. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9164. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9165. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9166. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  9167. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9168. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9169. }
  9170. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9171. }
  9172. break;
  9173. case SR_GENTLETOUCH_ENERGYGAIN:
  9174. case SR_GENTLETOUCH_CHANGE:
  9175. case SR_GENTLETOUCH_REVITALIZE:
  9176. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9177. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9178. break;
  9179. case SR_FLASHCOMBO: {
  9180. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  9181. const int delay[] = { 0, 250, 500, 2000 };
  9182. if (sd) // Disable attacking/acting/moving for skill's duration.
  9183. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[3];
  9184. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9185. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9186. for (i = 0; i < ARRAYLENGTH(combo); i++)
  9187. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  9188. }
  9189. break;
  9190. case WA_SWING_DANCE:
  9191. case WA_MOONLIT_SERENADE:
  9192. case WA_SYMPHONY_OF_LOVER:
  9193. case MI_RUSH_WINDMILL:
  9194. case MI_ECHOSONG:
  9195. if( !sd || !sd->status.party_id || (flag & 1) ) {
  9196. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9197. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9198. } else if( sd ) {
  9199. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9200. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  9201. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9202. }
  9203. break;
  9204. case MI_HARMONIZE:
  9205. if( src != bl )
  9206. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9207. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  9208. break;
  9209. case WM_DEADHILLHERE:
  9210. if( bl->type == BL_PC ) {
  9211. if( !status_isdead(bl) )
  9212. break;
  9213. if( rnd()%100 < 88 + 2 * skill_lv ) {
  9214. int heal = tstatus->sp;
  9215. if( heal <= 0 )
  9216. heal = 1;
  9217. tstatus->hp = heal;
  9218. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  9219. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9220. pc_revive((TBL_PC*)bl,heal,0);
  9221. clif_resurrection(bl,1);
  9222. }
  9223. }
  9224. break;
  9225. case WM_SIRCLEOFNATURE:
  9226. if( flag&1 )
  9227. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9228. else {
  9229. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  9230. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9231. }
  9232. break;
  9233. case WM_VOICEOFSIREN:
  9234. if (flag&1)
  9235. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  9236. else {
  9237. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  9238. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  9239. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9240. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9241. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9242. }
  9243. break;
  9244. case WM_GLOOMYDAY:
  9245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9246. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  9247. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  9248. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  9249. {
  9250. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9251. break;
  9252. }
  9253. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9254. break;
  9255. case WM_SATURDAY_NIGHT_FEVER:
  9256. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  9257. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__SHADOWFORM]))
  9258. break;
  9259. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  9260. } else if( flag&2 ) {
  9261. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  9262. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9263. } else if( sd ) {
  9264. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  9265. if( !sd->status.party_id || (rnd()%100 > chance)) {
  9266. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  9267. break;
  9268. }
  9269. if( map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  9270. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  9271. flag |= 2;
  9272. else
  9273. flag |= 1;
  9274. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  9275. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  9276. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9277. if( flag&2 ) // Dealed here to prevent conflicts
  9278. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0,false));
  9279. }
  9280. break;
  9281. case WM_SONG_OF_MANA:
  9282. case WM_DANCE_WITH_WUG:
  9283. case WM_LERADS_DEW:
  9284. case WM_UNLIMITED_HUMMING_VOICE:
  9285. if( flag&1 ) { // These affect to to all party members near the caster.
  9286. struct status_change *sc = status_get_sc(src);
  9287. if( sc && sc->data[type] ) {
  9288. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9289. }
  9290. } else if( sd ) {
  9291. if( sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv)) )
  9292. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  9293. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9294. }
  9295. break;
  9296. case WM_MELODYOFSINK:
  9297. case WM_BEYOND_OF_WARCRY:
  9298. if( flag&1 ) {
  9299. sc_start2(src,bl,type,100,skill_lv,battle_calc_chorusbonus(sd),skill_get_time(skill_id,skill_lv));
  9300. } else { // These affect to all targets arround the caster.
  9301. if( rnd()%100 < 15 + 5 * skill_lv * 5 * battle_calc_chorusbonus(sd) ) {
  9302. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9303. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9304. }
  9305. }
  9306. break;
  9307. case WM_RANDOMIZESPELL:
  9308. if (improvised_song_db.empty()) {
  9309. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9310. break;
  9311. }
  9312. else {
  9313. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = improvised_song_db.size() * 3;
  9314. do {
  9315. auto improvise_spell = improvised_song_db.random();
  9316. improv_skill_id = improvise_spell->skill_id;
  9317. if( rnd() % 10000 >= improvise_spell->per ){
  9318. break;
  9319. }
  9320. } while (checked++ < checked_max);
  9321. if (!skill_get_index(improv_skill_id)) {
  9322. if (sd)
  9323. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9324. break;
  9325. }
  9326. improv_skill_lv = min(4 + skill_lv, skill_get_max(improv_skill_id));
  9327. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9328. if( sd ) {
  9329. sd->state.abra_flag = 2;
  9330. sd->skillitem = improv_skill_id;
  9331. sd->skillitemlv = improv_skill_lv;
  9332. sd->skillitem_keep_requirement = false;
  9333. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  9334. } else {
  9335. struct unit_data *ud = unit_bl2ud(src);
  9336. int inf = skill_get_inf(improv_skill_id);
  9337. if (!ud) break;
  9338. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  9339. if (src->type == BL_PET)
  9340. bl = (struct block_list*)((TBL_PET*)src)->master;
  9341. if (!bl) bl = src;
  9342. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  9343. } else {
  9344. int target_id = 0;
  9345. if (ud->target)
  9346. target_id = ud->target;
  9347. else switch (src->type) {
  9348. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  9349. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  9350. }
  9351. if (!target_id)
  9352. break;
  9353. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  9354. bl = map_id2bl(target_id);
  9355. if (!bl) bl = src;
  9356. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  9357. } else
  9358. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  9359. }
  9360. }
  9361. }
  9362. break;
  9363. case RETURN_TO_ELDICASTES:
  9364. case ALL_GUARDIAN_RECALL:
  9365. case ECLAGE_RECALL:
  9366. if( sd )
  9367. {
  9368. short x=0, y=0; // Destiny position.
  9369. unsigned short mapindex=0;
  9370. switch(skill_id){
  9371. default:
  9372. case RETURN_TO_ELDICASTES:
  9373. x = 198;
  9374. y = 187;
  9375. mapindex = mapindex_name2id(MAP_DICASTES);
  9376. break;
  9377. case ALL_GUARDIAN_RECALL:
  9378. x = 44;
  9379. y = 151;
  9380. mapindex = mapindex_name2id(MAP_MORA);
  9381. break;
  9382. case ECLAGE_RECALL:
  9383. x = 47;
  9384. y = 31;
  9385. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  9386. break;
  9387. }
  9388. if(!mapindex)
  9389. { //Given map not found?
  9390. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9391. map_freeblock_unlock();
  9392. return 0;
  9393. }
  9394. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  9395. }
  9396. break;
  9397. case ECL_SNOWFLIP:
  9398. case ECL_PEONYMAMY:
  9399. case ECL_SADAGUI:
  9400. case ECL_SEQUOIADUST:
  9401. switch(skill_id){
  9402. case ECL_SNOWFLIP:
  9403. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  9404. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9405. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9406. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9407. break;
  9408. case ECL_PEONYMAMY:
  9409. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9410. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9411. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9412. break;
  9413. case ECL_SADAGUI:
  9414. status_change_end(bl, SC_STUN, INVALID_TIMER);
  9415. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9416. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9417. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  9418. break;
  9419. case ECL_SEQUOIADUST:
  9420. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9421. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9422. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9423. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9424. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  9425. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9426. break;
  9427. }
  9428. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  9429. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9430. break;
  9431. case GM_SANDMAN:
  9432. if( tsc ) {
  9433. if( tsc->opt1 == OPT1_SLEEP )
  9434. tsc->opt1 = 0;
  9435. else
  9436. tsc->opt1 = OPT1_SLEEP;
  9437. clif_changeoption(bl);
  9438. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  9439. }
  9440. break;
  9441. case SO_ARRULLO:
  9442. {
  9443. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  9444. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9445. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  9446. }
  9447. break;
  9448. case WM_LULLABY_DEEPSLEEP:
  9449. if (flag&1) {
  9450. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  9451. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  9452. sc_start(src, bl, type, rate, skill_lv, duration);
  9453. } else {
  9454. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9455. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9456. }
  9457. break;
  9458. case SO_SUMMON_AGNI:
  9459. case SO_SUMMON_AQUA:
  9460. case SO_SUMMON_VENTUS:
  9461. case SO_SUMMON_TERA:
  9462. if( sd ) {
  9463. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9464. // Remove previous elemental first.
  9465. if( sd->ed )
  9466. elemental_delete(sd->ed);
  9467. // Summoning the new one.
  9468. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9469. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9470. break;
  9471. }
  9472. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9473. }
  9474. break;
  9475. case SO_EL_CONTROL:
  9476. if( sd ) {
  9477. enum e_mode mode = EL_MODE_PASSIVE; // Standard mode.
  9478. if( !sd->ed ) break;
  9479. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9480. elemental_delete(sd->ed);
  9481. break;
  9482. }
  9483. switch( skill_lv ) {// Select mode bassed on skill level used.
  9484. case 2: mode = static_cast<e_mode>(EL_MODE_ASSIST); break;
  9485. case 3: mode = static_cast<e_mode>(EL_MODE_AGGRESSIVE); break;
  9486. }
  9487. if( !elemental_change_mode(sd->ed,mode) ) {
  9488. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9489. break;
  9490. }
  9491. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9492. }
  9493. break;
  9494. case SO_EL_ACTION:
  9495. if( sd ) {
  9496. int duration = 3000;
  9497. if( !sd->ed )
  9498. break;
  9499. switch(sd->ed->db->class_) {
  9500. case 2115:case 2124:
  9501. case 2118:case 2121:
  9502. duration = 6000;
  9503. break;
  9504. case 2116:case 2119:
  9505. case 2122:case 2125:
  9506. duration = 9000;
  9507. break;
  9508. }
  9509. sd->skill_id_old = skill_id;
  9510. elemental_action(sd->ed, bl, tick);
  9511. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9512. skill_blockpc_start(sd, skill_id, duration);
  9513. }
  9514. break;
  9515. case SO_EL_CURE:
  9516. if( sd ) {
  9517. struct elemental_data *ed = sd->ed;
  9518. int s_hp, s_sp;
  9519. if( !ed )
  9520. break;
  9521. s_hp = sd->battle_status.hp * 10 / 100;
  9522. s_sp = sd->battle_status.sp * 10 / 100;
  9523. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9524. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9525. break;
  9526. }
  9527. status_heal(&ed->bl,s_hp,s_sp,3);
  9528. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9529. }
  9530. break;
  9531. case GN_CHANGEMATERIAL:
  9532. case SO_EL_ANALYSIS:
  9533. if( sd ) {
  9534. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9535. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9536. }
  9537. break;
  9538. case GN_BLOOD_SUCKER:
  9539. {
  9540. struct status_change *sc = status_get_sc(src);
  9541. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9542. if( tsc && tsc->data[type] ){
  9543. (sc->bs_counter)--;
  9544. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9545. }
  9546. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9547. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9548. (sc->bs_counter)++;
  9549. } else if( sd ) {
  9550. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9551. break;
  9552. }
  9553. }
  9554. break;
  9555. case GN_SPORE_EXPLOSION:
  9556. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9557. sc_start4(src, bl, type, 100, skill_lv, skill_id, src->id, skill_get_time(skill_id, skill_lv), skill_get_time(skill_id, skill_lv));
  9558. break;
  9559. case GN_MANDRAGORA:
  9560. if( flag&1 ) {
  9561. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9562. if (rate < 10)
  9563. rate = 10;
  9564. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  9565. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  9566. if (rnd()%100 < rate) {
  9567. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9568. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9569. }
  9570. } else {
  9571. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  9572. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9573. }
  9574. break;
  9575. case GN_SLINGITEM:
  9576. if( sd ) {
  9577. int ammo_id;
  9578. i = sd->equip_index[EQI_AMMO];
  9579. if( i < 0 )
  9580. break; // No ammo.
  9581. ammo_id = sd->inventory_data[i]->nameid;
  9582. if( ammo_id <= 0 )
  9583. break;
  9584. sd->itemid = ammo_id;
  9585. if( itemdb_group_item_exists(IG_BOMB, ammo_id) ) {
  9586. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9587. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9588. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9589. else
  9590. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9591. } else //Otherwise, it fails, shows animation and removes items.
  9592. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9593. } else if (itemdb_group_item_exists(IG_THROWABLE, ammo_id)) {
  9594. switch (ammo_id) {
  9595. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  9596. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  9597. status_percent_heal(bl, 1, 0);
  9598. break;
  9599. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  9600. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  9601. status_percent_heal(bl, 2, 0);
  9602. break;
  9603. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  9604. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  9605. status_percent_heal(bl, 5, 0);
  9606. break;
  9607. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  9608. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  9609. status_percent_heal(bl, 0, 2);
  9610. break;
  9611. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  9612. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  9613. status_percent_heal(bl, 0, 4);
  9614. break;
  9615. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  9616. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  9617. status_percent_heal(bl, 0, 8);
  9618. break;
  9619. default:
  9620. if (dstsd)
  9621. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  9622. break;
  9623. }
  9624. }
  9625. }
  9626. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9627. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9628. break;
  9629. case GN_MIX_COOKING:
  9630. case GN_MAKEBOMB:
  9631. case GN_S_PHARMACY:
  9632. if( sd ) {
  9633. int qty = 1;
  9634. sd->skill_id_old = skill_id;
  9635. sd->skill_lv_old = skill_lv;
  9636. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9637. qty = 10;
  9638. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9640. }
  9641. break;
  9642. case EL_CIRCLE_OF_FIRE:
  9643. case EL_PYROTECHNIC:
  9644. case EL_HEATER:
  9645. case EL_TROPIC:
  9646. case EL_AQUAPLAY:
  9647. case EL_COOLER:
  9648. case EL_CHILLY_AIR:
  9649. case EL_GUST:
  9650. case EL_BLAST:
  9651. case EL_WILD_STORM:
  9652. case EL_PETROLOGY:
  9653. case EL_CURSED_SOIL:
  9654. case EL_UPHEAVAL:
  9655. case EL_FIRE_CLOAK:
  9656. case EL_WATER_DROP:
  9657. case EL_WIND_CURTAIN:
  9658. case EL_SOLID_SKIN:
  9659. case EL_STONE_SHIELD:
  9660. case EL_WIND_STEP: {
  9661. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9662. if( ele ) {
  9663. sc_type type2 = (sc_type)(type-1);
  9664. struct status_change *sc = status_get_sc(&ele->bl);
  9665. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9666. elemental_clean_single_effect(ele, skill_id);
  9667. } else {
  9668. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9669. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9670. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9671. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  9672. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9673. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9674. }
  9675. }
  9676. }
  9677. break;
  9678. case EL_FIRE_MANTLE:
  9679. case EL_WATER_BARRIER:
  9680. case EL_ZEPHYR:
  9681. case EL_POWER_OF_GAIA:
  9682. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9683. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9684. break;
  9685. case EL_WATER_SCREEN: {
  9686. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9687. if( ele ) {
  9688. struct status_change *sc = status_get_sc(&ele->bl);
  9689. sc_type type2 = (sc_type)(type-1);
  9690. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9691. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9692. elemental_clean_single_effect(ele, skill_id);
  9693. } else {
  9694. // This not heals at the end.
  9695. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9696. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9697. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9698. }
  9699. }
  9700. }
  9701. break;
  9702. case KO_KAHU_ENTEN:
  9703. case KO_HYOUHU_HUBUKI:
  9704. case KO_KAZEHU_SEIRAN:
  9705. case KO_DOHU_KOUKAI:
  9706. if (sd) {
  9707. int ele_type = skill_get_ele(skill_id,skill_lv);
  9708. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9709. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  9710. }
  9711. break;
  9712. case KO_ZANZOU:
  9713. if(sd){
  9714. struct mob_data *md2;
  9715. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9716. if( md2 )
  9717. {
  9718. md2->master_id = src->id;
  9719. md2->special_state.ai = AI_ZANZOU;
  9720. if( md2->deletetimer != INVALID_TIMER )
  9721. delete_timer(md2->deletetimer, mob_timer_delete);
  9722. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9723. mob_spawn( md2 );
  9724. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  9725. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9726. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  9727. }
  9728. }
  9729. break;
  9730. case KO_KYOUGAKU:
  9731. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9732. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9733. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9734. }else if( sd )
  9735. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9736. break;
  9737. case KO_JYUSATSU:
  9738. if( dstsd && tsc && !tsc->data[type] &&
  9739. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9740. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9741. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  9742. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  9743. if( status_get_lv(bl) <= status_get_lv(src) )
  9744. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9745. }else if( sd )
  9746. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9747. break;
  9748. case KO_GENWAKU:
  9749. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  9750. int x = src->x, y = src->y;
  9751. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9752. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9753. break;
  9754. }
  9755. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  9756. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9757. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  9758. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  9759. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9760. clif_blown(src);
  9761. if (!unit_blown_immune(bl, 0x1)) {
  9762. unit_movepos(bl,x,y,0,0);
  9763. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9764. clif_sitting(bl); //Avoid sitting sync problem
  9765. clif_blown(bl);
  9766. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  9767. }
  9768. }
  9769. }
  9770. break;
  9771. case OB_AKAITSUKI:
  9772. case OB_OBOROGENSOU:
  9773. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9774. || status_bl_has_mode(bl,MD_STATUS_IMMUNE) ) ){ // Does not work on status immune monsters.
  9775. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9776. break;
  9777. }
  9778. case KO_IZAYOI:
  9779. case OB_ZANGETSU:
  9780. case KG_KYOMU:
  9781. case KG_KAGEMUSYA:
  9782. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9783. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9784. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9785. break;
  9786. case KG_KAGEHUMI:
  9787. if( flag&1 ){
  9788. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9789. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9790. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9791. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9792. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9793. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9794. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9795. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9796. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9797. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  9798. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9799. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9800. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9801. }
  9802. if( skill_area_temp[2] == 1 ){
  9803. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9804. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9805. }
  9806. }else{
  9807. skill_area_temp[2] = 0;
  9808. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9809. }
  9810. break;
  9811. case MH_SILENT_BREEZE:
  9812. {
  9813. int heal = 5 * status_get_lv(&hd->bl) +
  9814. #ifdef RENEWAL
  9815. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9816. #else
  9817. status_base_matk_min(&hd->battle_status);
  9818. #endif
  9819. //Silences the homunculus and target
  9820. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9821. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9822. //Recover the target's HP
  9823. status_heal(bl,heal,0,3);
  9824. //Removes these SC from target
  9825. if (tsc) {
  9826. const enum sc_type scs[] = {
  9827. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9828. };
  9829. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9830. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9831. }
  9832. if (hd)
  9833. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9834. }
  9835. break;
  9836. case MH_OVERED_BOOST:
  9837. if (hd && battle_get_master(src)) {
  9838. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9839. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9840. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9841. }
  9842. break;
  9843. case MH_GRANITIC_ARMOR:
  9844. case MH_PYROCLASTIC:
  9845. if(hd) {
  9846. struct block_list *s_bl = battle_get_master(src);
  9847. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  9848. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9849. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9850. }
  9851. break;
  9852. case MH_LIGHT_OF_REGENE: //self
  9853. if(hd) {
  9854. struct block_list *s_bl = battle_get_master(src);
  9855. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9856. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9857. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9858. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9859. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9860. }
  9861. break;
  9862. case MH_STYLE_CHANGE:
  9863. if(hd){
  9864. struct status_change_entry *sce;
  9865. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9866. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9867. else sce->val1 = MH_MD_FIGHTING;
  9868. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  9869. // char output[128];
  9870. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9871. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  9872. //}
  9873. }
  9874. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  9875. }
  9876. break;
  9877. case MH_MAGMA_FLOW:
  9878. case MH_PAIN_KILLER:
  9879. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9880. if (hd)
  9881. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9882. break;
  9883. case MH_SUMMON_LEGION: {
  9884. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9885. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9886. struct mob_data *sum_md;
  9887. int i_slave,c=0;
  9888. int maxcount = qty[skill_lv-1];
  9889. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  9890. if(c >= maxcount) {
  9891. map_freeblock_unlock();
  9892. return 0; //max qty already spawned
  9893. }
  9894. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9895. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  9896. if (sum_md) {
  9897. sum_md->master_id = src->id;
  9898. sum_md->special_state.ai = AI_LEGION;
  9899. if (sum_md->deletetimer != INVALID_TIMER)
  9900. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9901. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9902. mob_spawn(sum_md); //Now it is ready for spawning.
  9903. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9904. }
  9905. }
  9906. if (hd)
  9907. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9908. }
  9909. break;
  9910. case RL_RICHS_COIN:
  9911. if (sd) {
  9912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9913. for (i = 0; i < 10; i++)
  9914. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9915. }
  9916. break;
  9917. case RL_C_MARKER:
  9918. if (sd) {
  9919. // If marked by someone else remove it
  9920. if (tsce && tsce->val2 != src->id)
  9921. status_change_end(bl, type, INVALID_TIMER);
  9922. // Check if marked before
  9923. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9924. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9925. // Find empty slot
  9926. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9927. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9928. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9929. break;
  9930. }
  9931. }
  9932. sd->c_marker[i] = bl->id;
  9933. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9934. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9935. }
  9936. // If mob casts this, at least SC_C_MARKER as debuff
  9937. else {
  9938. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9939. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9940. }
  9941. break;
  9942. case RL_D_TAIL:
  9943. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9944. break;
  9945. case RL_QD_SHOT:
  9946. if (sd) {
  9947. skill_area_temp[1] = bl->id;
  9948. // Check surrounding
  9949. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  9950. if (skill_area_temp[0])
  9951. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9952. // Main target always receives damage
  9953. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9954. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9955. }
  9956. else {
  9957. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9958. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  9959. }
  9960. skill_area_temp[0] = 0;
  9961. skill_area_temp[1] = 0;
  9962. break;
  9963. case RL_FLICKER:
  9964. if (sd) {
  9965. sd->flicker = true;
  9966. skill_area_temp[1] = 0;
  9967. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9968. // Detonate RL_B_TRAP
  9969. if (pc_checkskill(sd, RL_B_TRAP))
  9970. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9971. // Detonate RL_H_MINE
  9972. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9973. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9974. sd->flicker = false;
  9975. }
  9976. break;
  9977. case SO_ELEMENTAL_SHIELD:
  9978. if (!sd || sd->status.party_id == 0 || flag&1) {
  9979. if (sd && sd->status.party_id == 0) {
  9980. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9981. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9982. elemental_delete(sd->ed);
  9983. }
  9984. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  9985. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  9986. }
  9987. else {
  9988. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9989. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  9990. elemental_delete(sd->ed);
  9991. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9992. }
  9993. break;
  9994. case SU_HIDE:
  9995. if (tsce) {
  9996. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9997. status_change_end(bl, type, INVALID_TIMER);
  9998. map_freeblock_unlock();
  9999. return 0;
  10000. }
  10001. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10002. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10003. break;
  10004. case SU_STOOP:
  10005. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10006. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10007. break;
  10008. case SU_SV_ROOTTWIST:
  10009. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10010. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  10011. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10012. break;
  10013. }
  10014. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  10015. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10016. else {
  10017. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10018. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  10019. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10020. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  10021. }
  10022. break;
  10023. case SU_TUNABELLY:
  10024. {
  10025. unsigned int heal = 0;
  10026. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10027. heal = 0;
  10028. else if (status_get_hp(bl) != status_get_max_hp(bl))
  10029. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  10030. status_heal(bl, heal, 0, 1|2|4);
  10031. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10032. }
  10033. break;
  10034. case SU_BUNCHOFSHRIMP:
  10035. case SU_HISS:
  10036. case SU_PURRING:
  10037. case SU_MEOWMEOW:
  10038. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10039. int duration = skill_get_time(skill_id, skill_lv);
  10040. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  10041. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  10042. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  10043. } else if (sd) {
  10044. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10045. }
  10046. break;
  10047. case SU_SHRIMPARTY:
  10048. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  10049. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10050. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  10051. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  10052. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  10053. }
  10054. } else if (sd)
  10055. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10056. break;
  10057. case SU_POWEROFFLOCK:
  10058. if (flag&1) {
  10059. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10060. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  10061. } else {
  10062. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10063. if (battle_config.skill_wall_check)
  10064. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10065. else
  10066. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10067. }
  10068. break;
  10069. case ALL_EQSWITCH:
  10070. if( sd ){
  10071. clif_equipswitch_reply( sd, false );
  10072. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  10073. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  10074. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  10075. }
  10076. }
  10077. }
  10078. break;
  10079. case AB_VITUPERATUM:
  10080. if (flag&1)
  10081. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10082. else {
  10083. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10084. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10085. }
  10086. break;
  10087. case AB_CONVENIO:
  10088. if (sd) {
  10089. party_data *p = party_search(sd->status.party_id);
  10090. int i = 0, count = 0;
  10091. // Only usable in party
  10092. if (p == nullptr) {
  10093. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10094. break;
  10095. }
  10096. // Only usable as party leader.
  10097. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  10098. if (i == MAX_PARTY || !p->party.member[i].leader) {
  10099. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10100. break;
  10101. }
  10102. // Do the teleport part
  10103. for (i = 0; i < MAX_PARTY; ++i) {
  10104. map_session_data *pl_sd = p->data[i].sd;
  10105. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  10106. sd->bl.m != pl_sd->bl.m)
  10107. continue;
  10108. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  10109. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  10110. count++;
  10111. }
  10112. }
  10113. if (!count)
  10114. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10115. }
  10116. break;
  10117. default:
  10118. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  10119. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10120. map_freeblock_unlock();
  10121. return 1;
  10122. }
  10123. if (skill_id != SR_CURSEDCIRCLE) {
  10124. struct status_change *sc = status_get_sc(src);
  10125. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  10126. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10127. }
  10128. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  10129. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  10130. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  10131. }
  10132. if( sd && !(flag&1) )
  10133. {// ensure that the skill last-cast tick is recorded
  10134. sd->canskill_tick = gettick();
  10135. if( sd->state.arrow_atk )
  10136. {// consume arrow on last invocation to this skill.
  10137. battle_consume_ammo(sd, skill_id, skill_lv);
  10138. }
  10139. skill_onskillusage(sd, bl, skill_id, tick);
  10140. // perform skill requirement consumption
  10141. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10142. }
  10143. map_freeblock_unlock();
  10144. return 0;
  10145. }
  10146. /**
  10147. * Checking that causing skill failed
  10148. * @param src Caster
  10149. * @param target Target
  10150. * @param skill_id
  10151. * @param skill_lv
  10152. * @return -1 success, others are failed @see enum useskill_fail_cause.
  10153. **/
  10154. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  10155. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  10156. int inf = skill->inf;
  10157. struct status_change *tsc = status_get_sc(target);
  10158. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  10159. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  10160. switch (skill_id) {
  10161. case AL_HEAL:
  10162. case AL_INCAGI:
  10163. case AL_DECAGI:
  10164. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  10165. case AB_RENOVATIO:
  10166. case AB_HIGHNESSHEAL:
  10167. if (tsc && tsc->option&OPTION_MADOGEAR)
  10168. return USESKILL_FAIL_TOTARGET;
  10169. break;
  10170. case RG_BACKSTAP:
  10171. {
  10172. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  10173. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  10174. return USESKILL_FAIL_MAX;
  10175. }
  10176. break;
  10177. case PR_TURNUNDEAD:
  10178. {
  10179. struct status_data *tstatus = status_get_status_data(target);
  10180. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  10181. return USESKILL_FAIL_MAX;
  10182. }
  10183. break;
  10184. case PR_LEXDIVINA:
  10185. case MER_LEXDIVINA:
  10186. {
  10187. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  10188. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  10189. return USESKILL_FAIL_LEVEL;
  10190. else
  10191. return -1; //Works on silenced allies
  10192. }
  10193. break;
  10194. case RA_WUGSTRIKE:
  10195. // Check if path can be reached
  10196. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  10197. return USESKILL_FAIL_MAX;
  10198. break;
  10199. case MG_NAPALMBEAT:
  10200. case MG_FIREBALL:
  10201. case HT_BLITZBEAT:
  10202. case AS_GRIMTOOTH:
  10203. case MO_COMBOFINISH:
  10204. case NC_VULCANARM:
  10205. case SR_TIGERCANNON:
  10206. // These can damage traps, but can't target traps directly
  10207. if (target->type == BL_SKILL) {
  10208. TBL_SKILL *su = (TBL_SKILL*)target;
  10209. if (!su || !su->group)
  10210. return USESKILL_FAIL_MAX;
  10211. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  10212. return USESKILL_FAIL_MAX;
  10213. }
  10214. break;
  10215. case RL_D_TAIL:
  10216. if (src) {
  10217. int count = 0;
  10218. if (battle_config.skill_wall_check)
  10219. count = map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, gettick(), BCT_ENEMY, skill_area_sub_count);
  10220. else
  10221. count = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, gettick(), BCT_ENEMY, skill_area_sub_count);
  10222. if (!count) {
  10223. return USESKILL_FAIL_LEVEL;
  10224. }
  10225. }
  10226. break;
  10227. }
  10228. if (inf&INF_ATTACK_SKILL ||
  10229. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  10230. ) // Casted through combo.
  10231. inf = BCT_ENEMY; //Offensive skill.
  10232. else if (skill->inf2[INF2_NOTARGETENEMY])
  10233. inf = BCT_NOENEMY;
  10234. else
  10235. inf = 0;
  10236. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  10237. inf |=
  10238. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  10239. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  10240. //Remove neutral targets (but allow enemy if skill is designed to be so)
  10241. inf &= ~BCT_NEUTRAL;
  10242. }
  10243. switch (skill_id) {
  10244. // Cannot be casted to Emperium
  10245. case WZ_ESTIMATION:
  10246. case SL_SKE:
  10247. case SL_SKA:
  10248. case RK_PHANTOMTHRUST:
  10249. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  10250. return USESKILL_FAIL_MAX;
  10251. break;
  10252. }
  10253. if (inf && battle_check_target(src, target, inf) <= 0) {
  10254. switch(skill_id) {
  10255. case RK_PHANTOMTHRUST:
  10256. case AB_CLEARANCE:
  10257. return USESKILL_FAIL_TOTARGET;
  10258. default:
  10259. return USESKILL_FAIL_LEVEL;
  10260. }
  10261. }
  10262. // Fogwall makes all offensive-type targetted skills fail at 75%
  10263. // Jump Kick can still fail even though you can jump to friendly targets.
  10264. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  10265. return USESKILL_FAIL_LEVEL;
  10266. return -1;
  10267. }
  10268. /**
  10269. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  10270. * @param tid
  10271. * @param tick
  10272. * @param data
  10273. **/
  10274. TIMER_FUNC(skill_castend_id){
  10275. struct block_list *target, *src;
  10276. struct map_session_data *sd;
  10277. struct mob_data *md;
  10278. struct unit_data *ud;
  10279. struct status_change *sc = NULL;
  10280. int flag = 0;
  10281. src = map_id2bl(id);
  10282. if( src == NULL )
  10283. {
  10284. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  10285. return 0;// not found
  10286. }
  10287. ud = unit_bl2ud(src);
  10288. if( ud == NULL )
  10289. {
  10290. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  10291. return 0;// ???
  10292. }
  10293. sd = BL_CAST(BL_PC, src);
  10294. md = BL_CAST(BL_MOB, src);
  10295. if( src->prev == NULL ) {
  10296. ud->skilltimer = INVALID_TIMER;
  10297. return 0;
  10298. }
  10299. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  10300. if( ud->skilltimer != tid ) {
  10301. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  10302. ud->skilltimer = INVALID_TIMER;
  10303. return 0;
  10304. }
  10305. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  10306. {// restore original walk speed
  10307. ud->skilltimer = INVALID_TIMER;
  10308. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10309. } else
  10310. ud->skilltimer = INVALID_TIMER;
  10311. }
  10312. if (ud->skilltarget == id)
  10313. target = src;
  10314. else
  10315. target = map_id2bl(ud->skilltarget);
  10316. // Use a do so that you can break out of it when the skill fails.
  10317. do {
  10318. bool fail = false;
  10319. int8 res = USESKILL_FAIL_LEVEL;
  10320. if (!target || target->prev == NULL)
  10321. break;
  10322. if (src->m != target->m || status_isdead(src))
  10323. break;
  10324. //These should become skill_castend_pos
  10325. switch (ud->skill_id) {
  10326. case WE_CALLPARTNER:
  10327. if (sd)
  10328. clif_callpartner(sd);
  10329. case WE_CALLPARENT:
  10330. if (sd) {
  10331. struct map_session_data *f_sd = pc_get_father(sd);
  10332. struct map_session_data *m_sd = pc_get_mother(sd);
  10333. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  10334. fail = true;
  10335. break;
  10336. }
  10337. }
  10338. case WE_CALLBABY:
  10339. if (sd) {
  10340. struct map_session_data *c_sd = pc_get_child(sd);
  10341. if (c_sd && c_sd->state.autotrade) {
  10342. fail = true;
  10343. break;
  10344. }
  10345. }
  10346. case AM_RESURRECTHOMUN:
  10347. case PF_SPIDERWEB:
  10348. {
  10349. //Find a random spot to place the skill. [Skotlex]
  10350. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  10351. ud->skillx = target->x + splash;
  10352. ud->skilly = target->y + splash;
  10353. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10354. ud->skillx = target->x;
  10355. ud->skilly = target->y;
  10356. }
  10357. ud->skilltimer = tid;
  10358. return skill_castend_pos(tid,tick,id,data);
  10359. }
  10360. case GN_WALLOFTHORN:
  10361. case SC_ESCAPE:
  10362. case SU_CN_POWDERING:
  10363. ud->skillx = target->x;
  10364. ud->skilly = target->y;
  10365. ud->skilltimer = tid;
  10366. return skill_castend_pos(tid,tick,id,data);
  10367. case RL_HAMMER_OF_GOD:
  10368. if ((sc = status_get_sc(target)) && sc->data[SC_C_MARKER]) {
  10369. ud->skillx = target->x;
  10370. ud->skilly = target->y;
  10371. } else {
  10372. int splash = skill_get_splash(ud->skill_id, ud->skill_lv); // !TODO: What's the random AoE size?
  10373. ud->skillx = target->x + splash;
  10374. ud->skilly = target->y + splash;
  10375. if (!map_random_dir(target, &ud->skillx, &ud->skilly)) {
  10376. ud->skillx = target->x;
  10377. ud->skilly = target->y;
  10378. }
  10379. }
  10380. ud->skilltimer = tid;
  10381. return skill_castend_pos(tid,tick,id,data);
  10382. }
  10383. // Failing
  10384. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  10385. if (sd && res != USESKILL_FAIL_MAX)
  10386. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  10387. break;
  10388. }
  10389. //Avoid doing double checks for instant-cast skills.
  10390. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  10391. break;
  10392. if(md) {
  10393. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10394. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10395. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10396. }
  10397. if (src != target && battle_config.skill_add_range &&
  10398. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  10399. {
  10400. if (sd) {
  10401. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10402. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  10403. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10404. }
  10405. break;
  10406. }
  10407. #ifdef OFFICIAL_WALKPATH
  10408. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  10409. {
  10410. if (sd) {
  10411. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  10412. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  10413. }
  10414. break;
  10415. }
  10416. #endif
  10417. if( sd )
  10418. {
  10419. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10420. break;
  10421. else {
  10422. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10423. if (src != target && (status_bl_has_mode(target,MD_SKILL_IMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  10424. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  10425. break; // Show a skill fail message (Damage type consumes requirements)
  10426. }
  10427. }
  10428. }
  10429. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10430. break;
  10431. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  10432. ud->state.running = 0;
  10433. status_change_end(src, SC_RUN, INVALID_TIMER);
  10434. flag = 1;
  10435. }
  10436. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  10437. unit_stop_walking(src,1);
  10438. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10439. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10440. if (sd) { //Cooldown application
  10441. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  10442. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10443. }
  10444. if( battle_config.display_status_timers && sd )
  10445. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10446. if( sd )
  10447. {
  10448. switch( ud->skill_id )
  10449. {
  10450. case GS_DESPERADO:
  10451. case RL_FIREDANCE:
  10452. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  10453. break;
  10454. case CR_GRANDCROSS:
  10455. case NPC_GRANDDARKNESS:
  10456. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  10457. {
  10458. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  10459. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  10460. break;
  10461. }
  10462. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  10463. break;
  10464. }
  10465. }
  10466. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  10467. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10468. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10469. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  10470. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  10471. map_freeblock_lock();
  10472. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  10473. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10474. else
  10475. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  10476. sc = status_get_sc(src);
  10477. if(sc && sc->count) {
  10478. if (ud->skill_id != RA_CAMOUFLAGE)
  10479. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10480. if(sc->data[SC_SPIRIT] &&
  10481. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  10482. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  10483. ud->skill_id != WZ_WATERBALL)
  10484. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  10485. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  10486. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  10487. }
  10488. if (sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL) // they just set the data so leave it as it is.[Inkfish]
  10489. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10490. if (ud->skilltimer == INVALID_TIMER) {
  10491. if(md) md->skill_idx = -1;
  10492. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  10493. ud->skill_lv = ud->skilltarget = 0;
  10494. }
  10495. map_freeblock_unlock();
  10496. return 1;
  10497. } while(0);
  10498. //Skill failed.
  10499. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  10500. { //When Asura fails... (except when it fails from Wall of Fog)
  10501. //Consume SP/spheres
  10502. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  10503. status_set_sp(src, 0, 0);
  10504. sc = &sd->sc;
  10505. if (sc->count)
  10506. { //End states
  10507. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10508. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  10509. #ifdef RENEWAL
  10510. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  10511. #endif
  10512. }
  10513. if( target && target->m == src->m ) { //Move character to target anyway.
  10514. short x, y;
  10515. short dir = map_calc_dir(src,target->x,target->y);
  10516. //Move 3 cells (From Caster)
  10517. if( dir > 0 && dir < 4 )
  10518. x = -3;
  10519. else if( dir > 4 )
  10520. x = 3;
  10521. else
  10522. x = 0;
  10523. if( dir > 2 && dir < 6 )
  10524. y = -3;
  10525. else if( dir == 7 || dir < 2 )
  10526. y = 3;
  10527. else
  10528. y = 0;
  10529. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  10530. clif_blown(src);
  10531. clif_spiritball(src);
  10532. }
  10533. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  10534. }
  10535. }
  10536. ud->skill_id = ud->skilltarget = 0;
  10537. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10538. ud->canact_tick = tick;
  10539. //You can't place a skill failed packet here because it would be
  10540. //sent in ALL cases, even cases where skill_check_condition fails
  10541. //which would lead to double 'skill failed' messages u.u [Skotlex]
  10542. if(sd)
  10543. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10544. else if(md)
  10545. md->skill_idx = -1;
  10546. return 0;
  10547. }
  10548. /*==========================================
  10549. *
  10550. *------------------------------------------*/
  10551. TIMER_FUNC(skill_castend_pos){
  10552. struct block_list* src = map_id2bl(id);
  10553. struct map_session_data *sd;
  10554. struct unit_data *ud = unit_bl2ud(src);
  10555. struct mob_data *md;
  10556. nullpo_ret(ud);
  10557. sd = BL_CAST(BL_PC , src);
  10558. md = BL_CAST(BL_MOB, src);
  10559. if( src->prev == NULL ) {
  10560. ud->skilltimer = INVALID_TIMER;
  10561. return 0;
  10562. }
  10563. if( ud->skilltimer != tid )
  10564. {
  10565. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  10566. ud->skilltimer = INVALID_TIMER;
  10567. return 0;
  10568. }
  10569. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  10570. {// restore original walk speed
  10571. ud->skilltimer = INVALID_TIMER;
  10572. status_calc_bl(&sd->bl, SCB_SPEED|SCB_ASPD);
  10573. } else
  10574. ud->skilltimer = INVALID_TIMER;
  10575. do {
  10576. if( status_isdead(src) )
  10577. break;
  10578. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  10579. break;
  10580. if(tid != INVALID_TIMER)
  10581. { //Avoid double checks on instant cast skills. [Skotlex]
  10582. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  10583. break;
  10584. if (battle_config.skill_add_range &&
  10585. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  10586. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  10587. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  10588. break;
  10589. }
  10590. }
  10591. if( sd )
  10592. {
  10593. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10594. break;
  10595. else
  10596. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10597. }
  10598. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10599. break;
  10600. if(md) {
  10601. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10602. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10603. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10604. }
  10605. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10606. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10607. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10608. if (ud->walktimer != INVALID_TIMER)
  10609. unit_stop_walking(src,1);
  10610. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  10611. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  10612. if (sd) { //Cooldown application
  10613. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10614. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10615. }
  10616. if( battle_config.display_status_timers && sd )
  10617. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10618. // if( sd )
  10619. // {
  10620. // switch( ud->skill_id )
  10621. // {
  10622. // case ????:
  10623. // sd->canequip_tick = tick + ????;
  10624. // break;
  10625. // }
  10626. // }
  10627. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10628. map_freeblock_lock();
  10629. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10630. if (ud->skill_id != RA_CAMOUFLAGE)
  10631. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER); // Applies to the first skill if active
  10632. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10633. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10634. if (ud->skilltimer == INVALID_TIMER) {
  10635. if (md) md->skill_idx = -1;
  10636. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10637. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10638. }
  10639. map_freeblock_unlock();
  10640. return 1;
  10641. } while(0);
  10642. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10643. ud->canact_tick = tick;
  10644. ud->skill_id = ud->skill_lv = 0;
  10645. if(sd)
  10646. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  10647. else if(md)
  10648. md->skill_idx = -1;
  10649. return 0;
  10650. }
  10651. /* skill count without self */
  10652. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10653. struct block_list* src = va_arg(ap, struct block_list*);
  10654. if( src->id != bl->id ) {
  10655. return 1;
  10656. }
  10657. return 0;
  10658. }
  10659. /*==========================================
  10660. *
  10661. *------------------------------------------*/
  10662. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  10663. {
  10664. struct map_session_data* sd;
  10665. struct status_change* sc;
  10666. struct status_change_entry *sce;
  10667. struct skill_unit_group* sg;
  10668. enum sc_type type;
  10669. int i;
  10670. //if(skill_lv <= 0) return 0;
  10671. if(skill_id > 0 && !skill_lv) return 0; // celest
  10672. nullpo_ret(src);
  10673. if(status_isdead(src))
  10674. return 0;
  10675. sd = BL_CAST(BL_PC, src);
  10676. sc = status_get_sc(src);
  10677. type = status_skill2sc(skill_id);
  10678. sce = (sc && type != -1)?sc->data[type]:NULL;
  10679. switch (skill_id) { //Skill effect.
  10680. case WZ_METEOR:
  10681. case WZ_ICEWALL:
  10682. case MO_BODYRELOCATION:
  10683. case CR_CULTIVATION:
  10684. case HW_GANBANTEIN:
  10685. case LG_EARTHDRIVE:
  10686. case SC_ESCAPE:
  10687. case SU_CN_METEOR:
  10688. break; //Effect is displayed on respective switch case.
  10689. default:
  10690. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10691. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10692. else
  10693. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10694. }
  10695. switch(skill_id)
  10696. {
  10697. case PR_BENEDICTIO:
  10698. skill_area_temp[1] = src->id;
  10699. i = skill_get_splash(skill_id, skill_lv);
  10700. map_foreachinallarea(skill_area_sub,
  10701. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10702. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10703. skill_castend_nodamage_id);
  10704. map_foreachinallarea(skill_area_sub,
  10705. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10706. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10707. skill_castend_damage_id);
  10708. break;
  10709. case BS_HAMMERFALL:
  10710. i = skill_get_splash(skill_id, skill_lv);
  10711. map_foreachinallarea(skill_area_sub,
  10712. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10713. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10714. skill_castend_nodamage_id);
  10715. break;
  10716. case HT_DETECTING:
  10717. i = skill_get_splash(skill_id, skill_lv);
  10718. map_foreachinallarea( status_change_timer_sub,
  10719. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10720. src,NULL,SC_SIGHT,tick);
  10721. skill_reveal_trap_inarea(src, i, x, y);
  10722. break;
  10723. case SR_RIDEINLIGHTNING:
  10724. i = skill_get_splash(skill_id, skill_lv);
  10725. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10726. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10727. break;
  10728. case NPC_LEX_AETERNA:
  10729. i = skill_get_splash(skill_id, skill_lv);
  10730. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  10731. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10732. break;
  10733. case SA_VOLCANO:
  10734. case SA_DELUGE:
  10735. case SA_VIOLENTGALE:
  10736. { //Does not consumes if the skill is already active. [Skotlex]
  10737. struct skill_unit_group *sg2;
  10738. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10739. {
  10740. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10741. {
  10742. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10743. return 0; // not to consume items
  10744. }
  10745. else
  10746. sg2->limit = 0; //Disable it.
  10747. }
  10748. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10749. break;
  10750. }
  10751. // Skill Unit Setting
  10752. case MG_SAFETYWALL:
  10753. case MG_FIREWALL:
  10754. case MG_THUNDERSTORM:
  10755. case AL_PNEUMA:
  10756. case WZ_FIREPILLAR:
  10757. case WZ_QUAGMIRE:
  10758. case WZ_VERMILION:
  10759. case WZ_STORMGUST:
  10760. case WZ_HEAVENDRIVE:
  10761. case PR_SANCTUARY:
  10762. case PR_MAGNUS:
  10763. case CR_GRANDCROSS:
  10764. case NPC_GRANDDARKNESS:
  10765. case HT_SKIDTRAP:
  10766. case MA_SKIDTRAP:
  10767. case HT_LANDMINE:
  10768. case MA_LANDMINE:
  10769. case HT_ANKLESNARE:
  10770. case HT_SHOCKWAVE:
  10771. case HT_SANDMAN:
  10772. case MA_SANDMAN:
  10773. case HT_FLASHER:
  10774. case HT_FREEZINGTRAP:
  10775. case MA_FREEZINGTRAP:
  10776. case HT_BLASTMINE:
  10777. case HT_CLAYMORETRAP:
  10778. case AS_VENOMDUST:
  10779. case AM_DEMONSTRATION:
  10780. case PF_FOGWALL:
  10781. case PF_SPIDERWEB:
  10782. case HT_TALKIEBOX:
  10783. case WE_CALLPARTNER:
  10784. case WE_CALLPARENT:
  10785. case WE_CALLBABY:
  10786. case SA_LANDPROTECTOR:
  10787. case BD_LULLABY:
  10788. case BD_RICHMANKIM:
  10789. case BD_ETERNALCHAOS:
  10790. case BD_DRUMBATTLEFIELD:
  10791. case BD_RINGNIBELUNGEN:
  10792. case BD_ROKISWEIL:
  10793. case BD_INTOABYSS:
  10794. case BD_SIEGFRIED:
  10795. case BA_DISSONANCE:
  10796. case BA_POEMBRAGI:
  10797. case BA_WHISTLE:
  10798. case BA_ASSASSINCROSS:
  10799. case BA_APPLEIDUN:
  10800. case DC_UGLYDANCE:
  10801. case DC_HUMMING:
  10802. case DC_DONTFORGETME:
  10803. case DC_FORTUNEKISS:
  10804. case DC_SERVICEFORYOU:
  10805. case CG_MOONLIT:
  10806. case GS_DESPERADO:
  10807. case NJ_KAENSIN:
  10808. case NJ_BAKUENRYU:
  10809. case NJ_SUITON:
  10810. case NJ_HYOUSYOURAKU:
  10811. case NJ_RAIGEKISAI:
  10812. case NJ_KAMAITACHI:
  10813. case NPC_EVILLAND:
  10814. case NPC_VENOMFOG:
  10815. case NPC_ICEMINE:
  10816. case NPC_FLAMECROSS:
  10817. case NPC_REVERBERATION:
  10818. case RA_ELECTRICSHOCKER:
  10819. case RA_CLUSTERBOMB:
  10820. case RA_MAGENTATRAP:
  10821. case RA_COBALTTRAP:
  10822. case RA_MAIZETRAP:
  10823. case RA_VERDURETRAP:
  10824. case RA_FIRINGTRAP:
  10825. case RA_ICEBOUNDTRAP:
  10826. case SC_MANHOLE:
  10827. case SC_DIMENSIONDOOR:
  10828. case SC_CHAOSPANIC:
  10829. case SC_MAELSTROM:
  10830. case SC_BLOODYLUST:
  10831. case WM_REVERBERATION:
  10832. case WM_POEMOFNETHERWORLD:
  10833. case SO_PSYCHIC_WAVE:
  10834. case SO_VACUUM_EXTREME:
  10835. case GN_THORNS_TRAP:
  10836. case GN_HELLS_PLANT:
  10837. case SO_EARTHGRAVE:
  10838. case SO_DIAMONDDUST:
  10839. case SO_FIRE_INSIGNIA:
  10840. case SO_WATER_INSIGNIA:
  10841. case SO_WIND_INSIGNIA:
  10842. case SO_EARTH_INSIGNIA:
  10843. case KO_HUUMARANKA:
  10844. case KO_BAKURETSU:
  10845. case KO_ZENKAI:
  10846. case MH_LAVA_SLIDE:
  10847. case MH_VOLCANIC_ASH:
  10848. case MH_POISON_MIST:
  10849. case MH_STEINWAND:
  10850. case MH_XENO_SLASHER:
  10851. case LG_KINGS_GRACE:
  10852. case RL_B_TRAP:
  10853. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10854. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10855. case GN_WALLOFTHORN:
  10856. case GN_DEMONIC_FIRE:
  10857. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10858. break;
  10859. case WZ_ICEWALL:
  10860. flag|=1;
  10861. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10862. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10863. break;
  10864. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10865. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10866. flag|=1;
  10867. break;
  10868. case HP_BASILICA:
  10869. if( sc->data[SC_BASILICA] ) {
  10870. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10871. return 0;
  10872. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10873. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10874. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10875. return 0;
  10876. }
  10877. skill_clear_unitgroup(src);
  10878. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10879. flag|=1;
  10880. }
  10881. break;
  10882. case CG_HERMODE:
  10883. skill_clear_unitgroup(src);
  10884. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10885. sc_start4(src,src,SC_DANCING,100,
  10886. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10887. flag|=1;
  10888. break;
  10889. case RG_CLEANER: // [Valaris]
  10890. i = skill_get_splash(skill_id, skill_lv);
  10891. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  10892. break;
  10893. case SO_WARMER:
  10894. case SO_CLOUD_KILL:
  10895. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  10896. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10897. break;
  10898. case SU_CN_POWDERING:
  10899. case SU_NYANGGRASS:
  10900. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  10901. if (skill_id == SU_CN_POWDERING)
  10902. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  10903. else
  10904. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  10905. }
  10906. flag |= 1;
  10907. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  10908. break;
  10909. case SU_CN_METEOR:
  10910. if (sd) {
  10911. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  10912. skill_id = SU_CN_METEOR2;
  10913. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  10914. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  10915. }
  10916. // Fall through
  10917. case WZ_METEOR: {
  10918. int area = skill_get_splash(skill_id, skill_lv);
  10919. short tmpx = 0, tmpy = 0;
  10920. for (i = 1; i <= skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id); i++) {
  10921. // Creates a random Cell in the Splash Area
  10922. tmpx = x - area + rnd()%(area * 2 + 1);
  10923. tmpy = y - area + rnd()%(area * 2 + 1);
  10924. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  10925. }
  10926. }
  10927. break;
  10928. case AL_WARP:
  10929. if(sd)
  10930. {
  10931. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10932. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10933. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10934. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10935. );
  10936. }
  10937. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10938. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10939. return 0; // not to consume item.
  10940. case MO_BODYRELOCATION:
  10941. if (unit_movepos(src, x, y, 2, 1)) {
  10942. #if PACKETVER >= 20111005
  10943. clif_snap(src, src->x, src->y);
  10944. #else
  10945. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10946. #endif
  10947. if (sd)
  10948. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10949. }
  10950. break;
  10951. case NJ_SHADOWJUMP:
  10952. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10953. clif_blown(src);
  10954. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10955. break;
  10956. case AM_SPHEREMINE:
  10957. case AM_CANNIBALIZE:
  10958. {
  10959. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10960. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10961. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10962. struct mob_data *md;
  10963. // Correct info, don't change any of this! [celest]
  10964. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10965. if (md) {
  10966. md->master_id = src->id;
  10967. md->special_state.ai = ai;
  10968. if( md->deletetimer != INVALID_TIMER )
  10969. delete_timer(md->deletetimer, mob_timer_delete);
  10970. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10971. mob_spawn (md); //Now it is ready for spawning.
  10972. }
  10973. }
  10974. break;
  10975. // Slim Pitcher [Celest]
  10976. case CR_SLIMPITCHER:
  10977. if (sd) {
  10978. int i_lv = 0, j = 0;
  10979. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10980. i_lv = skill_lv%11 - 1;
  10981. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10982. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  10983. {
  10984. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10985. return 1;
  10986. }
  10987. potion_flag = 1;
  10988. potion_hp = 0;
  10989. potion_sp = 0;
  10990. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10991. potion_flag = 0;
  10992. //Apply skill bonuses
  10993. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10994. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10995. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10996. + pc_skillheal_bonus(sd, skill_id);
  10997. potion_hp = potion_hp * (100+i_lv)/100;
  10998. potion_sp = potion_sp * (100+i_lv)/100;
  10999. if(potion_hp > 0 || potion_sp > 0) {
  11000. i_lv = skill_get_splash(skill_id, skill_lv);
  11001. map_foreachinallarea(skill_area_sub,
  11002. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  11003. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11004. skill_castend_nodamage_id);
  11005. }
  11006. } else {
  11007. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv]);
  11008. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  11009. potion_flag = 1;
  11010. potion_hp = 0;
  11011. potion_sp = 0;
  11012. run_script(item->script,0,src->id,0);
  11013. potion_flag = 0;
  11014. potion_hp = potion_hp * (100+id)/100;
  11015. potion_sp = potion_sp * (100+id)/100;
  11016. if(potion_hp > 0 || potion_sp > 0) {
  11017. id = skill_get_splash(skill_id, skill_lv);
  11018. map_foreachinallarea(skill_area_sub,
  11019. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  11020. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  11021. skill_castend_nodamage_id);
  11022. }
  11023. }
  11024. break;
  11025. case HW_GANBANTEIN:
  11026. if (rnd()%100 < 80) {
  11027. int dummy = 1;
  11028. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11029. i = skill_get_splash(skill_id, skill_lv);
  11030. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  11031. } else {
  11032. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11033. return 1;
  11034. }
  11035. break;
  11036. case HW_GRAVITATION:
  11037. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  11038. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  11039. flag|=1;
  11040. break;
  11041. // Plant Cultivation [Celest]
  11042. case CR_CULTIVATION:
  11043. if (sd) {
  11044. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  11045. {
  11046. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11047. return 1;
  11048. }
  11049. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11050. if (rnd()%100 < 50) {
  11051. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11052. } else {
  11053. TBL_MOB* md = NULL;
  11054. int t, mob_id;
  11055. if (skill_lv == 1)
  11056. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  11057. else {
  11058. int rand_val = rnd() % 100;
  11059. if (rand_val < 30)
  11060. mob_id = MOBID_GREEN_PLANT;
  11061. else if (rand_val < 55)
  11062. mob_id = MOBID_RED_PLANT;
  11063. else if (rand_val < 80)
  11064. mob_id = MOBID_YELLOW_PLANT;
  11065. else if (rand_val < 90)
  11066. mob_id = MOBID_WHITE_PLANT;
  11067. else if (rand_val < 98)
  11068. mob_id = MOBID_BLUE_PLANT;
  11069. else
  11070. mob_id = MOBID_SHINING_PLANT;
  11071. }
  11072. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  11073. if (!md)
  11074. break;
  11075. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  11076. {
  11077. if( md->deletetimer != INVALID_TIMER )
  11078. delete_timer(md->deletetimer, mob_timer_delete);
  11079. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  11080. }
  11081. mob_spawn(md);
  11082. }
  11083. }
  11084. break;
  11085. case SG_SUN_WARM:
  11086. case SG_MOON_WARM:
  11087. case SG_STAR_WARM:
  11088. skill_clear_unitgroup(src);
  11089. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  11090. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11091. flag|=1;
  11092. break;
  11093. case PA_GOSPEL:
  11094. if (sce && sce->val4 == BCT_SELF)
  11095. {
  11096. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11097. return 0;
  11098. }
  11099. else
  11100. {
  11101. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  11102. if (!sg) break;
  11103. if (sce)
  11104. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  11105. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  11106. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  11107. }
  11108. break;
  11109. case NJ_TATAMIGAESHI:
  11110. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  11111. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  11112. break;
  11113. case AM_RESURRECTHOMUN: //[orn]
  11114. if (sd)
  11115. {
  11116. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  11117. {
  11118. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11119. break;
  11120. }
  11121. }
  11122. break;
  11123. case RK_WINDCUTTER:
  11124. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11125. case AC_SHOWER:
  11126. if (skill_id == AC_SHOWER)
  11127. status_change_end(src, SC_CAMOUFLAGE, INVALID_TIMER);
  11128. case MA_SHOWER:
  11129. case NC_COLDSLOWER:
  11130. case RK_DRAGONBREATH:
  11131. case RK_DRAGONBREATH_WATER:
  11132. case RL_HAMMER_OF_GOD:
  11133. // Cast center might be relevant later (e.g. for knockback direction)
  11134. skill_area_temp[4] = x;
  11135. skill_area_temp[5] = y;
  11136. i = skill_get_splash(skill_id,skill_lv);
  11137. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11138. break;
  11139. case SO_ARRULLO:
  11140. i = skill_get_splash(skill_id,skill_lv);
  11141. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  11142. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11143. break;
  11144. case GC_POISONSMOKE:
  11145. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  11146. if( sd )
  11147. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  11148. return 0;
  11149. }
  11150. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  11151. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  11152. break;
  11153. case AB_EPICLESIS:
  11154. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  11155. i = skill_get_splash(skill_id, skill_lv);
  11156. map_foreachinallarea(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);
  11157. }
  11158. break;
  11159. case WL_COMET:
  11160. case NPC_COMET:
  11161. if( sc ) {
  11162. sc->comet_x = x;
  11163. sc->comet_y = y;
  11164. }
  11165. i = skill_get_splash(skill_id,skill_lv);
  11166. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11167. break;
  11168. case WL_EARTHSTRAIN:
  11169. {
  11170. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  11171. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  11172. for( w = 1; w <= wave; w++ )
  11173. {
  11174. switch( dir ){
  11175. case 0: case 1: case 7: sy = y + w; break;
  11176. case 3: case 4: case 5: sy = y - w; break;
  11177. case 2: sx = x - w; break;
  11178. case 6: sx = x + w; break;
  11179. }
  11180. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  11181. }
  11182. }
  11183. break;
  11184. case RA_DETONATOR:
  11185. i = skill_get_splash(skill_id, skill_lv);
  11186. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  11187. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11188. break;
  11189. case NC_NEUTRALBARRIER:
  11190. case NC_STEALTHFIELD:
  11191. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  11192. skill_clear_unitgroup(src);
  11193. return 0;
  11194. }
  11195. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  11196. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  11197. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  11198. }
  11199. break;
  11200. case NC_SILVERSNIPER:
  11201. {
  11202. struct mob_data *md;
  11203. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  11204. if( md ) {
  11205. md->master_id = src->id;
  11206. md->special_state.ai = AI_FAW;
  11207. if( md->deletetimer != INVALID_TIMER )
  11208. delete_timer(md->deletetimer, mob_timer_delete);
  11209. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11210. mob_spawn(md);
  11211. }
  11212. }
  11213. break;
  11214. case NC_MAGICDECOY:
  11215. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  11216. break;
  11217. case SC_FEINTBOMB: {
  11218. struct skill_unit_group *group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  11219. if( group == NULL || group->unit == NULL ) {
  11220. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11221. return 1;
  11222. }
  11223. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  11224. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11225. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11226. }
  11227. break;
  11228. case SC_ESCAPE:
  11229. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  11230. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  11231. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11232. flag |= 1;
  11233. break;
  11234. case LG_OVERBRAND: {
  11235. int dir = map_calc_dir(src,x,y);
  11236. int sx = src->x, sy = src->y;
  11237. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  11238. for( i = 0; i < layout->count; i++ )
  11239. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  11240. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  11241. }
  11242. break;
  11243. case LG_BANDING:
  11244. if( sc && sc->data[SC_BANDING] )
  11245. status_change_end(src,SC_BANDING,INVALID_TIMER);
  11246. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  11247. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  11248. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11249. break;
  11250. case LG_RAYOFGENESIS:
  11251. i = skill_get_splash(skill_id,skill_lv);
  11252. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11253. break;
  11254. case WM_DOMINION_IMPULSE:
  11255. i = skill_get_splash(skill_id, skill_lv);
  11256. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  11257. break;
  11258. case WM_GREAT_ECHO:
  11259. case WM_SOUND_OF_DESTRUCTION:
  11260. i = skill_get_splash(skill_id,skill_lv);
  11261. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11262. break;
  11263. case WM_SEVERE_RAINSTORM:
  11264. flag |= 1;
  11265. if (sd)
  11266. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  11267. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11268. break;
  11269. case GN_CRAZYWEED: {
  11270. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  11271. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  11272. int x1 = x - area + rnd()%(area * 2 + 1);
  11273. int y1 = y - area + rnd()%(area * 2 + 1);
  11274. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  11275. }
  11276. }
  11277. break;
  11278. case GN_FIRE_EXPANSION: {
  11279. int i_su;
  11280. struct unit_data *ud = unit_bl2ud(src);
  11281. if( !ud ) break;
  11282. for(i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su++) {
  11283. struct skill_unit *su = ud->skillunit[i_su]->unit;
  11284. struct skill_unit_group *sg = ud->skillunit[i_su]->unit->group;
  11285. if (ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4) {
  11286. switch (skill_lv) {
  11287. case 1: {
  11288. // TODO:
  11289. int duration = (int)(sg->limit - DIFF_TICK(tick, sg->tick));
  11290. skill_delunit(su);
  11291. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  11292. flag |= 1;
  11293. }
  11294. break;
  11295. case 2:
  11296. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11297. if (su != NULL)
  11298. skill_delunit(su);
  11299. break;
  11300. case 3:
  11301. skill_delunit(su);
  11302. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  11303. flag |= 1;
  11304. break;
  11305. case 4:
  11306. skill_delunit(su);
  11307. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  11308. flag |= 1;
  11309. break;
  11310. case 5: {
  11311. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  11312. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  11313. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  11314. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  11315. if (su != NULL)
  11316. skill_delunit(su);
  11317. }
  11318. break;
  11319. }
  11320. }
  11321. }
  11322. }
  11323. break;
  11324. case SO_FIREWALK:
  11325. case SO_ELECTRICWALK:
  11326. if( sc && sc->data[type] )
  11327. status_change_end(src,type,INVALID_TIMER);
  11328. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  11329. break;
  11330. case KO_MAKIBISHI:
  11331. for( i = 0; i < (skill_lv+2); i++ ) {
  11332. x = src->x - 1 + rnd()%3;
  11333. y = src->y - 1 + rnd()%3;
  11334. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  11335. }
  11336. break;
  11337. case KO_MUCHANAGE: {
  11338. struct status_data *sstatus;
  11339. int rate = 0;
  11340. sstatus = status_get_status_data(src);
  11341. i = skill_get_splash(skill_id,skill_lv);
  11342. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  11343. if( rate < 0 )
  11344. rate = 0;
  11345. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  11346. if( rnd()%100 < rate )
  11347. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11348. }
  11349. break;
  11350. case RL_FALLEN_ANGEL:
  11351. if (unit_movepos(src,x,y,1,1)) {
  11352. clif_snap(src, src->x, src->y);
  11353. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  11354. } else {
  11355. if (sd)
  11356. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11357. }
  11358. break;
  11359. case RL_FIRE_RAIN: {
  11360. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  11361. int sx = x = src->x, sy = y = src->y;
  11362. for (w = 0; w <= wave; w++) {
  11363. switch (dir) {
  11364. case DIR_NORTH:
  11365. case DIR_NORTHWEST:
  11366. case DIR_NORTHEAST:
  11367. sy = y + w;
  11368. break;
  11369. case DIR_WEST:
  11370. sx = x - w;
  11371. break;
  11372. case DIR_SOUTHWEST:
  11373. case DIR_SOUTH:
  11374. case DIR_SOUTHEAST:
  11375. sy = y - w;
  11376. break;
  11377. case DIR_EAST:
  11378. sx = x + w;
  11379. break;
  11380. }
  11381. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  11382. }
  11383. }
  11384. break;
  11385. case NC_MAGMA_ERUPTION:
  11386. // 1st, AoE 'slam' damage
  11387. i = skill_get_splash(skill_id, skill_lv);
  11388. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  11389. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  11390. // 2nd, AoE 'eruption' unit
  11391. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  11392. break;
  11393. case SU_LOPE:
  11394. {
  11395. uint8 dir = map_calc_dir(src, x, y);
  11396. // Fails on noteleport maps, except for GvG and BG maps
  11397. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  11398. x = src->x;
  11399. y = src->y;
  11400. }
  11401. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11402. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  11403. clif_blown(src);
  11404. }
  11405. break;
  11406. default:
  11407. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  11408. return 1;
  11409. }
  11410. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  11411. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  11412. if( sd )
  11413. {// ensure that the skill last-cast tick is recorded
  11414. sd->canskill_tick = gettick();
  11415. if( sd->state.arrow_atk && !(flag&1) )
  11416. {// consume arrow if this is a ground skill
  11417. battle_consume_ammo(sd, skill_id, skill_lv);
  11418. }
  11419. skill_onskillusage(sd, NULL, skill_id, tick);
  11420. // perform skill requirement consumption
  11421. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11422. }
  11423. return 0;
  11424. }
  11425. /*==========================================
  11426. *
  11427. *------------------------------------------*/
  11428. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  11429. {
  11430. nullpo_ret(sd);
  11431. //Simplify skill_failed code.
  11432. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  11433. if(skill_id != sd->menuskill_id)
  11434. return 0;
  11435. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  11436. skill_failed(sd);
  11437. return 0;
  11438. }
  11439. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  11440. skill_failed(sd);
  11441. return 0;
  11442. }
  11443. pc_stop_attack(sd);
  11444. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  11445. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  11446. if(strcmp(mapname,"cancel")==0) {
  11447. skill_failed(sd);
  11448. return 0;
  11449. }
  11450. switch(skill_id)
  11451. {
  11452. case AL_TELEPORT:
  11453. case ALL_ODINS_RECALL:
  11454. //The storage window is closed automatically by the client when there's
  11455. //any kind of map change, so we need to restore it automatically
  11456. //bugreport:8027
  11457. if(strcmp(mapname,"Random") == 0)
  11458. pc_randomwarp(sd,CLR_TELEPORT);
  11459. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  11460. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  11461. clif_refresh_storagewindow(sd);
  11462. break;
  11463. case AL_WARP:
  11464. {
  11465. const struct point *p[4];
  11466. struct skill_unit_group *group;
  11467. int i, lv, wx, wy;
  11468. int maxcount=0;
  11469. int x,y;
  11470. unsigned short mapindex;
  11471. mapindex = mapindex_name2id((char*)mapname);
  11472. if(!mapindex) { //Given map not found?
  11473. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11474. skill_failed(sd);
  11475. return 0;
  11476. }
  11477. p[0] = &sd->status.save_point;
  11478. p[1] = &sd->status.memo_point[0];
  11479. p[2] = &sd->status.memo_point[1];
  11480. p[3] = &sd->status.memo_point[2];
  11481. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  11482. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  11483. if(sd->ud.skillunit[i]->skill_id == skill_id)
  11484. maxcount--;
  11485. }
  11486. if(!maxcount) {
  11487. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  11488. skill_failed(sd);
  11489. return 0;
  11490. }
  11491. }
  11492. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  11493. wx = sd->menuskill_val>>16;
  11494. wy = sd->menuskill_val&0xffff;
  11495. if( lv <= 0 ) return 0;
  11496. if( lv > 4 ) lv = 4; // crash prevention
  11497. // check if the chosen map exists in the memo list
  11498. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  11499. if( i < lv ) {
  11500. x=p[i]->x;
  11501. y=p[i]->y;
  11502. } else {
  11503. skill_failed(sd);
  11504. return 0;
  11505. }
  11506. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  11507. { // This checks versus skill_id/skill_lv...
  11508. skill_failed(sd);
  11509. return 0;
  11510. }
  11511. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  11512. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  11513. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  11514. skill_failed(sd);
  11515. return 0;
  11516. }
  11517. group->val1 = (group->val1<<16)|(short)0;
  11518. // record the destination coordinates
  11519. group->val2 = (x<<16)|y;
  11520. group->val3 = mapindex;
  11521. }
  11522. break;
  11523. }
  11524. sd->menuskill_id = sd->menuskill_val = 0;
  11525. return 0;
  11526. #undef skill_failed
  11527. }
  11528. /// transforms 'target' skill unit into dissonance (if conditions are met)
  11529. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  11530. {
  11531. struct skill_unit* target = (struct skill_unit*)bl;
  11532. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  11533. int flag = va_arg(ap, int);
  11534. if (src == target)
  11535. return 0;
  11536. if (!target->group || !(target->group->state.song_dance&0x1))
  11537. return 0;
  11538. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  11539. return 0;
  11540. if (flag) //Set dissonance
  11541. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  11542. else //Remove dissonance
  11543. target->val2 &= ~(1 << UF_ENSEMBLE);
  11544. skill_getareachar_skillunit_visibilty(target, AREA);
  11545. return 1;
  11546. }
  11547. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  11548. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  11549. //When 1, this unit has been positioned, so start the cancel effect.
  11550. int skill_dance_overlap(struct skill_unit* unit, int flag)
  11551. {
  11552. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  11553. return 0;
  11554. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  11555. return 0; //Nothing to remove, this unit is not overlapped.
  11556. if (unit->val1 != unit->group->skill_id)
  11557. { //Reset state
  11558. unit->val1 = unit->group->skill_id;
  11559. unit->val2 &= ~(1 << UF_ENSEMBLE);
  11560. }
  11561. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  11562. }
  11563. /**
  11564. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  11565. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  11566. * @param flag 0 Convert
  11567. * @param flag 1 Revert
  11568. * @return true success
  11569. * @TODO: This should be completely removed later and rewritten
  11570. * The entire execution of the overlapping songs instances is dirty and hacked together
  11571. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  11572. */
  11573. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  11574. {
  11575. static int prevflag = 1; // by default the backup is empty
  11576. static struct skill_unit_group backup;
  11577. struct skill_unit_group* group;
  11578. if( unit == NULL || (group = unit->group) == NULL )
  11579. return false;
  11580. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  11581. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  11582. return false;
  11583. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  11584. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  11585. flag ? "read an empty backup" : "write to a full backup",
  11586. group->skill_id, group->skill_lv, group->src_id);
  11587. return false;
  11588. }
  11589. prevflag = flag;
  11590. if (!flag) { //Transform
  11591. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  11592. // backup
  11593. backup.skill_id = group->skill_id;
  11594. backup.skill_lv = group->skill_lv;
  11595. backup.unit_id = group->unit_id;
  11596. backup.target_flag = group->target_flag;
  11597. backup.bl_flag = group->bl_flag;
  11598. backup.interval = group->interval;
  11599. // replace
  11600. group->skill_id = skill_id;
  11601. group->skill_lv = 1;
  11602. group->unit_id = skill_get_unit_id(skill_id);
  11603. group->target_flag = skill_get_unit_target(skill_id);
  11604. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11605. group->interval = skill_get_unit_interval(skill_id);
  11606. } else { //Restore
  11607. group->skill_id = backup.skill_id;
  11608. group->skill_lv = backup.skill_lv;
  11609. group->unit_id = backup.unit_id;
  11610. group->target_flag = backup.target_flag;
  11611. group->bl_flag = backup.bl_flag;
  11612. group->interval = backup.interval;
  11613. }
  11614. return true;
  11615. }
  11616. /**
  11617. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  11618. * @param src Object that triggers the skill
  11619. * @param skill_id Skill ID
  11620. * @param skill_lv Skill level of used skill
  11621. * @param x Position x
  11622. * @param y Position y
  11623. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  11624. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  11625. * @return skill_unit_group
  11626. */
  11627. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11628. {
  11629. struct skill_unit_group *group;
  11630. int i, val1 = 0, val2 = 0, val3 = 0;
  11631. t_tick limit;
  11632. int link_group_id = 0;
  11633. int target, interval, range, req_item = 0;
  11634. struct s_skill_unit_layout *layout;
  11635. struct map_session_data *sd;
  11636. struct status_data *status;
  11637. struct status_change *sc;
  11638. int active_flag = 1;
  11639. int subunt = 0;
  11640. bool hidden = false;
  11641. struct map_data *mapdata;
  11642. nullpo_retr(NULL, src);
  11643. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11644. mapdata = map_getmapdata(src->m);
  11645. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  11646. range = skill_get_unit_range(skill_id,skill_lv);
  11647. interval = skill->unit_interval;
  11648. target = skill_get_unit_target(skill_id);
  11649. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11650. sd = BL_CAST(BL_PC, src);
  11651. status = status_get_status_data(src);
  11652. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11653. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  11654. switch( skill_id ) {
  11655. case MH_STEINWAND:
  11656. val2 = 4 + skill_lv;
  11657. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11658. break;
  11659. case MG_SAFETYWALL:
  11660. #ifdef RENEWAL
  11661. val2 = status_get_max_hp(src) * 3;
  11662. #else
  11663. val2 = skill_lv+1;
  11664. #endif
  11665. break;
  11666. case MG_FIREWALL:
  11667. if(sc && sc->data[SC_VIOLENTGALE])
  11668. limit = limit*3/2;
  11669. val2 = 4+skill_lv;
  11670. break;
  11671. case AL_WARP:
  11672. val1=skill_lv+6;
  11673. if(!(flag&1))
  11674. limit=2000;
  11675. else // previous implementation (not used anymore)
  11676. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11677. if( src->type != BL_SKILL ) return NULL;
  11678. group = ((TBL_SKILL*)src)->group;
  11679. src = map_id2bl(group->src_id);
  11680. if( !src ) return NULL;
  11681. val2 = group->val2; //Copy the (x,y) position you warp to
  11682. val3 = group->val3; //as well as the mapindex to warp to.
  11683. }
  11684. break;
  11685. case HP_BASILICA:
  11686. val1 = src->id; // Store caster id.
  11687. break;
  11688. case PR_SANCTUARY:
  11689. case NPC_EVILLAND:
  11690. val1=skill_lv+3;
  11691. break;
  11692. case WZ_METEOR:
  11693. case SU_CN_METEOR:
  11694. case SU_CN_METEOR2:
  11695. limit = flag;
  11696. flag = 0; // Flag should not influence anything else for these skills
  11697. break;
  11698. case WZ_FIREPILLAR:
  11699. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11700. return NULL;
  11701. if((flag&1)!=0)
  11702. limit=1000;
  11703. val1=skill_lv+2;
  11704. break;
  11705. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11706. case AM_DEMONSTRATION:
  11707. case GN_HELLS_PLANT:
  11708. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11709. return NULL;
  11710. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  11711. target = BCT_ALL;
  11712. break;
  11713. case HT_SKIDTRAP:
  11714. case MA_SKIDTRAP:
  11715. //Save position of caster
  11716. val1 = ((src->x)<<16)|(src->y);
  11717. case HT_ANKLESNARE:
  11718. case HT_SHOCKWAVE:
  11719. case HT_SANDMAN:
  11720. case MA_SANDMAN:
  11721. case HT_CLAYMORETRAP:
  11722. case HT_LANDMINE:
  11723. case MA_LANDMINE:
  11724. case HT_FLASHER:
  11725. case HT_FREEZINGTRAP:
  11726. case MA_FREEZINGTRAP:
  11727. case HT_BLASTMINE:
  11728. case RA_ELECTRICSHOCKER:
  11729. case RA_CLUSTERBOMB:
  11730. case RA_MAGENTATRAP:
  11731. case RA_COBALTTRAP:
  11732. case RA_MAIZETRAP:
  11733. case RA_VERDURETRAP:
  11734. case RA_FIRINGTRAP:
  11735. case RA_ICEBOUNDTRAP:
  11736. case RL_B_TRAP:
  11737. case SC_ESCAPE:
  11738. {
  11739. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11740. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11741. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11742. req_item = req.itemid[i];
  11743. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  11744. break;
  11745. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  11746. target = BCT_ALL;
  11747. }
  11748. break;
  11749. case SA_LANDPROTECTOR:
  11750. case SA_VOLCANO:
  11751. case SA_DELUGE:
  11752. case SA_VIOLENTGALE:
  11753. case SC_CHAOSPANIC:
  11754. {
  11755. struct skill_unit_group *old_sg;
  11756. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11757. { //HelloKitty confirmed that these are interchangeable,
  11758. //so you can change element and not consume gemstones.
  11759. if ((
  11760. old_sg->skill_id == SA_VOLCANO ||
  11761. old_sg->skill_id == SA_DELUGE ||
  11762. old_sg->skill_id == SA_VIOLENTGALE
  11763. ) && old_sg->limit > 0)
  11764. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11765. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11766. if (limit < 0) //This can happen...
  11767. limit = skill_get_time(skill_id,skill_lv);
  11768. }
  11769. skill_clear_group(src,1);
  11770. }
  11771. break;
  11772. }
  11773. case BA_WHISTLE:
  11774. #ifdef RENEWAL
  11775. val1 = 3 * skill_lv + status->agi / 15; // Flee increase
  11776. #else
  11777. val1 = skill_lv + status->agi / 10; // Flee increase
  11778. #endif
  11779. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  11780. if (sd) {
  11781. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11782. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  11783. }
  11784. break;
  11785. case DC_HUMMING:
  11786. #ifdef RENEWAL
  11787. val1 = 20 + 2 * skill_lv + status->dex / 15; // Hit increase
  11788. #else
  11789. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  11790. #endif
  11791. if (sd)
  11792. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11793. break;
  11794. case BA_POEMBRAGI:
  11795. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  11796. //For some reason at level 10 the base delay reduction is 50%.
  11797. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  11798. if (sd) {
  11799. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  11800. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  11801. }
  11802. break;
  11803. case DC_DONTFORGETME:
  11804. #ifdef RENEWAL
  11805. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  11806. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  11807. #else
  11808. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  11809. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11810. #endif
  11811. if (sd) {
  11812. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  11813. #ifdef RENEWAL
  11814. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11815. #else
  11816. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  11817. #endif
  11818. }
  11819. val1 *= 10; //Because 10 is actually 1% aspd
  11820. break;
  11821. case DC_SERVICEFORYOU:
  11822. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  11823. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  11824. if (sd) {
  11825. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11826. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  11827. }
  11828. break;
  11829. case BA_ASSASSINCROSS:
  11830. if (sd)
  11831. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  11832. #ifdef RENEWAL // ASPD increase
  11833. val1 += skill_lv + (status->agi / 20);
  11834. #else
  11835. val1 += 5 + skill_lv + (status->agi / 20);
  11836. val1 *= 10; // ASPD works with 1000 as 100%
  11837. #endif
  11838. break;
  11839. case DC_FORTUNEKISS:
  11840. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  11841. val1 *= 10; //Because every 10 crit is an actual cri point.
  11842. if (sd)
  11843. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  11844. break;
  11845. case BD_DRUMBATTLEFIELD:
  11846. #ifdef RENEWAL
  11847. val1 = (skill_lv+5)*25; //Atk increase
  11848. val2 = skill_lv*10; //Def increase
  11849. #else
  11850. val1 = (skill_lv+1)*25; //Atk increase
  11851. val2 = (skill_lv+1)*2; //Def increase
  11852. #endif
  11853. break;
  11854. case BD_RINGNIBELUNGEN:
  11855. val1 = (skill_lv+2)*25; //Atk increase
  11856. break;
  11857. case BD_RICHMANKIM:
  11858. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11859. break;
  11860. case BD_SIEGFRIED:
  11861. val1 = 55 + skill_lv*5; //Elemental Resistance
  11862. val2 = skill_lv*10; //Status ailment resistance
  11863. break;
  11864. case WE_CALLPARTNER:
  11865. if (sd) val1 = sd->status.partner_id;
  11866. break;
  11867. case WE_CALLPARENT:
  11868. if (sd) {
  11869. val1 = sd->status.father;
  11870. val2 = sd->status.mother;
  11871. }
  11872. break;
  11873. case WE_CALLBABY:
  11874. if (sd) val1 = sd->status.child;
  11875. break;
  11876. case NJ_KAENSIN:
  11877. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11878. val2 = (skill_lv+1)/2 + 4;
  11879. break;
  11880. case NJ_SUITON:
  11881. skill_clear_group(src, 1);
  11882. break;
  11883. case GS_GROUNDDRIFT:
  11884. {
  11885. // Ground Drift Element is decided when it's placed.
  11886. int ele = skill_get_ele(skill_id, skill_lv);
  11887. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  11888. if (ele == ELE_RANDOM)
  11889. val1 = element[rnd()%5]; // Use random from available unit visual?
  11890. else if (ele == ELE_ENDOWED)
  11891. val1 = status_get_attack_sc_element(src,sc);
  11892. else if (ele == ELE_WEAPON) {
  11893. val1 = status->rhw.ele;
  11894. if (sc && sc->data[SC_ENCHANTARMS])
  11895. val1 = sc->data[SC_ENCHANTARMS]->val1;
  11896. }
  11897. switch (val1) {
  11898. case ELE_FIRE:
  11899. subunt++;
  11900. case ELE_WATER:
  11901. subunt++;
  11902. case ELE_POISON:
  11903. subunt++;
  11904. case ELE_DARK:
  11905. subunt++;
  11906. case ELE_WIND:
  11907. break;
  11908. default:
  11909. subunt = rnd()%5;
  11910. break;
  11911. }
  11912. break;
  11913. }
  11914. case GC_POISONSMOKE:
  11915. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11916. return NULL;
  11917. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11918. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11919. limit = skill_get_time(skill_id, skill_lv);
  11920. break;
  11921. case GD_LEADERSHIP:
  11922. case GD_GLORYWOUNDS:
  11923. case GD_SOULCOLD:
  11924. case GD_HAWKEYES:
  11925. limit = 1000000;//it doesn't matter
  11926. break;
  11927. case LG_BANDING:
  11928. limit = -1;
  11929. break;
  11930. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11931. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11932. target = BCT_ALL;
  11933. case WM_SEVERE_RAINSTORM:
  11934. case SO_WATER_INSIGNIA:
  11935. case SO_FIRE_INSIGNIA:
  11936. case SO_WIND_INSIGNIA:
  11937. case SO_EARTH_INSIGNIA:
  11938. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11939. return NULL;
  11940. break;
  11941. case SO_CLOUD_KILL:
  11942. skill_clear_group(src, 4);
  11943. break;
  11944. case SO_WARMER:
  11945. skill_clear_group(src, 8);
  11946. break;
  11947. case SO_FIREWALK:
  11948. case SO_ELECTRICWALK:
  11949. limit = skill_get_time2(skill_id, skill_lv);
  11950. break;
  11951. case GN_WALLOFTHORN:
  11952. // Turns to Firewall
  11953. if( flag&1 )
  11954. limit = 3000;
  11955. val3 = (x<<16)|y;
  11956. break;
  11957. case GN_DEMONIC_FIRE:
  11958. if (flag) { // Fire Expansion level 1
  11959. limit = flag + 10000;
  11960. flag = 0;
  11961. }
  11962. break;
  11963. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11964. case GN_FIRE_EXPANSION_TEAR_GAS:
  11965. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11966. break;
  11967. case KO_ZENKAI:
  11968. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  11969. val1 = sd->spiritcharm;
  11970. val2 = sd->spiritcharm_type;
  11971. limit = 6000 * val1;
  11972. subunt = sd->spiritcharm_type - 1;
  11973. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  11974. }
  11975. break;
  11976. case HW_GRAVITATION:
  11977. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11978. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11979. break;
  11980. case SO_VACUUM_EXTREME:
  11981. // Coordinates
  11982. val1 = x;
  11983. val2 = y;
  11984. val3 = 0; // Suck target at n seconds.
  11985. break;
  11986. case MH_VOLCANIC_ASH:
  11987. if (!map_flag_vs(src->m))
  11988. target = BCT_ENEMY;
  11989. break;
  11990. }
  11991. // Init skill unit group
  11992. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,(flag & 1 ? skill->unit_id2 : skill->unit_id)+subunt, limit, interval)));
  11993. group->val1 = val1;
  11994. group->val2 = val2;
  11995. group->val3 = val3;
  11996. group->link_group_id = link_group_id;
  11997. group->target_flag = target;
  11998. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11999. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  12000. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  12001. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  12002. group->item_id = req_item;
  12003. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  12004. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  12005. active_flag = 0;
  12006. // Put message for Talkie Box & Graffiti
  12007. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  12008. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  12009. if (sd)
  12010. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  12011. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  12012. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  12013. }
  12014. // Dance skill
  12015. if (group->state.song_dance) {
  12016. if(sd) {
  12017. sd->skill_id_dance = skill_id;
  12018. sd->skill_lv_dance = skill_lv;
  12019. }
  12020. if (
  12021. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  12022. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  12023. )
  12024. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  12025. }
  12026. // Set skill unit
  12027. limit = group->limit;
  12028. for( i = 0; i < layout->count; i++ ) {
  12029. struct skill_unit *unit;
  12030. int ux = x + layout->dx[i];
  12031. int uy = y + layout->dy[i];
  12032. int unit_val1 = skill_lv;
  12033. int unit_val2 = 0;
  12034. int alive = 1;
  12035. // are the coordinates out of range?
  12036. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  12037. continue;
  12038. }
  12039. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  12040. continue; // don't place skill units on walls (except for songs/dances/encores)
  12041. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(NULL,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  12042. continue; // no path between cell and caster
  12043. switch( skill_id ) {
  12044. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  12045. case HT_LANDMINE:
  12046. case MA_LANDMINE:
  12047. case HT_ANKLESNARE:
  12048. case HT_SHOCKWAVE:
  12049. case HT_SANDMAN:
  12050. case MA_SANDMAN:
  12051. case HT_FLASHER:
  12052. case HT_FREEZINGTRAP:
  12053. case MA_FREEZINGTRAP:
  12054. case HT_SKIDTRAP:
  12055. case MA_SKIDTRAP:
  12056. case HT_CLAYMORETRAP:
  12057. case HT_BLASTMINE:
  12058. case SC_ESCAPE:
  12059. unit_val1 = 3500;
  12060. break;
  12061. case MG_FIREWALL:
  12062. case NJ_KAENSIN:
  12063. unit_val2 = group->val2;
  12064. break;
  12065. case WZ_ICEWALL:
  12066. unit_val1 = 200 + 200*skill_lv;
  12067. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  12068. break;
  12069. case WZ_WATERBALL:
  12070. //Check if there are cells that can be turned into waterball units
  12071. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  12072. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, NULL, 1)) != NULL || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, NULL, 1)) != NULL)
  12073. break; //Turn water, deluge or suiton into waterball cell
  12074. continue;
  12075. case GS_DESPERADO:
  12076. unit_val1 = abs(layout->dx[i]);
  12077. unit_val2 = abs(layout->dy[i]);
  12078. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  12079. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  12080. if (unit_val1) unit_val1--;
  12081. unit_val1 = 36 -12*unit_val1;
  12082. } else //Diagonal edges
  12083. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  12084. if (unit_val1 < 1) unit_val1 = 1;
  12085. unit_val2 = 0;
  12086. break;
  12087. case NPC_REVERBERATION:
  12088. case WM_REVERBERATION:
  12089. unit_val1 = 1 + skill_lv;
  12090. break;
  12091. case WM_POEMOFNETHERWORLD:
  12092. unit_val1 = 1 + skill_lv;
  12093. break;
  12094. case GN_WALLOFTHORN:
  12095. if (flag&1) // Turned become Firewall
  12096. break;
  12097. unit_val1 = 2000 + 2000 * skill_lv; // HP
  12098. unit_val2 = 20; // Max hits
  12099. break;
  12100. case RL_B_TRAP:
  12101. unit_val1 = 3500;
  12102. unit_val2 = 0;
  12103. break;
  12104. default:
  12105. if (group->state.song_dance&0x1)
  12106. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  12107. break;
  12108. }
  12109. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  12110. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  12111. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  12112. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  12113. // Check active cell to failing or remove current unit
  12114. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  12115. if( !alive )
  12116. continue;
  12117. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  12118. unit->limit = limit;
  12119. unit->range = range;
  12120. if (skill_id == PF_FOGWALL && alive == 2)
  12121. { //Double duration of cells on top of Deluge/Suiton
  12122. unit->limit *= 2;
  12123. group->limit = unit->limit;
  12124. }
  12125. // Execute on all targets standing on this cell
  12126. if (range == 0 && active_flag)
  12127. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  12128. }
  12129. if (!group->alive_count)
  12130. { //No cells? Something that was blocked completely by Land Protector?
  12131. skill_delunitgroup(group);
  12132. return NULL;
  12133. }
  12134. //success, unit created.
  12135. switch( skill_id ) {
  12136. case NJ_TATAMIGAESHI: //Store number of tiles.
  12137. group->val1 = group->alive_count;
  12138. break;
  12139. }
  12140. return group;
  12141. }
  12142. /*==========================================
  12143. *
  12144. *------------------------------------------*/
  12145. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12146. {
  12147. skill_unit_onplace(unit, bl, tick);
  12148. }
  12149. /**
  12150. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  12151. * while skill unit initialized or moved (such by knock back).
  12152. * As a follow of skill_unit_effect flag &1
  12153. * @param unit
  12154. * @param bl Target
  12155. * @param tick
  12156. */
  12157. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12158. {
  12159. struct skill_unit_group *sg;
  12160. struct block_list *ss; // Actual source that cast the skill unit
  12161. struct status_change *sc;
  12162. struct status_change_entry *sce;
  12163. struct status_data *tstatus;
  12164. enum sc_type type;
  12165. uint16 skill_id;
  12166. nullpo_ret(unit);
  12167. nullpo_ret(bl);
  12168. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  12169. return 0;
  12170. nullpo_ret(sg = unit->group);
  12171. nullpo_ret(ss = map_id2bl(sg->src_id));
  12172. tstatus = status_get_status_data(bl);
  12173. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  12174. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  12175. return 0; //AoE skills are ineffective. [Skotlex]
  12176. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  12177. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  12178. return 0; //Songs don't work in Basilica
  12179. sc = status_get_sc(bl);
  12180. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  12181. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  12182. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  12183. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  12184. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  12185. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  12186. type = status_skill2sc(sg->skill_id);
  12187. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  12188. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  12189. switch (sg->unit_id) {
  12190. case UNT_SPIDERWEB:
  12191. if (sc) {
  12192. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  12193. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  12194. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12195. const struct TimerData* td;
  12196. struct map_data *mapdata = map_getmapdata(bl->m);
  12197. if (mapdata_flag_vs(mapdata))
  12198. sec /= 2;
  12199. if (sc->data[type]) {
  12200. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  12201. //Already triple affected, immune
  12202. sg->limit = DIFF_TICK(tick, sg->tick);
  12203. break;
  12204. }
  12205. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  12206. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  12207. sec *= (sc->data[type]->val1 + 1);
  12208. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  12209. sec *= (sc->data[type]->val1 + 1);
  12210. //Add group id to status change
  12211. if (sc->data[type]->val2 == 0)
  12212. sc->data[type]->val2 = sg->group_id;
  12213. else if (sc->data[type]->val3 == 0)
  12214. sc->data[type]->val3 = sg->group_id;
  12215. else if (sc->data[type]->val4 == 0)
  12216. sc->data[type]->val4 = sg->group_id;
  12217. //Overwrite status change with new duration
  12218. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  12219. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  12220. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  12221. }
  12222. else {
  12223. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  12224. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  12225. if (td)
  12226. sec = DIFF_TICK(td->tick, tick);
  12227. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12228. clif_fixpos(bl);
  12229. }
  12230. else
  12231. sec = 3000; //Couldn't trap it?
  12232. }
  12233. sg->val2 = bl->id;
  12234. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12235. }
  12236. break;
  12237. case UNT_SAFETYWALL:
  12238. if (!sce)
  12239. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  12240. break;
  12241. case UNT_BLOODYLUST:
  12242. if (sg->src_id == bl->id)
  12243. break; //Does not affect the caster.
  12244. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  12245. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  12246. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  12247. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  12248. break;
  12249. case UNT_PNEUMA:
  12250. if (!sce)
  12251. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12252. break;
  12253. case UNT_CHAOSPANIC:
  12254. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12255. break;
  12256. case UNT_WARP_WAITING: {
  12257. int working = sg->val1&0xffff;
  12258. if(bl->type==BL_PC && !working){
  12259. struct map_session_data *sd = (struct map_session_data *)bl;
  12260. if((!sd->chatID || battle_config.chat_warpportal)
  12261. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  12262. {
  12263. int x = sg->val2>>16;
  12264. int y = sg->val2&0xffff;
  12265. int count = sg->val1>>16;
  12266. unsigned short m = sg->val3;
  12267. if( --count <= 0 )
  12268. skill_delunitgroup(sg);
  12269. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  12270. working = 1;/* we break it because officials break it, lovely stuff. */
  12271. sg->val1 = (count<<16)|working;
  12272. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), sd->group_level))
  12273. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  12274. }
  12275. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  12276. int16 m = map_mapindex2mapid(sg->val3);
  12277. if (m < 0) break; //Map not available on this map-server.
  12278. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  12279. }
  12280. }
  12281. break;
  12282. case UNT_QUAGMIRE:
  12283. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  12284. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  12285. break;
  12286. case UNT_VOLCANO:
  12287. case UNT_DELUGE:
  12288. case UNT_VIOLENTGALE:
  12289. case UNT_FIRE_INSIGNIA:
  12290. case UNT_WATER_INSIGNIA:
  12291. case UNT_WIND_INSIGNIA:
  12292. case UNT_EARTH_INSIGNIA:
  12293. if(!sce)
  12294. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12295. break;
  12296. case UNT_WATER_BARRIER:
  12297. case UNT_ZEPHYR:
  12298. case UNT_POWER_OF_GAIA:
  12299. if (bl->id == ss->id)
  12300. break; // Doesn't affect the Elemental
  12301. if (!sce)
  12302. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12303. break;
  12304. case UNT_SUITON:
  12305. if(!sce)
  12306. sc_start4(ss, bl,type,100,sg->skill_lv,
  12307. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  12308. 0,0,sg->limit);
  12309. break;
  12310. case UNT_HERMODE:
  12311. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  12312. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  12313. case UNT_RICHMANKIM:
  12314. case UNT_ETERNALCHAOS:
  12315. case UNT_DRUMBATTLEFIELD:
  12316. case UNT_RINGNIBELUNGEN:
  12317. case UNT_ROKISWEIL:
  12318. case UNT_INTOABYSS:
  12319. case UNT_SIEGFRIED:
  12320. //Needed to check when a dancer/bard leaves their ensemble area.
  12321. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12322. return skill_id;
  12323. if (!sce)
  12324. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12325. break;
  12326. case UNT_WHISTLE:
  12327. case UNT_ASSASSINCROSS:
  12328. case UNT_POEMBRAGI:
  12329. case UNT_APPLEIDUN:
  12330. case UNT_HUMMING:
  12331. case UNT_DONTFORGETME:
  12332. case UNT_FORTUNEKISS:
  12333. case UNT_SERVICEFORYOU:
  12334. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12335. return 0;
  12336. if (!sc) return 0;
  12337. if (!sce)
  12338. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  12339. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  12340. sce->val4 = 0; //remove the mark that we stepped out
  12341. delete_timer(sce->timer, status_change_timer);
  12342. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  12343. }
  12344. break;
  12345. case UNT_FOGWALL:
  12346. if (!sce)
  12347. {
  12348. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  12349. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12350. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  12351. }
  12352. break;
  12353. case UNT_GRAVITATION:
  12354. if (!sce)
  12355. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  12356. break;
  12357. case UNT_BASILICA:
  12358. {
  12359. int i = battle_check_target(bl, bl, BCT_ENEMY);
  12360. if (i > 0) {
  12361. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12362. break;
  12363. }
  12364. if (!sce && i <= 0)
  12365. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12366. }
  12367. break;
  12368. case UNT_MOONLIT:
  12369. //Knockback out of area if affected char isn't in Moonlit effect
  12370. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  12371. break;
  12372. if (ss == bl) //Also needed to prevent infinite loop crash.
  12373. break;
  12374. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  12375. break;
  12376. case UNT_REVERBERATION:
  12377. if (sg->src_id == bl->id)
  12378. break; //Does not affect the caster.
  12379. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12380. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12381. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12382. sg->unit_id = UNT_USED_TRAPS;
  12383. break;
  12384. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  12385. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  12386. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  12387. break;
  12388. case UNT_FIRE_EXPANSION_TEAR_GAS:
  12389. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  12390. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  12391. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  12392. break;
  12393. case UNT_VOLCANIC_ASH:
  12394. if (!sce)
  12395. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  12396. break;
  12397. case UNT_KINGS_GRACE:
  12398. if (!sce) {
  12399. int state = 0;
  12400. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  12401. state |= BCT_GUILD;
  12402. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  12403. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  12404. }
  12405. break;
  12406. case UNT_STEALTHFIELD:
  12407. if( bl->id == sg->src_id )
  12408. break; // Doesn't work on self (video shows that)
  12409. if (!sce)
  12410. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  12411. break;
  12412. case UNT_NEUTRALBARRIER:
  12413. if (!sce)
  12414. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  12415. break;
  12416. case UNT_WARMER:
  12417. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  12418. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  12419. break;
  12420. case UNT_CATNIPPOWDER:
  12421. if (sg->src_id == bl->id)
  12422. break; // Does not affect the caster or Boss.
  12423. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12424. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12425. break;
  12426. case UNT_NYANGGRASS:
  12427. if (!sce)
  12428. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  12429. break;
  12430. case UNT_GD_LEADERSHIP:
  12431. case UNT_GD_GLORYWOUNDS:
  12432. case UNT_GD_SOULCOLD:
  12433. case UNT_GD_HAWKEYES:
  12434. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  12435. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  12436. break;
  12437. }
  12438. return skill_id;
  12439. }
  12440. /**
  12441. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  12442. * @param unit Skill unit
  12443. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  12444. * @param tick
  12445. */
  12446. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  12447. {
  12448. struct skill_unit_group *sg;
  12449. struct block_list *ss;
  12450. TBL_PC* tsd;
  12451. struct status_data *tstatus;
  12452. struct status_change *sc, *tsc;
  12453. struct skill_unit_group_tickset *ts;
  12454. enum sc_type type;
  12455. uint16 skill_id;
  12456. t_tick diff = 0;
  12457. nullpo_ret(unit);
  12458. nullpo_ret(bl);
  12459. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  12460. return 0;
  12461. nullpo_ret(sg = unit->group);
  12462. nullpo_ret(ss = map_id2bl(sg->src_id));
  12463. tsd = BL_CAST(BL_PC, bl);
  12464. tsc = status_get_sc(bl);
  12465. sc = status_get_sc(ss);
  12466. tstatus = status_get_status_data(bl);
  12467. type = status_skill2sc(sg->skill_id);
  12468. skill_id = sg->skill_id;
  12469. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  12470. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  12471. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  12472. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  12473. return 0; // Under Hovering characters are immune to trap and ground target skills.
  12474. if (sg->interval == -1) {
  12475. switch (sg->unit_id) {
  12476. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  12477. case UNT_FIREPILLAR_ACTIVE:
  12478. case UNT_ELECTRICSHOCKER:
  12479. case UNT_MANHOLE:
  12480. return 0;
  12481. default:
  12482. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  12483. return 0;
  12484. }
  12485. }
  12486. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  12487. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  12488. diff = DIFF_TICK(tick,ts->tick);
  12489. if (diff < 0)
  12490. return 0;
  12491. ts->tick = tick+sg->interval;
  12492. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  12493. ts->tick += (t_tick)sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  12494. }
  12495. // Wall of Thorn damaged by Fire element unit [Cydh]
  12496. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  12497. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  12498. struct skill_unit *su = (struct skill_unit *)bl;
  12499. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  12500. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  12501. su->group->limit = sg->limit = 0;
  12502. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  12503. return skill_id;
  12504. }
  12505. }
  12506. switch (sg->unit_id) {
  12507. // Units that deals simple attack
  12508. case UNT_GRAVITATION:
  12509. case UNT_EARTHSTRAIN:
  12510. case UNT_FIREWALK:
  12511. case UNT_ELECTRICWALK:
  12512. case UNT_PSYCHIC_WAVE:
  12513. case UNT_MAKIBISHI:
  12514. case UNT_VENOMFOG:
  12515. case UNT_ICEMINE:
  12516. case UNT_FLAMECROSS:
  12517. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12518. break;
  12519. case UNT_DUMMYSKILL:
  12520. switch (sg->skill_id) {
  12521. case SG_SUN_WARM: //SG skills [Komurka]
  12522. case SG_MOON_WARM:
  12523. case SG_STAR_WARM: {
  12524. int count = 0;
  12525. const int x = bl->x, y = bl->y;
  12526. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  12527. do {
  12528. if( bl->type == BL_PC )
  12529. status_zap(bl, 0, 15); // sp damage to players
  12530. else // mobs
  12531. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  12532. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  12533. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  12534. } else { //should end when out of sp.
  12535. sg->limit = DIFF_TICK(tick,sg->tick);
  12536. break;
  12537. }
  12538. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  12539. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  12540. }
  12541. break;
  12542. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  12543. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  12544. if (tsc)
  12545. tsc->sg_counter++; //SG hit counter.
  12546. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  12547. tsc->sg_counter=0; //Attack absorbed.
  12548. break;
  12549. #endif
  12550. case GS_DESPERADO:
  12551. if (rnd()%100 < unit->val1)
  12552. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12553. break;
  12554. default:
  12555. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12556. }
  12557. break;
  12558. case UNT_FIREWALL:
  12559. case UNT_KAEN: {
  12560. int count = 0;
  12561. const int x = bl->x, y = bl->y;
  12562. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  12563. break;
  12564. //Take into account these hit more times than the timer interval can handle.
  12565. do
  12566. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  12567. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  12568. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  12569. if (unit->val2 <= 0)
  12570. skill_delunit(unit);
  12571. }
  12572. break;
  12573. case UNT_SANCTUARY:
  12574. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  12575. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  12576. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  12577. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  12578. } else {
  12579. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12580. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12581. #ifdef RENEWAL
  12582. if (md && md->mob_id == MOBID_EMPERIUM)
  12583. break;
  12584. #endif
  12585. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  12586. break;
  12587. if( tstatus->hp >= tstatus->max_hp )
  12588. break;
  12589. if( status_isimmune(bl) )
  12590. heal = 0;
  12591. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12592. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  12593. heal = ~heal + 1;
  12594. status_heal(bl, heal, 0, 0);
  12595. }
  12596. break;
  12597. case UNT_EVILLAND:
  12598. //Will heal demon and undead element monsters, but not players.
  12599. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  12600. { //Damage enemies
  12601. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12602. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12603. } else {
  12604. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  12605. if (tstatus->hp >= tstatus->max_hp)
  12606. break;
  12607. if (status_isimmune(bl))
  12608. heal = 0;
  12609. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12610. status_heal(bl, heal, 0, 0);
  12611. }
  12612. break;
  12613. case UNT_MAGNUS:
  12614. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  12615. break;
  12616. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12617. break;
  12618. case UNT_FIREPILLAR_WAITING:
  12619. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  12620. skill_delunit(unit);
  12621. break;
  12622. case UNT_SKIDTRAP: {
  12623. //Knockback away from position of user during placement [Playtester]
  12624. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  12625. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  12626. sg->unit_id = UNT_USED_TRAPS;
  12627. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12628. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12629. //Target will be stopped for 3 seconds
  12630. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  12631. }
  12632. break;
  12633. case UNT_ANKLESNARE:
  12634. case UNT_MANHOLE:
  12635. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  12636. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  12637. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  12638. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12639. if( td )
  12640. sec = DIFF_TICK(td->tick, tick);
  12641. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  12642. || !unit_blown_immune(bl,0x1) )
  12643. {
  12644. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  12645. clif_fixpos(bl);
  12646. }
  12647. sg->val2 = bl->id;
  12648. } else
  12649. sec = 3000; //Couldn't trap it?
  12650. if (sg->unit_id == UNT_ANKLESNARE) {
  12651. clif_skillunit_update(&unit->bl);
  12652. /**
  12653. * If you're snared from a trap that was invisible this makes the trap be
  12654. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  12655. * bugreport:3961
  12656. **/
  12657. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  12658. }
  12659. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  12660. sg->interval = -1;
  12661. unit->range = 0;
  12662. }
  12663. break;
  12664. case UNT_ELECTRICSHOCKER:
  12665. if( bl->id != ss->id ) {
  12666. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  12667. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  12668. clif_fixpos(bl);
  12669. }
  12670. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12671. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12672. }
  12673. break;
  12674. case UNT_VENOMDUST:
  12675. if(tsc && !tsc->data[type])
  12676. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  12677. break;
  12678. case UNT_LANDMINE:
  12679. //Land Mine only hits single target
  12680. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12681. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  12682. sg->limit = 1500;
  12683. break;
  12684. case UNT_MAGENTATRAP:
  12685. case UNT_COBALTTRAP:
  12686. case UNT_MAIZETRAP:
  12687. case UNT_VERDURETRAP:
  12688. if( bl->type == BL_PC )// it won't work on players
  12689. break;
  12690. case UNT_FIRINGTRAP:
  12691. case UNT_ICEBOUNDTRAP:
  12692. case UNT_CLUSTERBOMB:
  12693. if( bl->id == ss->id )// it won't trigger on caster
  12694. break;
  12695. case UNT_BLASTMINE:
  12696. case UNT_SHOCKWAVE:
  12697. case UNT_SANDMAN:
  12698. case UNT_FLASHER:
  12699. case UNT_FREEZINGTRAP:
  12700. case UNT_FIREPILLAR_ACTIVE:
  12701. case UNT_CLAYMORETRAP:
  12702. {
  12703. int bl_flag = sg->bl_flag;
  12704. if (tsc && tsc->data[SC__MANHOLE])
  12705. break;
  12706. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  12707. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  12708. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  12709. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  12710. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  12711. sg->limit = DIFF_TICK(tick, sg->tick) +
  12712. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  12713. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  12714. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  12715. }
  12716. break;
  12717. case UNT_TALKIEBOX:
  12718. if (sg->src_id == bl->id)
  12719. break;
  12720. if (sg->val2 == 0) {
  12721. clif_talkiebox(&unit->bl, sg->valstr);
  12722. sg->unit_id = UNT_USED_TRAPS;
  12723. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  12724. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  12725. sg->val2 = -1;
  12726. }
  12727. break;
  12728. case UNT_LULLABY:
  12729. if (ss->id == bl->id)
  12730. break;
  12731. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12732. break;
  12733. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12734. if (ss->id != bl->id)
  12735. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12736. break;
  12737. case UNT_DISSONANCE:
  12738. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12739. break;
  12740. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12741. int heal;
  12742. #ifdef RENEWAL
  12743. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12744. if (md && md->mob_id == MOBID_EMPERIUM)
  12745. break;
  12746. #endif
  12747. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12748. break; // affects self only when soullinked
  12749. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12750. if (tsc->data[SC_AKAITSUKI] && heal)
  12751. heal = ~heal + 1;
  12752. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12753. status_heal(bl, heal, 0, 0);
  12754. }
  12755. break;
  12756. case UNT_TATAMIGAESHI:
  12757. case UNT_DEMONSTRATION:
  12758. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12759. break;
  12760. case UNT_GOSPEL:
  12761. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  12762. break;
  12763. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  12764. { // Support Effect only on party, not guild
  12765. int heal;
  12766. int i = rnd() % 13; // Positive buff count
  12767. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12768. switch (i)
  12769. {
  12770. case 0: // Heal 1000~9999 HP
  12771. heal = rnd() % 9000 + 1000;
  12772. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  12773. status_heal(bl, heal, 0, 0);
  12774. break;
  12775. case 1: // End all negative status
  12776. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  12777. if (tsd) clif_gospel_info(tsd, 0x15);
  12778. break;
  12779. case 2: // Immunity to all status
  12780. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  12781. if (tsd) clif_gospel_info(tsd, 0x16);
  12782. break;
  12783. case 3: // MaxHP +100%
  12784. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  12785. if (tsd) clif_gospel_info(tsd, 0x17);
  12786. break;
  12787. case 4: // MaxSP +100%
  12788. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  12789. if (tsd) clif_gospel_info(tsd, 0x18);
  12790. break;
  12791. case 5: // All stats +20
  12792. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  12793. if (tsd) clif_gospel_info(tsd, 0x19);
  12794. break;
  12795. case 6: // Level 10 Blessing
  12796. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  12797. break;
  12798. case 7: // Level 10 Increase AGI
  12799. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  12800. break;
  12801. case 8: // Enchant weapon with Holy element
  12802. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  12803. if (tsd) clif_gospel_info(tsd, 0x1c);
  12804. break;
  12805. case 9: // Enchant armor with Holy element
  12806. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  12807. if (tsd) clif_gospel_info(tsd, 0x1d);
  12808. break;
  12809. case 10: // DEF +25%
  12810. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  12811. if (tsd) clif_gospel_info(tsd, 0x1e);
  12812. break;
  12813. case 11: // ATK +100%
  12814. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  12815. if (tsd) clif_gospel_info(tsd, 0x1f);
  12816. break;
  12817. case 12: // HIT/Flee +50
  12818. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  12819. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  12820. if (tsd) clif_gospel_info(tsd, 0x20);
  12821. break;
  12822. }
  12823. }
  12824. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  12825. { // Offensive Effect
  12826. int i = rnd() % 10; // Negative buff count
  12827. switch (i)
  12828. {
  12829. case 0: // Deal 3000~7999 damage reduced by DEF
  12830. case 1: // Deal 1500~5499 damage unreducable
  12831. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  12832. break;
  12833. case 2: // Curse
  12834. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  12835. break;
  12836. case 3: // Blind
  12837. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  12838. break;
  12839. case 4: // Poison
  12840. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  12841. break;
  12842. case 5: // Level 10 Provoke
  12843. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  12844. break;
  12845. case 6: // DEF -100%
  12846. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  12847. break;
  12848. case 7: // ATK -100%
  12849. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  12850. break;
  12851. case 8: // Flee -100%
  12852. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  12853. break;
  12854. case 9: // Speed/ASPD -25%
  12855. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  12856. break;
  12857. }
  12858. }
  12859. break;
  12860. case UNT_BASILICA:
  12861. {
  12862. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12863. if (i > 0) {
  12864. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  12865. break;
  12866. }
  12867. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12868. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12869. }
  12870. break;
  12871. case UNT_GROUNDDRIFT_WIND:
  12872. case UNT_GROUNDDRIFT_DARK:
  12873. case UNT_GROUNDDRIFT_POISON:
  12874. case UNT_GROUNDDRIFT_WATER:
  12875. case UNT_GROUNDDRIFT_FIRE:
  12876. map_foreachinrange(skill_trap_splash,&unit->bl,
  12877. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12878. &unit->bl,tick);
  12879. sg->unit_id = UNT_USED_TRAPS;
  12880. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12881. sg->limit=DIFF_TICK(tick,sg->tick);
  12882. break;
  12883. case UNT_POISONSMOKE:
  12884. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12885. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12886. break;
  12887. case UNT_EPICLESIS:
  12888. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  12889. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12890. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  12891. int hp, sp;
  12892. switch( sg->skill_lv ) {
  12893. case 1: case 2: hp = 3; sp = 2; break;
  12894. case 3: case 4: hp = 4; sp = 3; break;
  12895. case 5: default: hp = 5; sp = 4; break;
  12896. }
  12897. hp = tstatus->max_hp * hp / 100;
  12898. sp = tstatus->max_sp * sp / 100;
  12899. if (tstatus->hp < tstatus->max_hp)
  12900. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12901. if (tstatus->sp < tstatus->max_sp)
  12902. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12903. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12904. hp = ~hp + 1;
  12905. status_heal(bl, hp, sp, 3);
  12906. }
  12907. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  12908. // Doesn't remove Invisibility or Chase Walk.
  12909. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12910. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12911. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12912. status_change_end(bl,SC_CAMOUFLAGE,INVALID_TIMER);
  12913. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12914. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12915. }
  12916. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12917. }
  12918. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12919. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12920. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12921. break;
  12922. case UNT_DIMENSIONDOOR:
  12923. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  12924. pc_randomwarp(tsd,CLR_TELEPORT);
  12925. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12926. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12927. break;
  12928. case UNT_REVERBERATION:
  12929. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12930. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  12931. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  12932. sg->unit_id = UNT_USED_TRAPS;
  12933. break;
  12934. case UNT_SEVERE_RAINSTORM:
  12935. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 ) {
  12936. struct map_session_data *sd = BL_CAST(BL_PC, ss);
  12937. int weapon_flag = 0;
  12938. if (sd && (sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP))
  12939. weapon_flag = 4;
  12940. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,weapon_flag);
  12941. }
  12942. break;
  12943. case UNT_NETHERWORLD:
  12944. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12945. if (!(tsc && tsc->data[type])) {
  12946. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12947. sg->limit = DIFF_TICK(tick,sg->tick);
  12948. sg->unit_id = UNT_USED_TRAPS;
  12949. }
  12950. }
  12951. break;
  12952. case UNT_THORNS_TRAP:
  12953. if( tsc ) {
  12954. if( !sg->val2 ) {
  12955. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12956. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12957. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12958. if( td )
  12959. sec = DIFF_TICK(td->tick, tick);
  12960. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12961. clif_fixpos(bl);
  12962. sg->val2 = bl->id;
  12963. } else
  12964. sec = 3000; // Couldn't trap it?
  12965. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12966. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12967. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12968. }
  12969. break;
  12970. case UNT_WALLOFTHORN:
  12971. if (unit->val2-- <= 0) // Max hit reached
  12972. break;
  12973. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12974. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12975. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, BLOWN_NONE);
  12976. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  12977. break;
  12978. case UNT_DEMONIC_FIRE:
  12979. switch( sg->val2 ) {
  12980. case 1:
  12981. default:
  12982. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  12983. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12984. break;
  12985. }
  12986. break;
  12987. case UNT_HELLS_PLANT:
  12988. if ((tsc && tsc->data[SC__MANHOLE]) || status_isimmune(bl))
  12989. break;
  12990. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12991. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12992. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12993. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12994. break;
  12995. case UNT_ZEPHYR:
  12996. if (ss == bl)
  12997. break; // Doesn't affect the Elemental
  12998. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12999. break;
  13000. case UNT_CLOUD_KILL:
  13001. if (tsc && !tsc->data[type])
  13002. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  13003. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13004. break;
  13005. case UNT_VACUUM_EXTREME:
  13006. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  13007. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  13008. return 0;
  13009. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) // Apply effect and suck non-walking targets one-by-one each n seconds
  13010. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  13011. break;
  13012. case UNT_BANDING:
  13013. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  13014. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  13015. break;
  13016. case UNT_FIRE_MANTLE:
  13017. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  13018. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13019. break;
  13020. case UNT_ZENKAI_WATER:
  13021. case UNT_ZENKAI_LAND:
  13022. case UNT_ZENKAI_FIRE:
  13023. case UNT_ZENKAI_WIND:
  13024. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  13025. switch( sg->unit_id ) {
  13026. case UNT_ZENKAI_WATER:
  13027. switch (rnd()%2 + 1) {
  13028. case 1:
  13029. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13030. break;
  13031. case 2:
  13032. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13033. break;
  13034. }
  13035. break;
  13036. case UNT_ZENKAI_LAND:
  13037. switch (rnd()%2 + 1) {
  13038. case 1:
  13039. sc_start2(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13040. break;
  13041. case 2:
  13042. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13043. break;
  13044. }
  13045. break;
  13046. case UNT_ZENKAI_FIRE:
  13047. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time(sg->skill_id, sg->skill_lv));
  13048. break;
  13049. case UNT_ZENKAI_WIND:
  13050. switch (rnd()%3 + 1) {
  13051. case 1:
  13052. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13053. break;
  13054. case 2:
  13055. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13056. break;
  13057. case 3:
  13058. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13059. break;
  13060. }
  13061. break;
  13062. }
  13063. } else
  13064. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time(sg->skill_id, sg->skill_lv));
  13065. break;
  13066. case UNT_LAVA_SLIDE:
  13067. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13068. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  13069. sg->limit = DIFF_TICK(tick, sg->tick);
  13070. break;
  13071. case UNT_POISON_MIST:
  13072. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  13073. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  13074. break;
  13075. case UNT_CHAOSPANIC:
  13076. if (tsc && tsc->data[type])
  13077. break;
  13078. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  13079. break;
  13080. case UNT_B_TRAP:
  13081. if (tsc && tsc->data[type])
  13082. break;
  13083. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  13084. unit->val2++; // Mark as ever been used
  13085. break;
  13086. case UNT_FIRE_RAIN:
  13087. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  13088. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  13089. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  13090. break;
  13091. case UNT_MAGMA_ERUPTION:
  13092. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  13093. break;
  13094. }
  13095. if (bl->type == BL_MOB && ss != bl)
  13096. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  13097. return skill_id;
  13098. }
  13099. /**
  13100. * Triggered when a char steps out of a skill unit
  13101. * @param src Skill unit from char moved out
  13102. * @param bl Char
  13103. * @param tick
  13104. */
  13105. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  13106. {
  13107. struct skill_unit_group *sg;
  13108. struct status_change *sc;
  13109. struct status_change_entry *sce;
  13110. enum sc_type type;
  13111. nullpo_ret(src);
  13112. nullpo_ret(bl);
  13113. nullpo_ret(sg=src->group);
  13114. sc = status_get_sc(bl);
  13115. type = status_skill2sc(sg->skill_id);
  13116. sce = (sc && type != -1)?sc->data[type]:NULL;
  13117. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  13118. return 0;
  13119. switch(sg->unit_id){
  13120. case UNT_SAFETYWALL:
  13121. case UNT_PNEUMA:
  13122. case UNT_EPICLESIS://Arch Bishop
  13123. if (sce)
  13124. status_change_end(bl, type, INVALID_TIMER);
  13125. break;
  13126. case UNT_BASILICA:
  13127. if (sce && sce->val4 != bl->id)
  13128. status_change_end(bl, type, INVALID_TIMER);
  13129. break;
  13130. case UNT_HERMODE: //Clear Hermode if the owner moved.
  13131. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  13132. status_change_end(bl, type, INVALID_TIMER);
  13133. break;
  13134. case UNT_DISSONANCE:
  13135. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  13136. {
  13137. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  13138. if(skill_get_inf2(i, INF2_ISSONG)) {
  13139. type = status_skill2sc(i);
  13140. sce = (sc && type != -1)?sc->data[type]:NULL;
  13141. if(sce)
  13142. return i;
  13143. }
  13144. }
  13145. }
  13146. case UNT_WHISTLE:
  13147. case UNT_ASSASSINCROSS:
  13148. case UNT_POEMBRAGI:
  13149. case UNT_APPLEIDUN:
  13150. case UNT_HUMMING:
  13151. case UNT_DONTFORGETME:
  13152. case UNT_FORTUNEKISS:
  13153. case UNT_SERVICEFORYOU:
  13154. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13155. return -1;
  13156. }
  13157. return sg->skill_id;
  13158. }
  13159. /**
  13160. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  13161. * @param skill_id Skill ID
  13162. * @param bl A char
  13163. * @param tick
  13164. */
  13165. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  13166. {
  13167. struct status_change *sc;
  13168. struct status_change_entry *sce;
  13169. enum sc_type type;
  13170. sc = status_get_sc(bl);
  13171. if (sc && !sc->count)
  13172. sc = NULL;
  13173. type = status_skill2sc(skill_id);
  13174. sce = (sc && type != -1)?sc->data[type]:NULL;
  13175. switch (skill_id)
  13176. {
  13177. case WZ_QUAGMIRE:
  13178. if (bl->type==BL_MOB)
  13179. break;
  13180. if (sce)
  13181. status_change_end(bl, type, INVALID_TIMER);
  13182. break;
  13183. case BD_LULLABY:
  13184. case BD_RICHMANKIM:
  13185. case BD_ETERNALCHAOS:
  13186. case BD_DRUMBATTLEFIELD:
  13187. case BD_RINGNIBELUNGEN:
  13188. case BD_ROKISWEIL:
  13189. case BD_INTOABYSS:
  13190. case BD_SIEGFRIED:
  13191. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  13192. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  13193. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  13194. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  13195. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  13196. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  13197. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  13198. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13199. }
  13200. case MH_STEINWAND:
  13201. case MG_SAFETYWALL:
  13202. case AL_PNEUMA:
  13203. case SA_VOLCANO:
  13204. case SA_DELUGE:
  13205. case SA_VIOLENTGALE:
  13206. case CG_HERMODE:
  13207. case HW_GRAVITATION:
  13208. case HP_BASILICA:
  13209. case NJ_SUITON:
  13210. case SC_MAELSTROM:
  13211. case EL_WATER_BARRIER:
  13212. case EL_ZEPHYR:
  13213. case EL_POWER_OF_GAIA:
  13214. case SO_WARMER:
  13215. case SO_FIRE_INSIGNIA:
  13216. case SO_WATER_INSIGNIA:
  13217. case SO_WIND_INSIGNIA:
  13218. case SO_EARTH_INSIGNIA:
  13219. case SC_BLOODYLUST:
  13220. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13221. case GN_FIRE_EXPANSION_TEAR_GAS:
  13222. case LG_KINGS_GRACE:
  13223. case NC_STEALTHFIELD:
  13224. case NC_NEUTRALBARRIER:
  13225. case SU_NYANGGRASS:
  13226. if (sce)
  13227. status_change_end(bl, type, INVALID_TIMER);
  13228. break;
  13229. case BA_DISSONANCE:
  13230. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  13231. {
  13232. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  13233. if(skill_get_inf2(i, INF2_ISSONG)){
  13234. type = status_skill2sc(i);
  13235. sce = (sc && type != -1)?sc->data[type]:NULL;
  13236. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  13237. delete_timer(sce->timer, status_change_timer);
  13238. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13239. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  13240. }
  13241. }
  13242. }
  13243. }
  13244. break;
  13245. case BA_POEMBRAGI:
  13246. case BA_WHISTLE:
  13247. case BA_ASSASSINCROSS:
  13248. case BA_APPLEIDUN:
  13249. case DC_HUMMING:
  13250. case DC_DONTFORGETME:
  13251. case DC_FORTUNEKISS:
  13252. case DC_SERVICEFORYOU:
  13253. if (sce)
  13254. {
  13255. delete_timer(sce->timer, status_change_timer);
  13256. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  13257. //not possible on our current implementation.
  13258. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  13259. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  13260. }
  13261. break;
  13262. case PF_FOGWALL:
  13263. if (sce)
  13264. {
  13265. status_change_end(bl, type, INVALID_TIMER);
  13266. if ((sce=sc->data[SC_BLIND]))
  13267. {
  13268. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  13269. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  13270. else {
  13271. delete_timer(sce->timer, status_change_timer);
  13272. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  13273. }
  13274. }
  13275. }
  13276. break;
  13277. case GD_LEADERSHIP:
  13278. case GD_GLORYWOUNDS:
  13279. case GD_SOULCOLD:
  13280. case GD_HAWKEYES:
  13281. if( !(sce && sce->val4) )
  13282. status_change_end(bl, type, INVALID_TIMER);
  13283. break;
  13284. }
  13285. return skill_id;
  13286. }
  13287. /*==========================================
  13288. * Invoked when a unit cell has been placed/removed/deleted.
  13289. * flag values:
  13290. * flag&1: Invoke onplace function (otherwise invoke onout)
  13291. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  13292. * flag&8: Recursive
  13293. *------------------------------------------*/
  13294. static int skill_unit_effect(struct block_list* bl, va_list ap)
  13295. {
  13296. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  13297. struct skill_unit_group* group = unit->group;
  13298. t_tick tick = va_arg(ap,t_tick);
  13299. unsigned int flag = va_arg(ap,unsigned int);
  13300. uint16 skill_id;
  13301. bool dissonance = false;
  13302. bool isTarget = false;
  13303. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  13304. return 0;
  13305. nullpo_ret(group);
  13306. if( !(flag&8) ) {
  13307. dissonance = skill_dance_switch(unit, 0);
  13308. //Target-type check.
  13309. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  13310. }
  13311. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  13312. skill_id = group->skill_id;
  13313. if( isTarget ){
  13314. if( flag&1 )
  13315. skill_unit_onplace(unit,bl,tick);
  13316. else {
  13317. if( skill_unit_onout(unit,bl,tick) == -1 )
  13318. return 0; // Don't let a Bard/Dancer update their own song timer
  13319. }
  13320. if( flag&4 )
  13321. skill_unit_onleft(skill_id, bl, tick);
  13322. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  13323. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  13324. if( dissonance ) {
  13325. skill_dance_switch(unit, 1);
  13326. //we placed a dissonance, let's update
  13327. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  13328. }
  13329. return 0;
  13330. }
  13331. /**
  13332. * Check skill unit while receiving damage
  13333. * @param unit Skill unit
  13334. * @param damage Received damage
  13335. * @return Damage
  13336. */
  13337. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  13338. {
  13339. struct skill_unit_group *sg;
  13340. nullpo_ret(unit);
  13341. nullpo_ret(sg = unit->group);
  13342. switch( sg->unit_id ) {
  13343. case UNT_BLASTMINE:
  13344. case UNT_SKIDTRAP:
  13345. case UNT_LANDMINE:
  13346. case UNT_SHOCKWAVE:
  13347. case UNT_SANDMAN:
  13348. case UNT_FLASHER:
  13349. case UNT_CLAYMORETRAP:
  13350. case UNT_FREEZINGTRAP:
  13351. case UNT_ANKLESNARE:
  13352. case UNT_ICEWALL:
  13353. case UNT_WALLOFTHORN:
  13354. case UNT_REVERBERATION:
  13355. case UNT_NETHERWORLD:
  13356. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  13357. break;
  13358. default:
  13359. damage = 0;
  13360. break;
  13361. }
  13362. return damage;
  13363. }
  13364. /**
  13365. * Check char condition around the skill caster
  13366. * @param bl Char around area
  13367. * @param *c Counter for 'valid' condition found
  13368. * @param *p_sd Stores 'rid' of char found
  13369. * @param skill_id Skill ID
  13370. * @param skill_lv Level of used skill
  13371. */
  13372. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  13373. {
  13374. int *c, skill_id;
  13375. struct block_list *src;
  13376. struct map_session_data *sd;
  13377. struct map_session_data *tsd;
  13378. int *p_sd; //Contains the list of characters found.
  13379. nullpo_ret(bl);
  13380. nullpo_ret(tsd=(struct map_session_data*)bl);
  13381. nullpo_ret(src=va_arg(ap,struct block_list *));
  13382. nullpo_ret(sd=(struct map_session_data*)src);
  13383. c=va_arg(ap,int *);
  13384. p_sd = va_arg(ap, int *);
  13385. skill_id = va_arg(ap,int);
  13386. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13387. if (skill_id == PR_BENEDICTIO) {
  13388. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  13389. return 0;
  13390. }
  13391. else if (is_chorus || skill_id == WL_COMET) {
  13392. if (*c == MAX_PARTY) // Check for partners for Chorus or Comet; Cap if the entire party is accounted for.
  13393. return 0;
  13394. }
  13395. else if (*c >= 1) // Check for one companion for all other cases.
  13396. return 0;
  13397. if (bl == src)
  13398. return 0;
  13399. if(pc_isdead(tsd))
  13400. return 0;
  13401. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  13402. return 0;
  13403. if( is_chorus ) {
  13404. if( tsd->status.party_id && sd->status.party_id &&
  13405. tsd->status.party_id == sd->status.party_id &&
  13406. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  13407. p_sd[(*c)++] = tsd->bl.id;
  13408. return 1;
  13409. } else {
  13410. switch(skill_id) {
  13411. case PR_BENEDICTIO: {
  13412. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  13413. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  13414. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  13415. && sd->status.sp >= 10)
  13416. p_sd[(*c)++]=tsd->bl.id;
  13417. return 1;
  13418. }
  13419. case AB_ADORAMUS:
  13420. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  13421. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  13422. p_sd[(*c)++] = tsd->bl.id;
  13423. return 1;
  13424. case WL_COMET:
  13425. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  13426. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  13427. p_sd[(*c)++] = tsd->bl.id;
  13428. return 1;
  13429. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  13430. {
  13431. uint16 skill_lv;
  13432. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  13433. return 0;
  13434. if (sd->status.sex != tsd->status.sex &&
  13435. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  13436. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  13437. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  13438. sd->status.party_id && tsd->status.party_id &&
  13439. sd->status.party_id == tsd->status.party_id &&
  13440. !tsd->sc.data[SC_DANCING])
  13441. {
  13442. p_sd[(*c)++]=tsd->bl.id;
  13443. return skill_lv;
  13444. }
  13445. }
  13446. break;
  13447. }
  13448. }
  13449. return 0;
  13450. }
  13451. /**
  13452. * Checks and stores partners for ensemble skills [Skotlex]
  13453. * Max partners is 2.
  13454. * @param sd Caster
  13455. * @param skill_id
  13456. * @param skill_lv
  13457. * @param range Area range to check
  13458. * @param cast_flag Special handle
  13459. */
  13460. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  13461. {
  13462. static int c=0;
  13463. static int p_sd[MAX_PARTY];
  13464. int i;
  13465. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  13466. if (!sd)
  13467. return 0;
  13468. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  13469. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  13470. if (cast_flag) { //Execute the skill on the partners.
  13471. struct map_session_data* tsd;
  13472. switch (skill_id) {
  13473. case PR_BENEDICTIO:
  13474. for (i = 0; i < c; i++) {
  13475. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  13476. status_charge(&tsd->bl, 0, 10);
  13477. }
  13478. return c;
  13479. case AB_ADORAMUS:
  13480. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  13481. i = 2 * (*skill_lv);
  13482. status_charge(&tsd->bl, 0, i);
  13483. }
  13484. break;
  13485. default: //Warning: Assuming Ensemble skills here (for speed)
  13486. if( is_chorus )
  13487. break;//Chorus skills are not to be parsed as ensambles
  13488. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  13489. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  13490. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  13491. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  13492. tsd->skill_id_dance = skill_id;
  13493. tsd->skill_lv_dance = *skill_lv;
  13494. }
  13495. return c;
  13496. }
  13497. }
  13498. //Else: new search for partners.
  13499. c = 0;
  13500. memset (p_sd, 0, sizeof(p_sd));
  13501. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  13502. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  13503. *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.
  13504. return c;
  13505. }
  13506. /**
  13507. * Sub function to count how many spawned mob is around.
  13508. * Some skills check with matched AI.
  13509. * @param rid Source ID
  13510. * @param mob_class Monster ID
  13511. * @param skill_id Used skill
  13512. * @param *c Counter for found monster
  13513. */
  13514. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  13515. {
  13516. int *c,src_id,mob_class,skill;
  13517. uint16 ai;
  13518. struct mob_data *md;
  13519. md=(struct mob_data*)bl;
  13520. src_id=va_arg(ap,int);
  13521. mob_class=va_arg(ap,int);
  13522. skill=va_arg(ap,int);
  13523. c=va_arg(ap,int *);
  13524. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  13525. if( md->master_id != src_id || md->special_state.ai != ai)
  13526. return 0; //Non alchemist summoned mobs have nothing to do here.
  13527. if(md->mob_id==mob_class)
  13528. (*c)++;
  13529. return 1;
  13530. }
  13531. /**
  13532. * Determines if a given skill should be made to consume ammo
  13533. * when used by the player. [Skotlex]
  13534. * @param sd Player
  13535. * @param skill_id Skill ID
  13536. * @return True if skill is need ammo; False otherwise.
  13537. */
  13538. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  13539. {
  13540. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13541. return (
  13542. battle_config.arrow_decrement == 2 &&
  13543. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  13544. skill_id != HT_PHANTASMIC &&
  13545. skill->skill_type == BF_WEAPON &&
  13546. !skill->nk[NK_NODAMAGE] &&
  13547. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  13548. );
  13549. }
  13550. /**
  13551. * Check SC required to cast a skill
  13552. * @param sc
  13553. * @param skill_id
  13554. * @return True if condition is met, False otherwise
  13555. **/
  13556. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  13557. struct status_change *sc = NULL;
  13558. if (require->status.empty())
  13559. return true;
  13560. nullpo_ret(sd);
  13561. if (!require)
  13562. return false;
  13563. if (!(sc = &sd->sc)) {
  13564. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13565. return false;
  13566. }
  13567. /* May has multiple requirements */
  13568. for (const auto &reqStatus : require->status) {
  13569. if (reqStatus == SC_NONE)
  13570. continue;
  13571. switch (reqStatus) {
  13572. /* Official fail msg */
  13573. case SC_PUSH_CART:
  13574. if (!sc->data[SC_PUSH_CART]) {
  13575. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  13576. return false;
  13577. }
  13578. break;
  13579. case SC_POISONINGWEAPON:
  13580. if (!sc->data[SC_POISONINGWEAPON]) {
  13581. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  13582. return false;
  13583. }
  13584. break;
  13585. case GC_COUNTERSLASH:
  13586. if (!sc->data[SC_WEAPONBLOCK_ON]) {
  13587. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13588. return false;
  13589. }
  13590. break;
  13591. default:
  13592. if (!sc->data[reqStatus]) {
  13593. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  13594. return false;
  13595. }
  13596. break;
  13597. }
  13598. }
  13599. return true;
  13600. }
  13601. /**
  13602. * Check skill condition when cast begin
  13603. * For ammo, only check if the skill need ammo
  13604. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  13605. * @param sd Player who uses skill
  13606. * @param skill_id ID of used skill
  13607. * @param skill_lv Level of used skill
  13608. * @return true: All condition passed, false: Failed
  13609. */
  13610. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13611. {
  13612. struct status_data *status;
  13613. struct status_change *sc;
  13614. struct s_skill_condition require;
  13615. int i;
  13616. nullpo_retr(false,sd);
  13617. if (sd->chatID)
  13618. return false;
  13619. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  13620. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13621. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13622. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13623. return true;
  13624. }
  13625. switch( sd->menuskill_id ) {
  13626. case AM_PHARMACY:
  13627. switch( skill_id ) {
  13628. case AM_PHARMACY:
  13629. case AC_MAKINGARROW:
  13630. case BS_REPAIRWEAPON:
  13631. case AM_TWILIGHT1:
  13632. case AM_TWILIGHT2:
  13633. case AM_TWILIGHT3:
  13634. return false;
  13635. }
  13636. break;
  13637. case GN_MIX_COOKING:
  13638. case GN_MAKEBOMB:
  13639. case GN_S_PHARMACY:
  13640. case GN_CHANGEMATERIAL:
  13641. if( sd->menuskill_id != skill_id )
  13642. return false;
  13643. break;
  13644. }
  13645. status = &sd->battle_status;
  13646. sc = &sd->sc;
  13647. if( !sc->count )
  13648. sc = NULL;
  13649. if( sd->skillitem == skill_id )
  13650. {
  13651. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  13652. sd->state.abra_flag = 0;
  13653. else
  13654. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  13655. if( (i = sd->itemindex) == -1 ||
  13656. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  13657. sd->inventory_data[i] == NULL ||
  13658. !sd->inventory_data[i]->flag.delay_consume ||
  13659. sd->inventory.u.items_inventory[i].amount < 1
  13660. )
  13661. { //Something went wrong, item exploit?
  13662. sd->itemid = sd->itemindex = -1;
  13663. return false;
  13664. }
  13665. //Consume
  13666. sd->itemid = sd->itemindex = -1;
  13667. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume == 2 ) // [marquis007]
  13668. ; //Do not consume item.
  13669. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  13670. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  13671. }
  13672. if(!sd->skillitem_keep_requirement)
  13673. return true;
  13674. }
  13675. if( pc_is90overweight(sd) ) {
  13676. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13677. return false;
  13678. }
  13679. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  13680. return false;
  13681. //Checks if disabling skill - in which case no SP requirements are necessary
  13682. if( sc && skill_disable_check(sc,skill_id))
  13683. return true;
  13684. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  13685. // Check the skills that can be used while mounted on a warg
  13686. if( pc_isridingwug(sd) ) {
  13687. if(!inf2[INF2_ALLOWONWARG])
  13688. return false; // in official there is no message.
  13689. }
  13690. if( pc_ismadogear(sd) ) {
  13691. // Skills that are unusable when Mado is equipped. [Jobbie]
  13692. if(!inf2[INF2_ALLOWONMADO]){
  13693. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  13694. return false;
  13695. }
  13696. }
  13697. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13698. // return false;
  13699. require = skill_get_requirement(sd,skill_id,skill_lv);
  13700. //Can only update state when weapon/arrow info is checked.
  13701. sd->state.arrow_atk = require.ammo?1:0;
  13702. // perform skill-group checks
  13703. if(inf2[INF2_ISCHORUS]) {
  13704. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  13705. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13706. return false;
  13707. }
  13708. }
  13709. else if(inf2[INF2_ISENSEMBLE]) {
  13710. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13711. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13712. return false;
  13713. }
  13714. }
  13715. // perform skill-specific checks (and actions)
  13716. switch( skill_id ) {
  13717. case RG_GRAFFITI:
  13718. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  13719. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13720. return false;
  13721. }
  13722. break;
  13723. case SO_SPELLFIST:
  13724. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13725. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13726. return false;
  13727. }
  13728. case SA_CASTCANCEL:
  13729. if(sd->ud.skilltimer == INVALID_TIMER) {
  13730. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13731. return false;
  13732. }
  13733. break;
  13734. case AS_CLOAKING:
  13735. {
  13736. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13737. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13738. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13739. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13740. int di;
  13741. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13742. if( di == 8 ) {
  13743. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13744. return false;
  13745. }
  13746. }
  13747. break;
  13748. }
  13749. case AL_WARP:
  13750. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13751. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13752. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13753. return false;
  13754. }
  13755. break;
  13756. case AL_HOLYWATER:
  13757. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  13758. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13759. return false;
  13760. }
  13761. break;
  13762. case MO_CALLSPIRITS:
  13763. if(sc && sc->data[SC_RAISINGDRAGON])
  13764. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13765. if(sd->spiritball >= skill_lv) {
  13766. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13767. return false;
  13768. }
  13769. break;
  13770. case MO_FINGEROFFENSIVE:
  13771. case GS_FLING:
  13772. case SR_RIDEINLIGHTNING:
  13773. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13774. sd->spiritball_old = require.spiritball = sd->spiritball;
  13775. else
  13776. sd->spiritball_old = require.spiritball;
  13777. break;
  13778. case MO_CHAINCOMBO:
  13779. if(!sc)
  13780. return false;
  13781. if(sc->data[SC_BLADESTOP])
  13782. break;
  13783. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13784. break;
  13785. return false;
  13786. case MO_COMBOFINISH:
  13787. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13788. return false;
  13789. break;
  13790. case CH_TIGERFIST:
  13791. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13792. return false;
  13793. break;
  13794. case CH_CHAINCRUSH:
  13795. if(!(sc && sc->data[SC_COMBO]))
  13796. return false;
  13797. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13798. return false;
  13799. break;
  13800. case MO_EXTREMITYFIST:
  13801. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13802. // return false;
  13803. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13804. break;
  13805. if( sc && sc->data[SC_COMBO] ) {
  13806. switch(sc->data[SC_COMBO]->val1) {
  13807. case MO_COMBOFINISH:
  13808. case CH_TIGERFIST:
  13809. case CH_CHAINCRUSH:
  13810. break;
  13811. default:
  13812. return false;
  13813. }
  13814. }
  13815. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13816. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13817. return false;
  13818. }
  13819. break;
  13820. case TK_MISSION:
  13821. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13823. return false;
  13824. }
  13825. break;
  13826. case ASC_EDP:
  13827. #ifdef RENEWAL
  13828. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  13829. #else
  13830. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  13831. #endif
  13832. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13833. return false;
  13834. }
  13835. break;
  13836. case TK_READYCOUNTER:
  13837. case TK_READYDOWN:
  13838. case TK_READYSTORM:
  13839. case TK_READYTURN:
  13840. case TK_JUMPKICK:
  13841. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13842. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13843. return false;
  13844. }
  13845. break;
  13846. case TK_TURNKICK:
  13847. case TK_STORMKICK:
  13848. case TK_DOWNKICK:
  13849. case TK_COUNTER:
  13850. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13851. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13852. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13853. return false; //Combo needs to be ready
  13854. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13855. //Do not repeat a kick.
  13856. if (sc->data[SC_COMBO]->val3 != skill_id)
  13857. break;
  13858. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13859. return false;
  13860. }
  13861. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13862. unit_cancel_combo(&sd->bl);
  13863. return false;
  13864. }
  13865. break; //Combo ready.
  13866. case BD_ADAPTATION:
  13867. {
  13868. int time;
  13869. if(!(sc && sc->data[SC_DANCING])) {
  13870. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13871. return false;
  13872. }
  13873. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13874. if (skill_get_time(
  13875. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13876. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13877. - time < skill_get_time2(skill_id,skill_lv))
  13878. {
  13879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13880. return false;
  13881. }
  13882. }
  13883. break;
  13884. case PR_BENEDICTIO:
  13885. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13887. return false;
  13888. }
  13889. break;
  13890. case SL_SMA:
  13891. if(!(sc && sc->data[SC_SMA]))
  13892. return false;
  13893. break;
  13894. case HT_POWER:
  13895. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13896. return false;
  13897. break;
  13898. case CG_HERMODE:
  13899. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13900. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13901. return false;
  13902. }
  13903. break;
  13904. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13905. {
  13906. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13907. int size = range*2+1;
  13908. for (s=0;s<size*size;s++) {
  13909. int x = sd->bl.x+(s%size-range);
  13910. int y = sd->bl.y+(s/size-range);
  13911. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13912. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13913. return false;
  13914. }
  13915. }
  13916. }
  13917. break;
  13918. case PR_REDEMPTIO:
  13919. case LG_INSPIRATION:
  13920. {
  13921. unsigned int exp, exp_needp = 0;
  13922. switch (skill_id) {
  13923. case PR_REDEMPTIO:
  13924. exp_needp = battle_config.exp_cost_redemptio;
  13925. break;
  13926. case LG_INSPIRATION:
  13927. exp_needp = battle_config.exp_cost_inspiration;
  13928. break;
  13929. }
  13930. if (exp_needp && ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < exp_needp)) {
  13931. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13932. return false;
  13933. }
  13934. break;
  13935. }
  13936. case HP_BASILICA:
  13937. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13938. if( sd ) {
  13939. // When castbegin, needs 7x7 clear area
  13940. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13941. int size = range*2+1;
  13942. for( s=0;s<size*size;s++ ) {
  13943. int x = sd->bl.x+(s%size-range);
  13944. int y = sd->bl.y+(s/size-range);
  13945. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13946. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13947. return false;
  13948. }
  13949. }
  13950. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13951. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13952. return false;
  13953. }
  13954. }
  13955. }
  13956. break;
  13957. case AM_TWILIGHT2:
  13958. case AM_TWILIGHT3:
  13959. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13960. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13961. return false;
  13962. }
  13963. break;
  13964. case SG_SUN_WARM:
  13965. case SG_MOON_WARM:
  13966. case SG_STAR_WARM:
  13967. if (sc && sc->data[SC_MIRACLE])
  13968. break;
  13969. i = skill_id-SG_SUN_WARM;
  13970. if (sd->bl.m == sd->feel_map[i].m)
  13971. break;
  13972. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13973. return false;
  13974. break;
  13975. case SG_SUN_COMFORT:
  13976. case SG_MOON_COMFORT:
  13977. case SG_STAR_COMFORT:
  13978. if (sc && sc->data[SC_MIRACLE])
  13979. break;
  13980. i = skill_id-SG_SUN_COMFORT;
  13981. if (sd->bl.m == sd->feel_map[i].m &&
  13982. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13983. break;
  13984. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13985. return false;
  13986. case SG_FUSION:
  13987. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13988. break;
  13989. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13990. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13991. if( require.sp > 0 ) {
  13992. if (status->sp < (unsigned int)require.sp)
  13993. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13994. else
  13995. status_zap(&sd->bl, 0, require.sp);
  13996. }
  13997. return false;
  13998. case GD_BATTLEORDER:
  13999. case GD_REGENERATION:
  14000. case GD_RESTORE:
  14001. if (!map_flag_gvg2(sd->bl.m)) {
  14002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14003. return false;
  14004. }
  14005. case GD_EMERGENCYCALL:
  14006. case GD_ITEMEMERGENCYCALL:
  14007. // other checks were already done in skill_isNotOk()
  14008. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  14009. return false;
  14010. break;
  14011. case GS_GLITTERING:
  14012. case RL_RICHS_COIN:
  14013. if(sd->spiritball >= 10) {
  14014. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14015. return false;
  14016. }
  14017. break;
  14018. case NJ_ISSEN:
  14019. #ifdef RENEWAL
  14020. if (status->hp < (status->hp/100)) {
  14021. #else
  14022. if (status->hp < 2) {
  14023. #endif
  14024. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14025. return false;
  14026. }
  14027. case NJ_BUNSINJYUTSU:
  14028. if (!(sc && sc->data[SC_NEN])) {
  14029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14030. return false;
  14031. }
  14032. break;
  14033. case NJ_ZENYNAGE:
  14034. case KO_MUCHANAGE:
  14035. if(sd->status.zeny < require.zeny) {
  14036. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14037. return false;
  14038. }
  14039. break;
  14040. case PF_HPCONVERSION:
  14041. if (status->sp == status->max_sp)
  14042. return false; //Unusable when at full SP.
  14043. break;
  14044. case AM_CALLHOMUN: //Can't summon if a hom is already out
  14045. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  14046. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14047. return false;
  14048. }
  14049. break;
  14050. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  14051. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  14052. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14053. return false;
  14054. }
  14055. break;
  14056. case AB_ANCILLA: {
  14057. int count = 0;
  14058. for( i = 0; i < MAX_INVENTORY; i++ )
  14059. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  14060. count += sd->inventory.u.items_inventory[i].amount;
  14061. if( count >= 3 ) {
  14062. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  14063. return false;
  14064. }
  14065. }
  14066. break;
  14067. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  14068. case WL_COMET:
  14069. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  14070. && sd->special_state.no_gemstone == 0
  14071. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  14072. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14073. return false;
  14074. }
  14075. break;
  14076. case WL_SUMMONFB:
  14077. case WL_SUMMONBL:
  14078. case WL_SUMMONWB:
  14079. case WL_SUMMONSTONE:
  14080. if( sc ) {
  14081. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  14082. if( i == SC_SPHERE_5+1 ) { // No more free slots
  14083. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14084. return false;
  14085. }
  14086. }
  14087. break;
  14088. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  14089. if( sc ) {
  14090. int j = 0;
  14091. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  14092. if( sc->data[i] ) {
  14093. j++;
  14094. }
  14095. if( j < 4 ) { // Need 4 spheres minimum
  14096. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14097. return false;
  14098. }
  14099. }
  14100. else { // no status at all? no spheres present
  14101. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14102. return false;
  14103. }
  14104. break;
  14105. case GC_HALLUCINATIONWALK:
  14106. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  14107. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14108. return false;
  14109. }
  14110. break;
  14111. case GC_WEAPONCRUSH:
  14112. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  14113. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  14114. return false;
  14115. }
  14116. break;
  14117. case RA_WUGMASTERY:
  14118. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  14119. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14120. return false;
  14121. }
  14122. break;
  14123. case RA_WUGSTRIKE:
  14124. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  14125. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14126. return false;
  14127. }
  14128. break;
  14129. case RA_WUGRIDER:
  14130. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  14131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14132. return false;
  14133. }
  14134. break;
  14135. case RA_WUGDASH:
  14136. if(!pc_isridingwug(sd)) {
  14137. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14138. return false;
  14139. }
  14140. else {
  14141. int16 sx = sd->bl.x;
  14142. int16 sy = sd->bl.y;
  14143. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  14144. switch (dir) {
  14145. case 0: case 8: sy++; break;
  14146. case 1: sx--; sy++; break;
  14147. case 2: sx--; break;
  14148. case 3: sx--; sy--; break;
  14149. case 4: sy--; break;
  14150. case 5: sx++; sy--; break;
  14151. case 6: sx++; break;
  14152. case 7: sx++; sy++; break;
  14153. }
  14154. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  14155. return false;
  14156. }
  14157. }
  14158. break;
  14159. case LG_BANDING:
  14160. if( sc && sc->data[SC_INSPIRATION] ) {
  14161. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14162. return false;
  14163. }
  14164. break;
  14165. case LG_PRESTIGE:
  14166. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  14167. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14168. return false;
  14169. }
  14170. break;
  14171. case LG_RAGEBURST:
  14172. if( sd->spiritball == 0 ) {
  14173. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  14174. return false;
  14175. }
  14176. sd->spiritball_old = require.spiritball = sd->spiritball;
  14177. break;
  14178. case LG_SHIELDSPELL: {
  14179. short index = sd->equip_index[EQI_HAND_L];
  14180. struct item_data *shield_data = NULL;
  14181. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  14182. shield_data = sd->inventory_data[index];
  14183. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  14184. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14185. break;
  14186. }
  14187. }
  14188. break;
  14189. case LG_HESPERUSLIT:
  14190. if (sc && sc->data[SC_INSPIRATION])
  14191. return true; // Don't check for partner.
  14192. if (!(sc && sc->data[SC_BANDING])) {
  14193. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  14194. return false;
  14195. }
  14196. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3)
  14197. return false; // Just fails, no msg here.
  14198. break;
  14199. case LG_RAYOFGENESIS:
  14200. if (sc && sc->data[SC_INSPIRATION])
  14201. return true; // Don't check for partner.
  14202. break;
  14203. case SR_FALLENEMPIRE:
  14204. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  14205. return false;
  14206. break;
  14207. case SR_CRESCENTELBOW:
  14208. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  14209. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  14210. return false;
  14211. }
  14212. break;
  14213. case SR_CURSEDCIRCLE:
  14214. if (map_flag_gvg2(sd->bl.m)) {
  14215. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  14216. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  14217. char output[128];
  14218. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  14219. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  14220. return false;
  14221. }
  14222. }
  14223. if( sd->spiritball > 0 )
  14224. sd->spiritball_old = require.spiritball = sd->spiritball;
  14225. else {
  14226. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14227. return false;
  14228. }
  14229. break;
  14230. case SR_GATEOFHELL:
  14231. if( sd->spiritball > 0 )
  14232. sd->spiritball_old = require.spiritball;
  14233. break;
  14234. case SC_MANHOLE:
  14235. case SC_DIMENSIONDOOR:
  14236. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  14237. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14238. return false;
  14239. }
  14240. break;
  14241. case SC_FEINTBOMB:
  14242. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKMAELSTROM) ) {
  14243. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14244. return false;
  14245. }
  14246. break;
  14247. case WM_GREAT_ECHO: {
  14248. int count;
  14249. count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0);
  14250. if( count < 1 ) {
  14251. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  14252. return false;
  14253. } else
  14254. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  14255. }
  14256. break;
  14257. case SO_FIREWALK:
  14258. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  14259. if( sc && sc->data[SC_PROPERTYWALK] &&
  14260. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  14261. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14262. return false;
  14263. }
  14264. break;
  14265. case SO_EL_CONTROL:
  14266. if( !sd->status.ele_id || !sd->ed ) {
  14267. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14268. return false;
  14269. }
  14270. break;
  14271. case KO_JYUMONJIKIRI:
  14272. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  14273. return true;
  14274. else {
  14275. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14276. return false;
  14277. }
  14278. break;
  14279. case KO_KAHU_ENTEN:
  14280. case KO_HYOUHU_HUBUKI:
  14281. case KO_KAZEHU_SEIRAN:
  14282. case KO_DOHU_KOUKAI:
  14283. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  14284. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  14285. return false;
  14286. }
  14287. break;
  14288. case KO_KAIHOU:
  14289. case KO_ZENKAI:
  14290. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  14291. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  14292. return false;
  14293. }
  14294. break;
  14295. }
  14296. /* check state required */
  14297. switch (require.state) {
  14298. case ST_HIDDEN:
  14299. if(!pc_ishiding(sd)) {
  14300. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14301. return false;
  14302. }
  14303. break;
  14304. case ST_RIDING:
  14305. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  14306. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14307. return false;
  14308. }
  14309. break;
  14310. case ST_FALCON:
  14311. if(!pc_isfalcon(sd)) {
  14312. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14313. return false;
  14314. }
  14315. break;
  14316. case ST_CART:
  14317. if(!pc_iscarton(sd)) {
  14318. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  14319. return false;
  14320. }
  14321. break;
  14322. case ST_SHIELD:
  14323. if(sd->status.shield <= 0) {
  14324. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14325. return false;
  14326. }
  14327. break;
  14328. case ST_RECOVER_WEIGHT_RATE:
  14329. #ifdef RENEWAL
  14330. if(pc_is70overweight(sd)) {
  14331. #else
  14332. if(pc_is50overweight(sd)) {
  14333. #endif
  14334. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14335. return false;
  14336. }
  14337. break;
  14338. case ST_MOVE_ENABLE:
  14339. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  14340. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  14341. if (!unit_can_move(&sd->bl)) {
  14342. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14343. return false;
  14344. }
  14345. break;
  14346. case ST_WATER:
  14347. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  14348. break;
  14349. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER) && !map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR))
  14350. break;
  14351. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14352. return false;
  14353. case ST_RIDINGDRAGON:
  14354. if( !pc_isridingdragon(sd) ) {
  14355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  14356. return false;
  14357. }
  14358. break;
  14359. case ST_WUG:
  14360. if( !pc_iswug(sd) ) {
  14361. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14362. return false;
  14363. }
  14364. break;
  14365. case ST_RIDINGWUG:
  14366. if( !pc_isridingwug(sd) ) {
  14367. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14368. return false;
  14369. }
  14370. break;
  14371. case ST_MADO:
  14372. if( !pc_ismadogear(sd) ) {
  14373. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  14374. return false;
  14375. }
  14376. break;
  14377. case ST_ELEMENTALSPIRIT:
  14378. case ST_ELEMENTALSPIRIT2:
  14379. if(!sd->ed) {
  14380. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  14381. return false;
  14382. }
  14383. break;
  14384. case ST_PECO:
  14385. if(!pc_isriding(sd)) {
  14386. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14387. return false;
  14388. }
  14389. break;
  14390. }
  14391. /* check the status required */
  14392. if (!require.status.empty()) {
  14393. switch (skill_id) {
  14394. // Being checked later in skill_check_condition_castend()
  14395. case WZ_SIGHTRASHER:
  14396. break;
  14397. default:
  14398. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14399. return false;
  14400. break;
  14401. }
  14402. }
  14403. // Check for equipped item(s)
  14404. if (!require.eqItem.empty()) {
  14405. size_t count = require.eqItem.size();
  14406. for (const auto &it : require.eqItem) {
  14407. int32 reqeqit = it;
  14408. if (!reqeqit)
  14409. break; // Skill has no required item(s); get out of here
  14410. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  14411. case NC_PILEBUNKER:
  14412. case RL_P_ALTER:
  14413. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14414. count--;
  14415. if (!count) {
  14416. if( skill_id == RL_P_ALTER ){
  14417. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  14418. }else{
  14419. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14420. }
  14421. return false;
  14422. } else
  14423. continue;
  14424. }
  14425. break;
  14426. case NC_ACCELERATION:
  14427. case NC_SELFDESTRUCTION:
  14428. case NC_SHAPESHIFT:
  14429. case NC_EMERGENCYCOOL:
  14430. case NC_MAGNETICFIELD:
  14431. case NC_NEUTRALBARRIER:
  14432. case NC_STEALTHFIELD:
  14433. if (pc_search_inventory(sd, reqeqit) == -1) {
  14434. count--;
  14435. if (!count) {
  14436. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, require.eqItem[0]<<16);
  14437. return false;
  14438. } else
  14439. continue;
  14440. }
  14441. break;
  14442. default:
  14443. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  14444. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT,reqeqit<<16);
  14445. return false;
  14446. }
  14447. break;
  14448. }
  14449. }
  14450. }
  14451. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  14452. //mhp is the max-hp-requirement, that is,
  14453. //you must have this % or less of HP to cast it.
  14454. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14455. return false;
  14456. }
  14457. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14458. switch(skill_id) {
  14459. case RA_AIMEDBOLT:
  14460. break;
  14461. default:
  14462. switch((unsigned int)log2(require.weapon)) {
  14463. case W_REVOLVER:
  14464. clif_msg(sd, SKILL_NEED_REVOLVER);
  14465. break;
  14466. case W_RIFLE:
  14467. clif_msg(sd, SKILL_NEED_RIFLE);
  14468. break;
  14469. case W_GATLING:
  14470. clif_msg(sd, SKILL_NEED_GATLING);
  14471. break;
  14472. case W_SHOTGUN:
  14473. clif_msg(sd, SKILL_NEED_SHOTGUN);
  14474. break;
  14475. case W_GRENADE:
  14476. clif_msg(sd, SKILL_NEED_GRENADE);
  14477. break;
  14478. default:
  14479. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  14480. break;
  14481. }
  14482. return false;
  14483. }
  14484. }
  14485. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  14486. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  14487. return false;
  14488. }
  14489. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  14490. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  14491. return false;
  14492. }
  14493. if ((require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  14494. (require.spiritball == -1 && sd->spiritball < 1)) {
  14495. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  14496. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  14497. else
  14498. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  14499. return false;
  14500. }
  14501. return true;
  14502. }
  14503. /**
  14504. * Check skill condition when cast end.
  14505. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  14506. * @param sd Player who uses skill
  14507. * @param skill_id ID of used skill
  14508. * @param skill_lv Level of used skill
  14509. * @return true: All condition passed, false: Failed
  14510. */
  14511. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14512. {
  14513. struct s_skill_condition require;
  14514. struct status_data *status;
  14515. int i;
  14516. short index[MAX_SKILL_ITEM_REQUIRE];
  14517. nullpo_retr(false,sd);
  14518. if( sd->chatID )
  14519. return false;
  14520. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  14521. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  14522. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  14523. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  14524. return true;
  14525. }
  14526. switch( sd->menuskill_id ) { // Cast start or cast end??
  14527. case AM_PHARMACY:
  14528. switch( skill_id ) {
  14529. case AM_PHARMACY:
  14530. case AC_MAKINGARROW:
  14531. case BS_REPAIRWEAPON:
  14532. case AM_TWILIGHT1:
  14533. case AM_TWILIGHT2:
  14534. case AM_TWILIGHT3:
  14535. return false;
  14536. }
  14537. break;
  14538. case GN_MIX_COOKING:
  14539. case GN_MAKEBOMB:
  14540. case GN_S_PHARMACY:
  14541. case GN_CHANGEMATERIAL:
  14542. if( sd->menuskill_id != skill_id )
  14543. return false;
  14544. break;
  14545. }
  14546. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  14547. return true;
  14548. if( pc_is90overweight(sd) ) {
  14549. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  14550. return false;
  14551. }
  14552. // perform skill-specific checks (and actions)
  14553. switch( skill_id ) {
  14554. case PR_BENEDICTIO:
  14555. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14556. break;
  14557. case AM_CANNIBALIZE:
  14558. case AM_SPHEREMINE: {
  14559. int c=0;
  14560. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  14561. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  14562. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  14563. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  14564. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14565. if(c >= maxcount ||
  14566. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  14567. { //Fails when: exceed max limit. There are other plant types already out.
  14568. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  14569. return false;
  14570. }
  14571. }
  14572. break;
  14573. }
  14574. case NC_SILVERSNIPER:
  14575. case NC_MAGICDECOY: {
  14576. int c = 0;
  14577. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  14578. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  14579. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  14580. if( skill_id == NC_MAGICDECOY ) {
  14581. int j;
  14582. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  14583. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  14584. } else
  14585. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  14586. if( c >= maxcount ) {
  14587. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14588. return false;
  14589. }
  14590. }
  14591. }
  14592. break;
  14593. case KO_ZANZOU: {
  14594. int c = 0;
  14595. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  14596. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  14597. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  14598. return false;
  14599. }
  14600. }
  14601. break;
  14602. }
  14603. status = &sd->battle_status;
  14604. require = skill_get_requirement(sd,skill_id,skill_lv);
  14605. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  14606. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  14607. return false;
  14608. }
  14609. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  14610. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14611. return false;
  14612. }
  14613. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  14614. uint8 extra_ammo = 0;
  14615. #ifdef RENEWAL
  14616. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  14617. case WM_SEVERE_RAINSTORM:
  14618. case RL_R_TRIP:
  14619. case RL_FIRE_RAIN:
  14620. extra_ammo = 1;
  14621. break;
  14622. default:
  14623. break;
  14624. }
  14625. #endif
  14626. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  14627. clif_arrow_fail(sd,0);
  14628. return false;
  14629. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  14630. char e_msg[100];
  14631. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  14632. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  14633. return false;
  14634. }
  14635. else if (require.ammo&(1<<AMMO_KUNAI)) {
  14636. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  14637. return false;
  14638. }
  14639. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  14640. skill_get_desc(skill_id),
  14641. require.ammo_qty,
  14642. itemdb_jname(sd->inventory.u.items_inventory[i].nameid));
  14643. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  14644. return false;
  14645. }
  14646. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  14647. //which is the closest we have to wrong ammo type. [Skotlex]
  14648. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  14649. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  14650. return false;
  14651. }
  14652. }
  14653. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  14654. if( !require.itemid[i] )
  14655. continue;
  14656. index[i] = pc_search_inventory(sd,require.itemid[i]);
  14657. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  14658. if( require.itemid[i] == ITEMID_HOLY_WATER )
  14659. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  14660. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  14661. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  14662. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  14663. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  14664. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  14665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  14666. else if( require.itemid[i] == ITEMID_ANCILLA )
  14667. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  14668. else
  14669. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, ( require.itemid[i] << 16 ) | require.amount[i] ); // [%s] required '%d' amount.
  14670. return false;
  14671. }
  14672. }
  14673. /* check the status required */
  14674. if (!require.status.empty()) {
  14675. switch (skill_id) {
  14676. case WZ_SIGHTRASHER:
  14677. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  14678. return false;
  14679. break;
  14680. default:
  14681. break;
  14682. }
  14683. }
  14684. return true;
  14685. }
  14686. /** Consume skill requirement
  14687. * @param sd Player who uses the skill
  14688. * @param skill_id ID of used skill
  14689. * @param skill_lv Level of used skill
  14690. * @param type Consume type
  14691. * type&1: consume the others (before skill was used);
  14692. * type&2: consume items (after skill was used)
  14693. */
  14694. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  14695. {
  14696. struct s_skill_condition require;
  14697. nullpo_retv(sd);
  14698. require = skill_get_requirement(sd,skill_id,skill_lv);
  14699. if( type&1 ) {
  14700. switch( skill_id ) {
  14701. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  14702. case MC_IDENTIFY:
  14703. require.sp = 0;
  14704. break;
  14705. case MO_KITRANSLATION:
  14706. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  14707. require.spiritball = 0;
  14708. //Fall through
  14709. default:
  14710. if(sd->state.autocast)
  14711. require.sp = 0;
  14712. break;
  14713. }
  14714. if(require.hp || require.sp)
  14715. status_zap(&sd->bl, require.hp, require.sp);
  14716. if(require.spiritball > 0)
  14717. pc_delspiritball(sd,require.spiritball,0);
  14718. else if(require.spiritball == -1) {
  14719. sd->spiritball_old = sd->spiritball;
  14720. pc_delspiritball(sd,sd->spiritball,0);
  14721. }
  14722. if(require.zeny > 0)
  14723. {
  14724. if( skill_id == NJ_ZENYNAGE )
  14725. require.zeny = 0; //Zeny is reduced on skill_attack.
  14726. if( sd->status.zeny < require.zeny )
  14727. require.zeny = sd->status.zeny;
  14728. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  14729. }
  14730. }
  14731. if( type&2 ) {
  14732. struct status_change *sc = &sd->sc;
  14733. int n,i;
  14734. if( !sc->count )
  14735. sc = NULL;
  14736. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  14737. {
  14738. if( !require.itemid[i] )
  14739. continue;
  14740. if( itemdb_group_item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  14741. continue; //Gemstones are checked, but not substracted from inventory.
  14742. switch( skill_id ){
  14743. case SA_SEISMICWEAPON:
  14744. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  14745. continue;
  14746. break;
  14747. case SA_FLAMELAUNCHER:
  14748. case SA_VOLCANO:
  14749. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  14750. continue;
  14751. break;
  14752. case SA_FROSTWEAPON:
  14753. case SA_DELUGE:
  14754. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  14755. continue;
  14756. break;
  14757. case SA_LIGHTNINGLOADER:
  14758. case SA_VIOLENTGALE:
  14759. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  14760. continue;
  14761. break;
  14762. }
  14763. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  14764. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  14765. }
  14766. }
  14767. }
  14768. /**
  14769. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14770. * @param sd Player's that will be checked
  14771. * @param skill_id Skill that's being used
  14772. * @param skill_lv Skill level of used skill
  14773. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  14774. */
  14775. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14776. {
  14777. struct s_skill_condition req;
  14778. struct status_data *status;
  14779. struct status_change *sc;
  14780. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14781. bool level_dependent = false;
  14782. memset(&req,0,sizeof(req));
  14783. if( !sd )
  14784. return req;
  14785. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  14786. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14787. sc = &sd->sc;
  14788. if( !sc->count )
  14789. sc = NULL;
  14790. //Checks if disabling skill - in which case no SP requirements are necessary
  14791. if( sc && skill_disable_check(sc,skill_id) )
  14792. return req;
  14793. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14794. status = &sd->battle_status;
  14795. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  14796. req.hp = skill->require.hp[skill_lv - 1];
  14797. hp_rate = skill->require.hp_rate[skill_lv - 1];
  14798. if(hp_rate > 0)
  14799. req.hp += (status->hp * hp_rate)/100;
  14800. else
  14801. req.hp += (status->max_hp * (-hp_rate))/100;
  14802. req.sp = skill->require.sp[skill_lv-1];
  14803. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14804. req.sp /= 2;
  14805. sp_rate = skill->require.sp_rate[skill_lv-1];
  14806. if(sp_rate > 0)
  14807. req.sp += (status->sp * sp_rate)/100;
  14808. else
  14809. req.sp += (status->max_sp * (-sp_rate))/100;
  14810. if( sd->dsprate != 100 )
  14811. req.sp = req.sp * sd->dsprate / 100;
  14812. for (auto &it : sd->skillusesprate) {
  14813. if (it.id == skill_id) {
  14814. sp_skill_rate_bonus -= it.val;
  14815. break;
  14816. }
  14817. }
  14818. for (auto &it : sd->skillusesp) {
  14819. if (it.id == skill_id) {
  14820. req.sp -= it.val;
  14821. break;
  14822. }
  14823. }
  14824. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  14825. req.sp += req.sp * 30 / 100;
  14826. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14827. if( sc ) {
  14828. if( sc->data[SC__LAZINESS] )
  14829. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14830. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14831. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14832. if( sc->data[SC_RECOGNIZEDSPELL] )
  14833. req.sp += req.sp / 4;
  14834. if( sc->data[SC_OFFERTORIUM])
  14835. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14836. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14837. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14838. }
  14839. req.zeny = skill->require.zeny[skill_lv-1];
  14840. if( sc && sc->data[SC__UNLUCKY] ) {
  14841. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14842. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14843. else
  14844. req.zeny += 1000;
  14845. }
  14846. req.spiritball = skill->require.spiritball[skill_lv-1];
  14847. req.state = skill->require.state;
  14848. req.mhp = skill->require.mhp[skill_lv-1];
  14849. req.weapon = skill->require.weapon;
  14850. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  14851. if (req.ammo_qty)
  14852. req.ammo = skill->require.ammo;
  14853. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14854. { //Assume this skill is using the weapon, therefore it requires arrows.
  14855. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14856. req.ammo_qty = 1;
  14857. }
  14858. req.status = skill->require.status;
  14859. req.eqItem = skill->require.eqItem;
  14860. switch( skill_id ) {
  14861. /* Skill level-dependent checks */
  14862. case NC_SHAPESHIFT: // NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14863. case NC_REPAIR: // NOTE: Please make sure Repair_Kit in the last position in skill_require_db.txt
  14864. req.itemid[1] = skill->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14865. req.amount[1] = skill->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14866. case KO_MAKIBISHI:
  14867. case GN_FIRE_EXPANSION:
  14868. case SO_SUMMON_AGNI:
  14869. case SO_SUMMON_AQUA:
  14870. case SO_SUMMON_VENTUS:
  14871. case SO_SUMMON_TERA:
  14872. case SO_WATER_INSIGNIA:
  14873. case SO_FIRE_INSIGNIA:
  14874. case SO_WIND_INSIGNIA:
  14875. case SO_EARTH_INSIGNIA:
  14876. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14877. req.itemid[0] = skill->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14878. req.amount[0] = skill->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14879. level_dependent = true;
  14880. /* Normal skill requirements and gemstone checks */
  14881. default:
  14882. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14883. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14884. if (!level_dependent) {
  14885. switch( skill_id ) {
  14886. case AM_POTIONPITCHER:
  14887. case CR_SLIMPITCHER:
  14888. case CR_CULTIVATION:
  14889. if (i != skill_lv%11 - 1)
  14890. continue;
  14891. break;
  14892. case AM_CALLHOMUN:
  14893. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14894. continue;
  14895. break;
  14896. case AB_ADORAMUS:
  14897. if( itemdb_group_item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14898. continue;
  14899. break;
  14900. case WL_COMET:
  14901. if( itemdb_group_item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14902. continue;
  14903. break;
  14904. }
  14905. req.itemid[i] = skill->require.itemid[i];
  14906. req.amount[i] = skill->require.amount[i];
  14907. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  14908. int16 itIndex;
  14909. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  14910. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  14911. req.itemid[i] = ITEMID_TRAP;
  14912. else
  14913. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14914. req.amount[i] = 1;
  14915. }
  14916. break;
  14917. }
  14918. }
  14919. // Check requirement for gemstone.
  14920. if (itemdb_group_item_exists(IG_GEMSTONE, req.itemid[i])) {
  14921. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14922. req.itemid[i] = req.amount[i] = 0;
  14923. else {
  14924. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  14925. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14926. if( skill_id != SA_ABRACADABRA )
  14927. req.itemid[i] = req.amount[i] = 0;
  14928. else if( --req.amount[i] < 1 )
  14929. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14930. }
  14931. }
  14932. }
  14933. // Check requirement for Magic Gear Fuel
  14934. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL) {
  14935. if (sd->special_state.no_mado_fuel)
  14936. {
  14937. req.itemid[i] = req.amount[i] = 0;
  14938. }
  14939. }
  14940. }
  14941. break;
  14942. }
  14943. // Check for cost reductions due to skills & SCs
  14944. switch(skill_id) {
  14945. case MC_MAMMONITE:
  14946. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14947. req.zeny -= req.zeny*10/100;
  14948. break;
  14949. case AL_HOLYLIGHT:
  14950. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14951. req.sp *= 5;
  14952. break;
  14953. case SL_SMA:
  14954. case SL_STUN:
  14955. case SL_STIN:
  14956. {
  14957. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14958. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14959. break;
  14960. if(sd->status.base_level>=90)
  14961. req.sp -= req.sp*7*kaina_lv/100;
  14962. else if(sd->status.base_level>=80)
  14963. req.sp -= req.sp*5*kaina_lv/100;
  14964. else if(sd->status.base_level>=70)
  14965. req.sp -= req.sp*3*kaina_lv/100;
  14966. }
  14967. break;
  14968. case MO_CHAINCOMBO:
  14969. case MO_COMBOFINISH:
  14970. case CH_TIGERFIST:
  14971. case CH_CHAINCRUSH:
  14972. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14973. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14974. break;
  14975. case MO_BODYRELOCATION:
  14976. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14977. req.spiritball = 0;
  14978. break;
  14979. case MO_EXTREMITYFIST:
  14980. if( sc ) {
  14981. if( sc->data[SC_BLADESTOP] )
  14982. req.spiritball--;
  14983. else if( sc->data[SC_COMBO] ) {
  14984. switch( sc->data[SC_COMBO]->val1 ) {
  14985. case MO_COMBOFINISH:
  14986. req.spiritball = 4;
  14987. break;
  14988. case CH_TIGERFIST:
  14989. req.spiritball = 3;
  14990. break;
  14991. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14992. req.spiritball = sd->spiritball?sd->spiritball:1;
  14993. break;
  14994. }
  14995. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14996. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14997. }
  14998. break;
  14999. case LG_RAGEBURST:
  15000. req.spiritball = sd->spiritball?sd->spiritball:1;
  15001. break;
  15002. case SR_GATEOFHELL:
  15003. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  15004. req.sp -= req.sp * 10 / 100;
  15005. break;
  15006. case SO_SUMMON_AGNI:
  15007. case SO_SUMMON_AQUA:
  15008. case SO_SUMMON_VENTUS:
  15009. case SO_SUMMON_TERA: {
  15010. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  15011. if( spirit_sympathy )
  15012. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  15013. }
  15014. break;
  15015. case SO_PSYCHIC_WAVE:
  15016. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  15017. req.sp += req.sp / 2; // 1.5x SP cost
  15018. break;
  15019. }
  15020. //Check if player is using the copied skill [Cydh]
  15021. uint16 idx = skill_get_index(skill_id);
  15022. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  15023. uint16 req_opt = skill->copyable.req_opt;
  15024. if (req_opt & SKILL_REQ_HPCOST)
  15025. req.hp = 0;
  15026. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  15027. req.mhp = 0;
  15028. if (req_opt & SKILL_REQ_SPCOST)
  15029. req.sp = 0;
  15030. if (req_opt & SKILL_REQ_HPRATECOST)
  15031. req.hp_rate = 0;
  15032. if (req_opt & SKILL_REQ_SPRATECOST)
  15033. req.sp_rate = 0;
  15034. if (req_opt & SKILL_REQ_ZENYCOST)
  15035. req.zeny = 0;
  15036. if (req_opt & SKILL_REQ_WEAPON)
  15037. req.weapon = 0;
  15038. if (req_opt & SKILL_REQ_AMMO) {
  15039. req.ammo = 0;
  15040. req.ammo_qty = 0;
  15041. }
  15042. if (req_opt & SKILL_REQ_STATE)
  15043. req.state = ST_NONE;
  15044. if (req_opt & SKILL_REQ_STATUS) {
  15045. req.status.clear();
  15046. req.status.shrink_to_fit();
  15047. }
  15048. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  15049. req.spiritball = 0;
  15050. if (req_opt & SKILL_REQ_ITEMCOST) {
  15051. memset(req.itemid, 0, sizeof(req.itemid));
  15052. memset(req.amount, 0, sizeof(req.amount));
  15053. }
  15054. if (req_opt & SKILL_REQ_EQUIPMENT) {
  15055. req.eqItem.clear();
  15056. req.eqItem.shrink_to_fit();
  15057. }
  15058. }
  15059. return req;
  15060. }
  15061. /*==========================================
  15062. * Does cast-time reductions based on dex, item bonuses and config setting
  15063. *------------------------------------------*/
  15064. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  15065. double time = skill_get_cast(skill_id, skill_lv);
  15066. nullpo_ret(bl);
  15067. #ifndef RENEWAL_CAST
  15068. {
  15069. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  15070. struct status_change *sc = status_get_sc(bl);
  15071. int reduce_cast_rate = 0;
  15072. uint8 flag = skill_get_castnodex(skill_id);
  15073. // Calculate base cast time (reduced by dex)
  15074. if (!(flag&1)) {
  15075. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15076. if (scale > 0) // not instant cast
  15077. time = time * (float)scale / battle_config.castrate_dex_scale;
  15078. else
  15079. return 0; // instant cast
  15080. }
  15081. // Calculate cast time reduced by item/card bonuses
  15082. if (sd) {
  15083. if (!(flag&4)) {
  15084. if (sd->castrate != 100)
  15085. reduce_cast_rate += 100 - sd->castrate;
  15086. if (sd->bonus.add_varcast != 0)
  15087. time += sd->bonus.add_varcast; // bonus bVariableCast
  15088. }
  15089. // Skill-specific reductions work regardless of flag
  15090. for (const auto &it : sd->skillcastrate) {
  15091. if (it.id == skill_id) {
  15092. time += time * it.val / 100;
  15093. break;
  15094. }
  15095. }
  15096. for (const auto &it : sd->skillvarcast) {
  15097. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15098. time += it.val;
  15099. break;
  15100. }
  15101. }
  15102. }
  15103. // These cast time reductions are processed even if the skill fails
  15104. if (sc && sc->count) {
  15105. // Magic Strings stacks additively with item bonuses
  15106. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  15107. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15108. // Foresight halves the cast time, it does not stack additively
  15109. if (sc->data[SC_MEMORIZE]) {
  15110. if(!(flag&2))
  15111. time -= time * 50 / 100;
  15112. // Foresight counter gets reduced even if the skill is not affected by it
  15113. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15114. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15115. }
  15116. }
  15117. time = time * (1 - (float)reduce_cast_rate / 100);
  15118. }
  15119. #endif
  15120. // config cast time multiplier
  15121. if (battle_config.cast_rate != 100)
  15122. time = time * battle_config.cast_rate / 100;
  15123. // return final cast time
  15124. time = max(time, 0);
  15125. //ShowInfo("Castime castfix = %f\n",time);
  15126. return (int)time;
  15127. }
  15128. #ifndef RENEWAL_CAST
  15129. /**
  15130. * Get the skill cast time for Pre-Re cast
  15131. * @param bl: The caster
  15132. * @param time: Cast time before Status Change addition or reduction
  15133. * @return time: Modified castime after status change addition or reduction
  15134. */
  15135. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  15136. {
  15137. struct status_change *sc = status_get_sc(bl);
  15138. if (time < 0)
  15139. return 0;
  15140. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15141. return (int)time;
  15142. if (sc && sc->count) {
  15143. if (!(flag&2)) {
  15144. if (sc->data[SC_SLOWCAST])
  15145. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  15146. if (sc->data[SC_PARALYSIS])
  15147. time += sc->data[SC_PARALYSIS]->val3;
  15148. if (sc->data[SC_IZAYOI])
  15149. time -= time * 50 / 100;
  15150. }
  15151. if (sc->data[SC_SUFFRAGIUM]) {
  15152. if(!(flag&2))
  15153. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  15154. //Suffragium ends even if the skill is not affected by it
  15155. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15156. }
  15157. }
  15158. time = max(time, 0);
  15159. //ShowInfo("Castime castfix_sc = %f\n",time);
  15160. return (int)time;
  15161. }
  15162. #else
  15163. /**
  15164. * Get the skill cast time for RENEWAL_CAST.
  15165. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  15166. * Additive value:
  15167. * Variable CastTime : time += value
  15168. * Fixed CastTime : fixed += value
  15169. * Multipicative value
  15170. * Variable CastTime : VARCAST_REDUCTION(value)
  15171. * Fixed CastTime : FIXEDCASTRATE2(value)
  15172. * @param bl: The caster
  15173. * @param time: Cast time without reduction
  15174. * @param skill_id: Skill ID of the casted skill
  15175. * @param skill_lv: Skill level of the casted skill
  15176. * @return time: Modified castime after status and bonus addition or reduction
  15177. */
  15178. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  15179. {
  15180. struct status_change *sc = status_get_sc(bl);
  15181. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  15182. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  15183. uint8 flag = skill_get_castnodex(skill_id);
  15184. nullpo_ret(bl);
  15185. if (time < 0)
  15186. return 0;
  15187. if (bl->type == BL_MOB || bl->type == BL_NPC)
  15188. return (int)time;
  15189. if (fixed < 0) // no fixed cast time
  15190. fixed = 0;
  15191. else if (fixed == 0) {
  15192. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  15193. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  15194. }
  15195. // Else, use fixed cast time from database (when default_fixed_castrate is set to 0)
  15196. // Additive Variable Cast bonus adjustments by items
  15197. if (sd && !(flag&4)) {
  15198. if (sd->bonus.varcastrate != 0)
  15199. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  15200. if (sd->bonus.fixcastrate != 0)
  15201. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  15202. if (sd->bonus.add_varcast != 0)
  15203. time += sd->bonus.add_varcast; // bonus bVariableCast
  15204. if (sd->bonus.add_fixcast != 0)
  15205. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  15206. for (const auto &it : sd->skillfixcast) {
  15207. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  15208. fixed += it.val;
  15209. break;
  15210. }
  15211. }
  15212. for (const auto &it : sd->skillvarcast) {
  15213. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  15214. time += it.val;
  15215. break;
  15216. }
  15217. }
  15218. for (const auto &it : sd->skillcastrate) {
  15219. if (it.id == skill_id) { // bonus2 bVariableCastrate
  15220. reduce_cast_rate += it.val;
  15221. break;
  15222. }
  15223. }
  15224. for (const auto &it : sd->skillfixcastrate) {
  15225. if (it.id == skill_id) { // bonus2 bFixedCastrate
  15226. fixcast_r = max(fixcast_r, it.val);
  15227. break;
  15228. }
  15229. }
  15230. }
  15231. // Adjusted by active statuses
  15232. if (sc && sc->count && !(flag&2)) {
  15233. // Multiplicative Variable CastTime values
  15234. if (sc->data[SC_SLOWCAST])
  15235. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  15236. if (sc->data[SC__LAZINESS])
  15237. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  15238. if (sc->data[SC_SUFFRAGIUM]) {
  15239. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  15240. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  15241. }
  15242. if (sc->data[SC_MEMORIZE]) {
  15243. reduce_cast_rate += 50;
  15244. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  15245. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  15246. }
  15247. if (sc->data[SC_POEMBRAGI])
  15248. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  15249. if (sc->data[SC_IZAYOI])
  15250. VARCAST_REDUCTION(50);
  15251. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  15252. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  15253. if (sc->data[SC_TELEKINESIS_INTENSE])
  15254. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  15255. // Multiplicative Fixed CastTime values
  15256. if (sc->data[SC_SECRAMENT])
  15257. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15258. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  15259. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  15260. if (sc->data[SC_DANCEWITHWUG])
  15261. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  15262. if (sc->data[SC_HEAT_BARREL])
  15263. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  15264. if (sc->data[SC_FREEZING])
  15265. fixcast_r -= 50;
  15266. // Additive Fixed CastTime values
  15267. if (sc->data[SC_MANDRAGORA])
  15268. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  15269. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  15270. fixed -= 1000;
  15271. if (sc->data[SC_IZAYOI])
  15272. fixed = 0;
  15273. }
  15274. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  15275. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  15276. if (varcast_r < 0)
  15277. time = time * (1 - (float)min(varcast_r, 100) / 100);
  15278. // Apply Variable CastTime calculation by INT & DEX
  15279. if (!(flag&1))
  15280. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  15281. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  15282. time = max(time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  15283. return (int)time;
  15284. }
  15285. #endif
  15286. /*==========================================
  15287. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  15288. *------------------------------------------*/
  15289. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  15290. {
  15291. int delaynodex = skill_get_delaynodex(skill_id);
  15292. int time = skill_get_delay(skill_id, skill_lv);
  15293. struct map_session_data *sd;
  15294. struct status_change *sc = status_get_sc(bl);
  15295. nullpo_ret(bl);
  15296. sd = BL_CAST(BL_PC, bl);
  15297. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  15298. return 0; //Will use picked skill's delay.
  15299. if (bl->type&battle_config.no_skill_delay)
  15300. return battle_config.min_skill_delay_limit;
  15301. if (time < 0)
  15302. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  15303. // Delay reductions
  15304. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  15305. case MO_TRIPLEATTACK:
  15306. case MO_CHAINCOMBO:
  15307. case MO_COMBOFINISH:
  15308. case CH_TIGERFIST:
  15309. case CH_CHAINCRUSH:
  15310. case SR_DRAGONCOMBO:
  15311. case SR_FALLENEMPIRE:
  15312. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  15313. if (time == 0)
  15314. time = 1000;
  15315. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  15316. break;
  15317. case HP_BASILICA:
  15318. if (sc && !sc->data[SC_BASILICA])
  15319. time = 0; // There is no Delay on Basilica creation, only on cancel
  15320. break;
  15321. default:
  15322. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  15323. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  15324. if (scale > 0)
  15325. time = time * scale / battle_config.castrate_dex_scale;
  15326. else //To be capped later to minimum.
  15327. time = 0;
  15328. }
  15329. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  15330. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  15331. if (scale > 0)
  15332. time = time * scale / battle_config.castrate_dex_scale;
  15333. else //To be capped later to minimum.
  15334. time = 0;
  15335. }
  15336. }
  15337. if (sc && sc->data[SC_SPIRIT]) {
  15338. switch (skill_id) {
  15339. case CR_SHIELDBOOMERANG:
  15340. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  15341. time /= 2;
  15342. break;
  15343. case AS_SONICBLOW:
  15344. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  15345. time /= 2;
  15346. break;
  15347. }
  15348. }
  15349. if (!(delaynodex&2)) {
  15350. if (sc && sc->count) {
  15351. if (sc->data[SC_POEMBRAGI])
  15352. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  15353. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  15354. time /= 2; // After Delay of Wind element spells reduced by 50%.
  15355. }
  15356. }
  15357. if (!(delaynodex&4) && sd) {
  15358. if (sd->delayrate != 100)
  15359. time = time * sd->delayrate / 100;
  15360. for (auto &it : sd->skilldelay) {
  15361. if (it.id == skill_id) {
  15362. time += it.val;
  15363. break;
  15364. }
  15365. }
  15366. }
  15367. if (battle_config.delay_rate != 100)
  15368. time = time * battle_config.delay_rate / 100;
  15369. //ShowInfo("Delay delayfix = %d\n",time);
  15370. return max(time,0);
  15371. }
  15372. /*==========================================
  15373. * Weapon Repair [Celest/DracoRPG]
  15374. *------------------------------------------*/
  15375. void skill_repairweapon(struct map_session_data *sd, int idx) {
  15376. unsigned short material, materials[4] = { ITEMID_IRON_ORE, ITEMID_IRON, ITEMID_STEEL, ITEMID_ORIDECON_STONE };
  15377. struct item *item;
  15378. struct map_session_data *target_sd;
  15379. nullpo_retv(sd);
  15380. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  15381. return;
  15382. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  15383. return;
  15384. if( idx < 0 || idx >= MAX_INVENTORY )
  15385. return; //Invalid index??
  15386. item = &target_sd->inventory.u.items_inventory[idx];
  15387. if( !item->nameid || !item->attribute )
  15388. return; //Again invalid item....
  15389. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  15390. clif_item_repaireffect(sd, idx, 1);
  15391. return;
  15392. }
  15393. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  15394. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  15395. else
  15396. material = materials [2]; // Armors consume 1 Steel
  15397. if ( pc_search_inventory(sd,material) < 0 ) {
  15398. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15399. return;
  15400. }
  15401. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  15402. item->attribute = 0;/* clear broken state */
  15403. clif_equiplist(target_sd);
  15404. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  15405. clif_item_repaireffect(sd,idx,0);
  15406. if( sd != target_sd )
  15407. clif_item_repaireffect(target_sd,idx,0);
  15408. }
  15409. /*==========================================
  15410. * Item Appraisal
  15411. *------------------------------------------*/
  15412. void skill_identify(struct map_session_data *sd, int idx)
  15413. {
  15414. int flag=1;
  15415. nullpo_retv(sd);
  15416. sd->state.workinprogress = WIP_DISABLE_NONE;
  15417. if(idx >= 0 && idx < MAX_INVENTORY) {
  15418. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  15419. flag=0;
  15420. sd->inventory.u.items_inventory[idx].identify = 1;
  15421. }
  15422. }
  15423. clif_item_identified(sd,idx,flag);
  15424. }
  15425. /*==========================================
  15426. * Weapon Refine [Celest]
  15427. *------------------------------------------*/
  15428. void skill_weaponrefine(struct map_session_data *sd, int idx)
  15429. {
  15430. nullpo_retv(sd);
  15431. if (idx >= 0 && idx < MAX_INVENTORY)
  15432. {
  15433. struct item *item;
  15434. struct item_data *ditem = sd->inventory_data[idx];
  15435. item = &sd->inventory.u.items_inventory[idx];
  15436. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  15437. int i = 0, per;
  15438. unsigned short material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON };
  15439. if( ditem->flag.no_refine ) { // if the item isn't refinable
  15440. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  15441. return;
  15442. }
  15443. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  15444. clif_upgrademessage(sd->fd, 2, item->nameid);
  15445. return;
  15446. }
  15447. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  15448. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  15449. return;
  15450. }
  15451. per = status_get_refine_chance(static_cast<refine_type>(ditem->wlv), (int)item->refine, false);
  15452. if( sd->class_&JOBL_THIRD )
  15453. per += 10;
  15454. else
  15455. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  15456. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  15457. if (per > rnd() % 100) {
  15458. int ep=0;
  15459. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  15460. item->refine++;
  15461. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  15462. if(item->equip) {
  15463. ep = item->equip;
  15464. pc_unequipitem(sd,idx,3);
  15465. }
  15466. clif_delitem(sd,idx,1,3);
  15467. clif_upgrademessage(sd->fd, 0, item->nameid);
  15468. clif_inventorylist(sd);
  15469. clif_refine(sd->fd,0,idx,item->refine);
  15470. achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, ditem->wlv, item->refine);
  15471. if (ep)
  15472. pc_equipitem(sd,idx,ep);
  15473. clif_misceffect(&sd->bl,3);
  15474. if(item->refine == 10 &&
  15475. item->card[0] == CARD0_FORGE &&
  15476. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  15477. { // Fame point system [DracoRPG]
  15478. switch(ditem->wlv){
  15479. case 1:
  15480. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  15481. break;
  15482. case 2:
  15483. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  15484. break;
  15485. case 3:
  15486. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  15487. break;
  15488. }
  15489. }
  15490. } else {
  15491. item->refine = 0;
  15492. if(item->equip)
  15493. pc_unequipitem(sd,idx,3);
  15494. clif_upgrademessage(sd->fd, 1, item->nameid);
  15495. clif_refine(sd->fd,1,idx,item->refine);
  15496. achievement_update_objective(sd, AG_REFINE_FAIL, 1, 1);
  15497. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  15498. clif_misceffect(&sd->bl,2);
  15499. clif_emotion(&sd->bl, ET_HUK);
  15500. }
  15501. }
  15502. }
  15503. }
  15504. /*==========================================
  15505. *
  15506. *------------------------------------------*/
  15507. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  15508. {
  15509. nullpo_ret(sd);
  15510. uint16 skill_lv = sd->menuskill_val;
  15511. if (SKILL_CHK_GUILD(skill_id))
  15512. return 0;
  15513. uint16 idx = skill_get_index(skill_id);
  15514. uint16 lv = (sd->status.skill[idx].id == skill_id) ? sd->status.skill[idx].lv : 0;
  15515. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  15516. uint16 maxlv = 1;
  15517. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  15518. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  15519. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  15520. maxlv = 10; //Soul Linker bonus. [Skotlex]
  15521. else if(skill_lv==2) maxlv=1;
  15522. else if(skill_lv==3) maxlv=2;
  15523. else if(skill_lv>=4) maxlv=3;
  15524. }
  15525. else if(skill_id==MG_SOULSTRIKE){
  15526. if(skill_lv==5) maxlv=1;
  15527. else if(skill_lv==6) maxlv=2;
  15528. else if(skill_lv>=7) maxlv=3;
  15529. }
  15530. else if(skill_id==MG_FIREBALL){
  15531. if(skill_lv==8) maxlv=1;
  15532. else if(skill_lv>=9) maxlv=2;
  15533. }
  15534. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  15535. else return 0;
  15536. if(maxlv > lv)
  15537. maxlv = lv;
  15538. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  15539. skill_get_time(SA_AUTOSPELL,skill_lv));
  15540. return 0;
  15541. }
  15542. /**
  15543. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  15544. * @param bl: Player object
  15545. * @param ap: va_arg list
  15546. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  15547. */
  15548. static int skill_sit_count(struct block_list *bl, va_list ap)
  15549. {
  15550. struct map_session_data *sd = (struct map_session_data*)bl;
  15551. int flag = va_arg(ap, int);
  15552. if (!pc_issit(sd))
  15553. return 0;
  15554. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  15555. return 1;
  15556. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  15557. return 1;
  15558. return 0;
  15559. }
  15560. /**
  15561. * Triggered when a player sits down to activate bonus states.
  15562. * @param bl: Player object
  15563. * @param ap: va_arg list
  15564. * @return 0
  15565. */
  15566. static int skill_sit_in(struct block_list *bl, va_list ap)
  15567. {
  15568. struct map_session_data *sd = (struct map_session_data*)bl;
  15569. int flag = va_arg(ap, int);
  15570. if (!pc_issit(sd))
  15571. return 0;
  15572. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  15573. sd->state.gangsterparadise = 1;
  15574. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  15575. sd->state.rest = 1;
  15576. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15577. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15578. }
  15579. return 0;
  15580. }
  15581. /**
  15582. * Triggered when a player stands up to deactivate bonus states.
  15583. * @param bl: Player object
  15584. * @param ap: va_arg list
  15585. * @return 0
  15586. */
  15587. static int skill_sit_out(struct block_list *bl, va_list ap)
  15588. {
  15589. struct map_session_data *sd = (struct map_session_data*)bl;
  15590. int flag = va_arg(ap, int), range = va_arg(ap, int);
  15591. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  15592. return 0;
  15593. if (flag&1 && sd->state.gangsterparadise)
  15594. sd->state.gangsterparadise = 0;
  15595. if (flag&2 && sd->state.rest) {
  15596. sd->state.rest = 0;
  15597. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  15598. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  15599. }
  15600. return 0;
  15601. }
  15602. /**
  15603. * Toggle Sit icon and player bonuses when sitting/standing.
  15604. * @param sd: Player data
  15605. * @param sitting: True when sitting or false when standing
  15606. * @return 0
  15607. */
  15608. int skill_sit(struct map_session_data *sd, bool sitting)
  15609. {
  15610. int flag = 0, range = 0, lv;
  15611. nullpo_ret(sd);
  15612. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  15613. flag |= 1;
  15614. range = skill_get_splash(RG_GANGSTER, lv);
  15615. }
  15616. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  15617. flag |= 2;
  15618. range = skill_get_splash(TK_HPTIME, lv);
  15619. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  15620. flag |= 2;
  15621. range = skill_get_splash(TK_SPTIME, lv);
  15622. }
  15623. if (sitting)
  15624. clif_status_load(&sd->bl, EFST_SIT, 1);
  15625. else
  15626. clif_status_load(&sd->bl, EFST_SIT, 0);
  15627. if (!flag) // No need to count area if no skills are learned.
  15628. return 0;
  15629. if (sitting) {
  15630. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  15631. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  15632. } else
  15633. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  15634. return 0;
  15635. }
  15636. /*==========================================
  15637. * Do Forstjoke/Scream effect
  15638. *------------------------------------------*/
  15639. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  15640. {
  15641. struct block_list *src;
  15642. uint16 skill_id,skill_lv;
  15643. t_tick tick;
  15644. nullpo_ret(bl);
  15645. nullpo_ret(src = va_arg(ap,struct block_list*));
  15646. skill_id = va_arg(ap,int);
  15647. skill_lv = va_arg(ap,int);
  15648. if(!skill_lv)
  15649. return 0;
  15650. tick = va_arg(ap,t_tick);
  15651. if (src == bl || status_isdead(bl))
  15652. return 0;
  15653. if (bl->type == BL_PC) {
  15654. struct map_session_data *sd = (struct map_session_data *)bl;
  15655. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  15656. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  15657. }
  15658. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  15659. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  15660. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15661. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  15662. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  15663. return 0;
  15664. }
  15665. /**
  15666. * Set map cell flag as skill unit effect
  15667. * @param src Skill unit
  15668. * @param skill_id
  15669. * @param skill_lv
  15670. * @param cell Cell type cell_t
  15671. * @param flag 0/1
  15672. */
  15673. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15674. {
  15675. int range = skill_get_unit_range(skill_id,skill_lv);
  15676. int x, y;
  15677. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15678. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15679. map_setcell(src->bl.m, x, y, cell, flag);
  15680. }
  15681. /**
  15682. * Do skill attack area (such splash effect) around the 'first' target.
  15683. * First target will skip skill condition, always receive damage. But,
  15684. * around it, still need target/condition validation by
  15685. * battle_check_target and status_check_skilluse
  15686. * @param bl
  15687. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15688. */
  15689. int skill_attack_area(struct block_list *bl, va_list ap)
  15690. {
  15691. struct block_list *src,*dsrc;
  15692. int atk_type,skill_id,skill_lv,flag,type;
  15693. t_tick tick;
  15694. if(status_isdead(bl))
  15695. return 0;
  15696. atk_type = va_arg(ap,int);
  15697. src = va_arg(ap,struct block_list*);
  15698. dsrc = va_arg(ap,struct block_list*);
  15699. skill_id = va_arg(ap,int);
  15700. skill_lv = va_arg(ap,int);
  15701. tick = va_arg(ap,t_tick);
  15702. flag = va_arg(ap,int);
  15703. type = va_arg(ap,int);
  15704. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  15705. switch (skill_id) {
  15706. case LG_CANNONSPEAR:
  15707. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15708. default:
  15709. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15710. }
  15711. }
  15712. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15713. !status_check_skilluse(NULL, bl, skill_id, 2))
  15714. return 0;
  15715. switch (skill_id) {
  15716. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15717. if (src->x == bl->x && src->y == bl->y)
  15718. return 0; //Does not hit current cell
  15719. //Fall through
  15720. case NPC_ACIDBREATH:
  15721. case NPC_DARKNESSBREATH:
  15722. case NPC_FIREBREATH:
  15723. case NPC_ICEBREATH:
  15724. case NPC_THUNDERBREATH:
  15725. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15726. default:
  15727. //Area-splash, disable skill animation.
  15728. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15729. }
  15730. }
  15731. /**
  15732. * Clear skill unit group
  15733. * @param bl
  15734. * @param flag &1
  15735. */
  15736. int skill_clear_group(struct block_list *bl, int flag)
  15737. {
  15738. struct unit_data *ud = NULL;
  15739. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15740. int i, count = 0;
  15741. nullpo_ret(bl);
  15742. if (!(ud = unit_bl2ud(bl)))
  15743. return 0;
  15744. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15745. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15746. switch (ud->skillunit[i]->skill_id) {
  15747. case SA_DELUGE:
  15748. case SA_VOLCANO:
  15749. case SA_VIOLENTGALE:
  15750. case SA_LANDPROTECTOR:
  15751. case NJ_SUITON:
  15752. case NJ_KAENSIN:
  15753. case SC_CHAOSPANIC:
  15754. if (flag&1)
  15755. group[count++] = ud->skillunit[i];
  15756. break;
  15757. case SO_CLOUD_KILL:
  15758. if( flag&4 )
  15759. group[count++] = ud->skillunit[i];
  15760. break;
  15761. case SO_WARMER:
  15762. if( flag&8 )
  15763. group[count++] = ud->skillunit[i];
  15764. break;
  15765. default:
  15766. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id, INF2_ISTRAP))
  15767. group[count++] = ud->skillunit[i];
  15768. break;
  15769. }
  15770. }
  15771. for (i = 0; i < count; i++)
  15772. skill_delunitgroup(group[i]);
  15773. return count;
  15774. }
  15775. /**
  15776. * Returns the first element field found [Skotlex]
  15777. * @param bl
  15778. * @return skill_unit_group
  15779. */
  15780. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15781. {
  15782. struct unit_data *ud = NULL;
  15783. int i;
  15784. nullpo_ret(bl);
  15785. if (!(ud = unit_bl2ud(bl)))
  15786. return NULL;
  15787. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15788. switch (ud->skillunit[i]->skill_id) {
  15789. case SA_DELUGE:
  15790. case SA_VOLCANO:
  15791. case SA_VIOLENTGALE:
  15792. case SA_LANDPROTECTOR:
  15793. case NJ_SUITON:
  15794. case SO_CLOUD_KILL:
  15795. case SO_WARMER:
  15796. case SC_CHAOSPANIC:
  15797. return ud->skillunit[i];
  15798. }
  15799. }
  15800. return NULL;
  15801. }
  15802. /// Graffiti cleaner [Valaris]
  15803. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15804. {
  15805. struct skill_unit *unit = NULL;
  15806. int remove = va_arg(ap, int);
  15807. nullpo_retr(0, bl);
  15808. nullpo_retr(0, ap);
  15809. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15810. return 0;
  15811. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  15812. if (remove == 1)
  15813. skill_delunit(unit);
  15814. return 1;
  15815. }
  15816. return 0;
  15817. }
  15818. /// Greed effect
  15819. int skill_greed(struct block_list *bl, va_list ap)
  15820. {
  15821. struct block_list *src;
  15822. struct map_session_data *sd = NULL;
  15823. struct flooritem_data *fitem = NULL;
  15824. nullpo_ret(bl);
  15825. nullpo_ret(src = va_arg(ap, struct block_list *));
  15826. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15827. pc_takeitem(sd, fitem);
  15828. return 0;
  15829. }
  15830. /// Ranger's Detonator [Jobbie/3CeAM]
  15831. int skill_detonator(struct block_list *bl, va_list ap)
  15832. {
  15833. struct skill_unit *unit = NULL;
  15834. struct block_list *src;
  15835. int unit_id;
  15836. nullpo_ret(bl);
  15837. nullpo_ret(ap);
  15838. src = va_arg(ap,struct block_list *);
  15839. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15840. return 0;
  15841. if( unit->group->src_id != src->id )
  15842. return 0;
  15843. unit_id = unit->group->unit_id;
  15844. switch( unit_id )
  15845. { //List of Hunter and Ranger Traps that can be detonate.
  15846. case UNT_BLASTMINE:
  15847. case UNT_SANDMAN:
  15848. case UNT_CLAYMORETRAP:
  15849. case UNT_TALKIEBOX:
  15850. case UNT_CLUSTERBOMB:
  15851. case UNT_FIRINGTRAP:
  15852. case UNT_ICEBOUNDTRAP:
  15853. switch(unit_id) {
  15854. case UNT_TALKIEBOX:
  15855. clif_talkiebox(bl,unit->group->valstr);
  15856. unit->group->val2 = -1;
  15857. break;
  15858. case UNT_CLAYMORETRAP:
  15859. case UNT_FIRINGTRAP:
  15860. case UNT_ICEBOUNDTRAP:
  15861. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15862. break;
  15863. default:
  15864. 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);
  15865. break;
  15866. }
  15867. clif_changetraplook(bl, UNT_USED_TRAPS);
  15868. unit->group->unit_id = UNT_USED_TRAPS;
  15869. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15870. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15871. break;
  15872. }
  15873. return 0;
  15874. }
  15875. /**
  15876. * Calculate Royal Guard's Banding bonus
  15877. * @param sd: Player data
  15878. * @return Number of Royal Guard
  15879. */
  15880. int skill_banding_count(struct map_session_data *sd)
  15881. {
  15882. nullpo_ret(sd);
  15883. int range = skill_get_splash(LG_BANDING, 1);
  15884. uint8 count = party_foreachsamemap(party_sub_count_banding, sd, range, 0);
  15885. unsigned int group_hp = party_foreachsamemap(party_sub_count_banding, sd, range, 1);
  15886. // HP is set to the average HP of the Banding group
  15887. if (count > 1)
  15888. status_set_hp(&sd->bl, group_hp / count, 0);
  15889. // Royal Guard count check for Banding
  15890. if (sd && sd->status.party_id) {
  15891. if (count > MAX_PARTY)
  15892. return MAX_PARTY;
  15893. else if (count > 1)
  15894. return count; // Effect bonus from additional Royal Guards if not above the max
  15895. }
  15896. return 0;
  15897. }
  15898. /**
  15899. * Rebellion's Bind Trap explosion
  15900. * @author [Cydh]
  15901. */
  15902. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15903. struct skill_unit *su = NULL;
  15904. struct block_list *src = NULL;
  15905. nullpo_ret(bl);
  15906. nullpo_ret(ap);
  15907. src = va_arg(ap,struct block_list *);
  15908. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15909. return 0;
  15910. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  15911. return 0;
  15912. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15913. clif_changetraplook(bl, UNT_USED_TRAPS);
  15914. su->group->unit_id = UNT_USED_TRAPS;
  15915. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15916. return 1;
  15917. }
  15918. /*==========================================
  15919. * Check new skill unit cell when overlapping in other skill unit cell.
  15920. * Catched skill in cell value pushed to *unit pointer.
  15921. * Set (*alive) to 0 will ends 'new unit' check
  15922. *------------------------------------------*/
  15923. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15924. {
  15925. uint16 skill_id;
  15926. int *alive;
  15927. struct skill_unit *unit;
  15928. skill_id = va_arg(ap,int);
  15929. alive = va_arg(ap,int *);
  15930. unit = (struct skill_unit *)bl;
  15931. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15932. return 0;
  15933. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15934. return 0;
  15935. switch (skill_id) {
  15936. case SA_LANDPROTECTOR: {
  15937. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15938. (*alive) = 0;
  15939. skill_delunit(unit);
  15940. return 1;
  15941. }
  15942. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  15943. //It deletes everything except traps and barriers
  15944. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR || unit->group->skill_id == GN_HELLS_PLANT) {
  15945. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  15946. if (unit->val2&UF_RANGEDSINGLEUNIT)
  15947. skill_delunitgroup(unit->group);
  15948. } else
  15949. skill_delunit(unit);
  15950. return 1;
  15951. }
  15952. }
  15953. break;
  15954. case GN_CRAZYWEED_ATK:
  15955. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  15956. break;
  15957. case HW_GANBANTEIN:
  15958. case LG_EARTHDRIVE:
  15959. // Officially songs/dances are removed
  15960. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  15961. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  15962. skill_delunitgroup(unit->group);
  15963. } else
  15964. skill_delunit(unit);
  15965. return 1;
  15966. case SA_VOLCANO:
  15967. case SA_DELUGE:
  15968. case SA_VIOLENTGALE:
  15969. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15970. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15971. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15972. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  15973. {
  15974. (*alive) = 0;
  15975. return 1;
  15976. }
  15977. /*
  15978. switch (unit->group->skill_id)
  15979. { //These cannot override each other.
  15980. case SA_VOLCANO:
  15981. case SA_DELUGE:
  15982. case SA_VIOLENTGALE:
  15983. (*alive) = 0;
  15984. return 1;
  15985. }
  15986. */
  15987. break;
  15988. case PF_FOGWALL:
  15989. switch(unit->group->skill_id) {
  15990. case SA_VOLCANO: //Can't be placed on top of these
  15991. case SA_VIOLENTGALE:
  15992. (*alive) = 0;
  15993. return 1;
  15994. case SA_DELUGE:
  15995. case NJ_SUITON:
  15996. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15997. (*alive) = 2;
  15998. break;
  15999. }
  16000. break;
  16001. case WZ_WATERBALL:
  16002. switch (unit->group->skill_id) {
  16003. case SA_DELUGE:
  16004. case NJ_SUITON:
  16005. //Consumes deluge/suiton
  16006. skill_delunit(unit);
  16007. return 1;
  16008. }
  16009. break;
  16010. case WZ_ICEWALL:
  16011. case HP_BASILICA:
  16012. case HW_GRAVITATION:
  16013. //These can't be placed on top of themselves (duration can't be refreshed)
  16014. if (unit->group->skill_id == skill_id)
  16015. {
  16016. (*alive) = 0;
  16017. return 1;
  16018. }
  16019. break;
  16020. case RL_FIRE_RAIN: {
  16021. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  16022. if (uf[UF_REMOVEDBYFIRERAIN]) {
  16023. if (uf[UF_RANGEDSINGLEUNIT]) {
  16024. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  16025. skill_delunitgroup(unit->group);
  16026. } else
  16027. skill_delunit(unit);
  16028. return 1;
  16029. }
  16030. }
  16031. break;
  16032. }
  16033. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16034. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  16035. (*alive) = 0;
  16036. return 1;
  16037. }
  16038. return 0;
  16039. }
  16040. /*==========================================
  16041. * Splash effect for skill unit 'trap type'.
  16042. * Chance triggered when damaged, timeout, or char step on it.
  16043. *------------------------------------------*/
  16044. static int skill_trap_splash(struct block_list *bl, va_list ap)
  16045. {
  16046. struct block_list *src = va_arg(ap,struct block_list *);
  16047. struct skill_unit *unit = NULL;
  16048. t_tick tick = va_arg(ap,t_tick);
  16049. struct skill_unit_group *sg;
  16050. struct block_list *ss; //Skill src bl
  16051. nullpo_ret(src);
  16052. unit = (struct skill_unit *)src;
  16053. if (!unit || !unit->alive || bl->prev == NULL)
  16054. return 0;
  16055. nullpo_ret(sg = unit->group);
  16056. nullpo_ret(ss = map_id2bl(sg->src_id));
  16057. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  16058. return 0;
  16059. switch (sg->unit_id) {
  16060. case UNT_B_TRAP:
  16061. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  16062. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  16063. break;
  16064. case UNT_SHOCKWAVE:
  16065. case UNT_SANDMAN:
  16066. case UNT_FLASHER:
  16067. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  16068. break;
  16069. case UNT_GROUNDDRIFT_WIND:
  16070. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16071. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  16072. break;
  16073. case UNT_GROUNDDRIFT_DARK:
  16074. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16075. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  16076. break;
  16077. case UNT_GROUNDDRIFT_POISON:
  16078. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16079. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  16080. break;
  16081. case UNT_GROUNDDRIFT_WATER:
  16082. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16083. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  16084. break;
  16085. case UNT_GROUNDDRIFT_FIRE:
  16086. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  16087. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  16088. break;
  16089. case UNT_ELECTRICSHOCKER:
  16090. if (bl->id != ss->id) {
  16091. if (status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  16092. break;
  16093. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  16094. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  16095. clif_fixpos(bl);
  16096. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  16097. }
  16098. }
  16099. break;
  16100. case UNT_MAGENTATRAP:
  16101. case UNT_COBALTTRAP:
  16102. case UNT_MAIZETRAP:
  16103. case UNT_VERDURETRAP:
  16104. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  16105. struct status_data *status = status_get_status_data(bl);
  16106. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  16107. status->ele_lv = (unsigned char)sg->skill_lv;
  16108. }
  16109. break;
  16110. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  16111. if (ss->type != BL_PC)
  16112. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  16113. else {
  16114. skill_addtimerskill(ss, tick + status_get_amotion(ss), bl->id, 0, 0, WM_REVERBERATION_MELEE, sg->skill_lv, BF_WEAPON, 0);
  16115. skill_addtimerskill(ss, tick + status_get_amotion(ss) * 2, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, 0);
  16116. }
  16117. break;
  16118. case UNT_FIRINGTRAP:
  16119. case UNT_ICEBOUNDTRAP:
  16120. if( src->id == bl->id ) break;
  16121. if( bl->type == BL_SKILL ) {
  16122. struct skill_unit *su = (struct skill_unit *)bl;
  16123. if (su && su->group->unit_id == UNT_USED_TRAPS)
  16124. break;
  16125. }
  16126. case UNT_CLUSTERBOMB:
  16127. if( ss != bl )
  16128. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  16129. break;
  16130. case UNT_CLAYMORETRAP:
  16131. if( src->id == bl->id ) break;
  16132. if( bl->type == BL_SKILL ) {
  16133. struct skill_unit *su = (struct skill_unit *)bl;
  16134. if (!su)
  16135. return 0;
  16136. switch(su->group->unit_id) {
  16137. case UNT_CLAYMORETRAP:
  16138. case UNT_LANDMINE:
  16139. case UNT_BLASTMINE:
  16140. case UNT_SHOCKWAVE:
  16141. case UNT_SANDMAN:
  16142. case UNT_FLASHER:
  16143. case UNT_FREEZINGTRAP:
  16144. case UNT_FIRINGTRAP:
  16145. case UNT_ICEBOUNDTRAP:
  16146. clif_changetraplook(bl, UNT_USED_TRAPS);
  16147. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  16148. su->group->unit_id = UNT_USED_TRAPS;
  16149. break;
  16150. }
  16151. }
  16152. default: {
  16153. int split_count = 0;
  16154. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  16155. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  16156. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  16157. }
  16158. break;
  16159. }
  16160. return 1;
  16161. }
  16162. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  16163. {
  16164. uint16 skill_id, skill_lv;
  16165. struct skill_unit *unit;
  16166. nullpo_ret(bl);
  16167. skill_id = va_arg(ap,int);
  16168. skill_lv = va_arg(ap,int);
  16169. unit = (struct skill_unit *)bl;
  16170. if( unit == NULL || unit->group == NULL )
  16171. return 0;
  16172. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  16173. return 0;
  16174. if( unit->group->skill_id == SC_MAELSTROM ) {
  16175. struct block_list *src;
  16176. if( (src = map_id2bl(unit->group->src_id)) ){
  16177. int sp = unit->group->skill_lv * skill_lv;
  16178. if( src->type == BL_PC )
  16179. sp += ((TBL_PC*)src)->status.job_level / 5;
  16180. status_heal(src, 0, sp/2, 1);
  16181. }
  16182. }
  16183. return 0;
  16184. }
  16185. /**
  16186. * Remove current enchanted element for new element
  16187. * @param bl Char
  16188. * @param type New element
  16189. */
  16190. void skill_enchant_elemental_end(struct block_list *bl, int type)
  16191. {
  16192. struct status_change *sc;
  16193. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON };
  16194. int i;
  16195. nullpo_retv(bl);
  16196. nullpo_retv(sc= status_get_sc(bl));
  16197. if (!sc->count)
  16198. return;
  16199. status_change_end(bl, SC_ENCHANTARMS, INVALID_TIMER); // Should always end
  16200. for (i = 0; i < ARRAYLENGTH(scs); i++)
  16201. if (type != scs[i] && sc->data[scs[i]])
  16202. status_change_end(bl, scs[i], INVALID_TIMER);
  16203. }
  16204. /**
  16205. * Check cloaking condition
  16206. * @param bl
  16207. * @param sce
  16208. * @return True if near wall; False otherwise
  16209. */
  16210. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  16211. {
  16212. bool wall = true;
  16213. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  16214. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  16215. { //Check for walls.
  16216. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16217. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16218. int i;
  16219. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16220. if( i == 8 )
  16221. wall = false;
  16222. }
  16223. if( sce ) {
  16224. if( !wall ) {
  16225. if( sce->val1 < 3 ) //End cloaking.
  16226. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  16227. else if( sce->val4&1 ) { //Remove wall bonus
  16228. sce->val4&=~1;
  16229. status_calc_bl(bl,SCB_SPEED);
  16230. }
  16231. } else {
  16232. if( !(sce->val4&1) ) { //Add wall speed bonus
  16233. sce->val4|=1;
  16234. status_calc_bl(bl,SCB_SPEED);
  16235. }
  16236. }
  16237. }
  16238. return wall;
  16239. }
  16240. /** Check Shadow Form on the target
  16241. * @param bl: Target
  16242. * @param damage: Damage amount
  16243. * @param hit
  16244. * @return true - in Shadow Form state; false - otherwise
  16245. */
  16246. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  16247. {
  16248. struct status_change *sc;
  16249. nullpo_retr(false,bl);
  16250. if (!damage)
  16251. return false;
  16252. sc = status_get_sc(bl);
  16253. if( sc && sc->data[SC__SHADOWFORM] ) {
  16254. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  16255. if( !src || src->m != bl->m ) {
  16256. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16257. return false;
  16258. }
  16259. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  16260. if( src->type == BL_PC )
  16261. ((TBL_PC*)src)->shadowform_id = 0;
  16262. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16263. return false;
  16264. }
  16265. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0);
  16266. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  16267. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  16268. if( src->type == BL_PC )
  16269. ((TBL_PC*)src)->shadowform_id = 0;
  16270. }
  16271. return true;
  16272. }
  16273. return false;
  16274. }
  16275. /**
  16276. * Check camouflage condition
  16277. * @param bl
  16278. * @param sce
  16279. * @return True if near wall; False otherwise
  16280. * @TODO: Seems wrong
  16281. */
  16282. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  16283. {
  16284. bool wall = true;
  16285. if( bl->type == BL_PC ) { //Check for walls.
  16286. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  16287. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  16288. int i;
  16289. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  16290. if( i == 8 )
  16291. wall = false;
  16292. }
  16293. if( sce ) {
  16294. if( !wall && sce->val1 < 3 ) //End camouflage.
  16295. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  16296. status_calc_bl(bl,SCB_SPEED);
  16297. }
  16298. return wall;
  16299. }
  16300. /**
  16301. * Process skill unit visibilty for single BL in area
  16302. * @param bl
  16303. * @param ap
  16304. * @author [Cydh]
  16305. **/
  16306. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  16307. struct skill_unit *su = NULL;
  16308. struct block_list *src = NULL;
  16309. unsigned int party1 = 0;
  16310. bool visible = true;
  16311. nullpo_ret(bl);
  16312. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  16313. nullpo_ret((src = va_arg(ap, struct block_list*)));
  16314. party1 = va_arg(ap, unsigned int);
  16315. if (src != bl) {
  16316. unsigned int party2 = status_get_party_id(bl);
  16317. if (!party1 || !party2 || party1 != party2)
  16318. visible = false;
  16319. }
  16320. clif_getareachar_skillunit(bl, su, SELF, visible);
  16321. return 1;
  16322. }
  16323. /**
  16324. * Check for skill unit visibilty in area on
  16325. * - skill first placement
  16326. * - skill moved (knocked back, moved dance)
  16327. * @param su Skill unit
  16328. * @param target Affected target for this visibility @see enum send_target
  16329. * @author [Cydh]
  16330. **/
  16331. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  16332. nullpo_retv(su);
  16333. if (!su->hidden) // It's not hidden, just do this!
  16334. clif_getareachar_skillunit(&su->bl, su, target, true);
  16335. else {
  16336. struct block_list *src = battle_get_master(&su->bl);
  16337. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  16338. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  16339. }
  16340. }
  16341. /**
  16342. * Check for skill unit visibilty on single BL on insight/spawn action
  16343. * @param su Skill unit
  16344. * @param bl Block list
  16345. * @author [Cydh]
  16346. **/
  16347. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  16348. bool visible = true;
  16349. struct block_list *src = NULL;
  16350. nullpo_retv(bl);
  16351. nullpo_retv(su);
  16352. nullpo_retv((src = battle_get_master(&su->bl)));
  16353. if (su->hidden && src != bl) {
  16354. unsigned int party1 = status_get_party_id(src);
  16355. unsigned int party2 = status_get_party_id(bl);
  16356. if (!party1 || !party2 || party1 != party2)
  16357. visible = false;
  16358. }
  16359. clif_getareachar_skillunit(bl, su, SELF, visible);
  16360. }
  16361. /**
  16362. * Initialize new skill unit for skill unit group.
  16363. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  16364. * @param group Skill unit group
  16365. * @param idx
  16366. * @param x
  16367. * @param y
  16368. * @param val1
  16369. * @param val2
  16370. */
  16371. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2, bool hidden)
  16372. {
  16373. struct skill_unit *unit;
  16374. nullpo_retr(NULL, group);
  16375. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  16376. nullpo_retr(NULL, (unit = &group->unit[idx]));
  16377. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  16378. return unit;
  16379. if(!unit->alive)
  16380. group->alive_count++;
  16381. unit->bl.id = map_get_new_object_id();
  16382. unit->bl.type = BL_SKILL;
  16383. unit->bl.m = group->map;
  16384. unit->bl.x = x;
  16385. unit->bl.y = y;
  16386. unit->group = group;
  16387. unit->alive = 1;
  16388. unit->val1 = val1;
  16389. unit->val2 = val2;
  16390. unit->hidden = hidden;
  16391. // Stores new skill unit
  16392. idb_put(skillunit_db, unit->bl.id, unit);
  16393. map_addiddb(&unit->bl);
  16394. if(map_addblock(&unit->bl))
  16395. return NULL;
  16396. // Perform oninit actions
  16397. switch (group->skill_id) {
  16398. case WZ_ICEWALL:
  16399. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  16400. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  16401. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  16402. break;
  16403. case SA_LANDPROTECTOR:
  16404. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  16405. break;
  16406. case HP_BASILICA:
  16407. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  16408. break;
  16409. case SC_MAELSTROM:
  16410. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  16411. break;
  16412. default:
  16413. if (group->state.song_dance&0x1) //Check for dissonance.
  16414. skill_dance_overlap(unit, 1);
  16415. break;
  16416. }
  16417. skill_getareachar_skillunit_visibilty(unit, AREA);
  16418. return unit;
  16419. }
  16420. /**
  16421. * Remove unit
  16422. * @param unit
  16423. */
  16424. int skill_delunit(struct skill_unit* unit)
  16425. {
  16426. struct skill_unit_group *group;
  16427. nullpo_ret(unit);
  16428. if( !unit->alive )
  16429. return 0;
  16430. unit->alive = 0;
  16431. nullpo_ret(group = unit->group);
  16432. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  16433. skill_dance_overlap(unit, 0);
  16434. // invoke onout event
  16435. if( !unit->range )
  16436. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  16437. // perform ondelete actions
  16438. switch (group->skill_id) {
  16439. case HT_ANKLESNARE:
  16440. case SC_ESCAPE:
  16441. {
  16442. struct block_list* target = map_id2bl(group->val2);
  16443. enum sc_type type = status_skill2sc(group->skill_id);
  16444. if( target )
  16445. status_change_end(target, type, INVALID_TIMER);
  16446. }
  16447. break;
  16448. case WZ_ICEWALL:
  16449. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  16450. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  16451. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  16452. break;
  16453. case SA_LANDPROTECTOR:
  16454. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  16455. break;
  16456. case HP_BASILICA:
  16457. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  16458. break;
  16459. case RA_ELECTRICSHOCKER: {
  16460. struct block_list* target = map_id2bl(group->val2);
  16461. if( target )
  16462. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  16463. }
  16464. break;
  16465. case SC_MAELSTROM:
  16466. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  16467. break;
  16468. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  16469. if( group->val2 ) { // Someone Traped
  16470. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  16471. if( tsc && tsc->data[SC__MANHOLE] )
  16472. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  16473. }
  16474. break;
  16475. }
  16476. clif_skill_delunit(unit);
  16477. unit->group=NULL;
  16478. map_delblock(&unit->bl); // don't free yet
  16479. map_deliddb(&unit->bl);
  16480. idb_remove(skillunit_db, unit->bl.id);
  16481. if(--group->alive_count==0)
  16482. skill_delunitgroup(group);
  16483. return 0;
  16484. }
  16485. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  16486. /// Returns the target skill_unit_group or NULL if not found.
  16487. struct skill_unit_group* skill_id2group(int group_id) {
  16488. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  16489. }
  16490. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  16491. /**
  16492. * Returns a new group_id that isn't being used in skillunit_group_db.
  16493. * Fatal error if nothing is available.
  16494. */
  16495. static int skill_get_new_group_id(void)
  16496. {
  16497. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  16498. return skill_unit_group_newid++;// available
  16499. {// find next id
  16500. int base_id = skill_unit_group_newid;
  16501. while( base_id != ++skill_unit_group_newid )
  16502. {
  16503. if( skill_unit_group_newid < MAX_SKILL )
  16504. skill_unit_group_newid = MAX_SKILL;
  16505. if( skill_id2group(skill_unit_group_newid) == NULL )
  16506. return skill_unit_group_newid++;// available
  16507. }
  16508. // full loop, nothing available
  16509. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  16510. exit(1);
  16511. }
  16512. }
  16513. /**
  16514. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  16515. * @param src Object that cast the skill
  16516. * @param count How many 'cells' used that needed. Related with skill layout
  16517. * @param skill_id ID of used skill
  16518. * @param skill_lv Skill level of used skill
  16519. * @param unit_id Unit ID (look at skill_unit_db.txt)
  16520. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  16521. * @param interval Time interval
  16522. * @return skill_unit_group
  16523. */
  16524. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  16525. {
  16526. struct unit_data* ud = unit_bl2ud( src );
  16527. struct skill_unit_group* group;
  16528. int i;
  16529. if(!(skill_id && skill_lv)) return 0;
  16530. nullpo_retr(NULL, src);
  16531. nullpo_retr(NULL, ud);
  16532. // Find a free spot to store the new unit group
  16533. // TODO: Make this flexible maybe by changing this fixed array?
  16534. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  16535. if(i == MAX_SKILLUNITGROUP) {
  16536. // Array is full, make room by discarding oldest group
  16537. int j = 0;
  16538. t_tick maxdiff = 0, tick = gettick();
  16539. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  16540. t_tick x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  16541. if(x > maxdiff){
  16542. maxdiff = x;
  16543. j = i;
  16544. }
  16545. }
  16546. skill_delunitgroup(ud->skillunit[j]);
  16547. // Since elements must have shifted, we use the last slot.
  16548. i = MAX_SKILLUNITGROUP-1;
  16549. }
  16550. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  16551. group->src_id = src->id;
  16552. group->party_id = status_get_party_id(src);
  16553. group->guild_id = status_get_guild_id(src);
  16554. group->bg_id = bg_team_get_id(src);
  16555. group->group_id = skill_get_new_group_id();
  16556. group->link_group_id = 0;
  16557. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  16558. group->unit_count = count;
  16559. group->alive_count = 0;
  16560. group->val1 = 0;
  16561. group->val2 = 0;
  16562. group->val3 = 0;
  16563. group->skill_id = skill_id;
  16564. group->skill_lv = skill_lv;
  16565. group->unit_id = unit_id;
  16566. group->map = src->m;
  16567. group->limit = limit;
  16568. group->interval = interval;
  16569. group->tick = gettick();
  16570. group->valstr = NULL;
  16571. ud->skillunit[i] = group;
  16572. // Stores this new group to DBMap
  16573. idb_put(skillunit_group_db, group->group_id, group);
  16574. return group;
  16575. }
  16576. /**
  16577. * Remove skill unit group
  16578. * @param group
  16579. * @param file
  16580. * @param line
  16581. * @param *func
  16582. */
  16583. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  16584. {
  16585. struct block_list* src;
  16586. struct unit_data *ud;
  16587. short i, j;
  16588. int link_group_id;
  16589. if( group == NULL ) {
  16590. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  16591. return 0;
  16592. }
  16593. src = map_id2bl(group->src_id);
  16594. ud = unit_bl2ud(src);
  16595. if (!src || !ud) {
  16596. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16597. return 0;
  16598. }
  16599. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  16600. switch( group->skill_id ) {
  16601. case BA_DISSONANCE:
  16602. case BA_POEMBRAGI:
  16603. case BA_WHISTLE:
  16604. case BA_ASSASSINCROSS:
  16605. case BA_APPLEIDUN:
  16606. case DC_UGLYDANCE:
  16607. case DC_HUMMING:
  16608. case DC_DONTFORGETME:
  16609. case DC_FORTUNEKISS:
  16610. case DC_SERVICEFORYOU:
  16611. case NC_NEUTRALBARRIER:
  16612. case NC_STEALTHFIELD:
  16613. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  16614. break;
  16615. }
  16616. }
  16617. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  16618. struct status_change* sc = status_get_sc(src);
  16619. if (sc && sc->data[SC_DANCING]) {
  16620. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  16621. status_change_end(src, SC_DANCING, INVALID_TIMER);
  16622. }
  16623. }
  16624. // End SC from the master when the skill group is deleted
  16625. i = SC_NONE;
  16626. switch (group->unit_id) {
  16627. case UNT_GOSPEL: i = SC_GOSPEL; break;
  16628. case UNT_BASILICA: i = SC_BASILICA; break;
  16629. }
  16630. if (i != SC_NONE) {
  16631. struct status_change *sc = status_get_sc(src);
  16632. if (sc && sc->data[i]) {
  16633. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  16634. status_change_end(src, (sc_type)i, INVALID_TIMER);
  16635. }
  16636. }
  16637. switch( group->skill_id ) {
  16638. case PF_SPIDERWEB:
  16639. {
  16640. struct block_list* target = map_id2bl(group->val2);
  16641. struct status_change *sc;
  16642. bool removed = true;
  16643. //Clear group id from status change
  16644. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  16645. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  16646. sc->data[SC_SPIDERWEB]->val2 = 0;
  16647. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  16648. sc->data[SC_SPIDERWEB]->val3 = 0;
  16649. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  16650. sc->data[SC_SPIDERWEB]->val4 = 0;
  16651. else //Group was already removed in status_change_end, don't call it again!
  16652. removed = false;
  16653. //The last group was cleared, end status change
  16654. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  16655. status_change_end(target, SC_SPIDERWEB, INVALID_TIMER);
  16656. }
  16657. }
  16658. case SG_SUN_WARM:
  16659. case SG_MOON_WARM:
  16660. case SG_STAR_WARM:
  16661. {
  16662. struct status_change *sc = NULL;
  16663. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  16664. sc->data[SC_WARM]->val4 = 0;
  16665. status_change_end(src, SC_WARM, INVALID_TIMER);
  16666. }
  16667. }
  16668. break;
  16669. case NC_NEUTRALBARRIER:
  16670. {
  16671. struct status_change *sc = NULL;
  16672. if( (sc = status_get_sc(src)) != NULL ) {
  16673. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  16674. {
  16675. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  16676. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  16677. }
  16678. status_change_end(src,SC_NEUTRALBARRIER,INVALID_TIMER);
  16679. }
  16680. }
  16681. break;
  16682. case NC_STEALTHFIELD:
  16683. {
  16684. struct status_change *sc = NULL;
  16685. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  16686. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  16687. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  16688. }
  16689. }
  16690. break;
  16691. case LG_BANDING:
  16692. {
  16693. struct status_change *sc = NULL;
  16694. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  16695. sc->data[SC_BANDING]->val4 = 0;
  16696. status_change_end(src,SC_BANDING,INVALID_TIMER);
  16697. }
  16698. }
  16699. break;
  16700. }
  16701. if (src->type==BL_PC && group->state.ammo_consume)
  16702. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  16703. group->alive_count=0;
  16704. // remove all unit cells
  16705. if(group->unit != NULL)
  16706. for( i = 0; i < group->unit_count; i++ )
  16707. skill_delunit(&group->unit[i]);
  16708. // clear Talkie-box string
  16709. if( group->valstr != NULL ) {
  16710. aFree(group->valstr);
  16711. group->valstr = NULL;
  16712. }
  16713. idb_remove(skillunit_group_db, group->group_id);
  16714. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  16715. group->unit = NULL;
  16716. group->group_id = 0;
  16717. group->unit_count = 0;
  16718. link_group_id = group->link_group_id;
  16719. group->link_group_id = 0;
  16720. // locate this group, swap with the last entry and delete it
  16721. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  16722. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  16723. j--;
  16724. if( i < MAX_SKILLUNITGROUP ) {
  16725. ud->skillunit[i] = ud->skillunit[j];
  16726. ud->skillunit[j] = NULL;
  16727. ers_free(skill_unit_ers, group);
  16728. } else
  16729. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  16730. if(link_group_id) {
  16731. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  16732. if(group_cur)
  16733. skill_delunitgroup(group_cur);
  16734. }
  16735. return 1;
  16736. }
  16737. /**
  16738. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  16739. * @param src
  16740. */
  16741. void skill_clear_unitgroup(struct block_list *src)
  16742. {
  16743. struct unit_data *ud;
  16744. nullpo_retv(src);
  16745. nullpo_retv((ud = unit_bl2ud(src)));
  16746. while (ud->skillunit[0])
  16747. skill_delunitgroup(ud->skillunit[0]);
  16748. }
  16749. /**
  16750. * Search tickset for skill unit in skill unit group
  16751. * @param bl Block List for skill_unit
  16752. * @param group Skill unit group
  16753. * @param tick
  16754. * @return skill_unit_group_tickset if found
  16755. */
  16756. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, t_tick tick)
  16757. {
  16758. int i, j = -1, s, id;
  16759. struct unit_data *ud;
  16760. struct skill_unit_group_tickset *set;
  16761. nullpo_ret(bl);
  16762. if (group->interval == -1)
  16763. return NULL;
  16764. ud = unit_bl2ud(bl);
  16765. if (!ud)
  16766. return NULL;
  16767. set = ud->skillunittick;
  16768. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  16769. id = s = group->skill_id;
  16770. else
  16771. id = s = group->group_id;
  16772. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  16773. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  16774. if (set[k].id == id)
  16775. return &set[k];
  16776. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  16777. j=k;
  16778. }
  16779. if (j == -1) {
  16780. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  16781. j = id % MAX_SKILLUNITGROUPTICKSET;
  16782. }
  16783. set[j].id = id;
  16784. set[j].tick = tick;
  16785. return &set[j];
  16786. }
  16787. /*==========================================
  16788. * Check for validity skill unit that triggered by skill_unit_timer_sub
  16789. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  16790. *------------------------------------------*/
  16791. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  16792. {
  16793. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  16794. struct skill_unit_group* group = NULL;
  16795. t_tick tick = va_arg(ap,t_tick);
  16796. nullpo_ret(unit);
  16797. if( !unit->alive || bl->prev == NULL )
  16798. return 0;
  16799. nullpo_ret(group = unit->group);
  16800. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  16801. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  16802. return 0; //AoE skills are ineffective. [Skotlex]
  16803. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  16804. return 0;
  16805. skill_unit_onplace_timer(unit,bl,tick);
  16806. return 1;
  16807. }
  16808. /**
  16809. * @see DBApply
  16810. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  16811. */
  16812. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  16813. {
  16814. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16815. struct skill_unit_group* group = NULL;
  16816. t_tick tick = va_arg(ap,t_tick);
  16817. bool dissonance;
  16818. struct block_list* bl = &unit->bl;
  16819. nullpo_ret(unit);
  16820. if( !unit->alive )
  16821. return 0;
  16822. nullpo_ret(group = unit->group);
  16823. // Check for expiration
  16824. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16825. {// skill unit expired (inlined from skill_unit_onlimit())
  16826. switch( group->unit_id ) {
  16827. case UNT_ICEWALL:
  16828. unit->val1 -= 50; // icewall loses 50 hp every second
  16829. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  16830. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  16831. if( unit->val1 <= 0 )
  16832. skill_delunit(unit);
  16833. break;
  16834. case UNT_BLASTMINE:
  16835. #ifdef RENEWAL
  16836. case UNT_CLAYMORETRAP:
  16837. #endif
  16838. case UNT_GROUNDDRIFT_WIND:
  16839. case UNT_GROUNDDRIFT_DARK:
  16840. case UNT_GROUNDDRIFT_POISON:
  16841. case UNT_GROUNDDRIFT_WATER:
  16842. case UNT_GROUNDDRIFT_FIRE:
  16843. group->unit_id = UNT_USED_TRAPS;
  16844. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16845. group->limit=DIFF_TICK(tick+1500,group->tick);
  16846. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16847. break;
  16848. case UNT_ANKLESNARE:
  16849. case UNT_ELECTRICSHOCKER:
  16850. if (group->val2 > 0) { //Used Trap doesn't return back to item
  16851. skill_delunit(unit);
  16852. break;
  16853. }
  16854. case UNT_SKIDTRAP:
  16855. case UNT_LANDMINE:
  16856. case UNT_SHOCKWAVE:
  16857. case UNT_SANDMAN:
  16858. case UNT_FLASHER:
  16859. case UNT_FREEZINGTRAP:
  16860. #ifndef RENEWAL
  16861. case UNT_CLAYMORETRAP:
  16862. #endif
  16863. case UNT_TALKIEBOX:
  16864. case UNT_CLUSTERBOMB:
  16865. case UNT_MAGENTATRAP:
  16866. case UNT_COBALTTRAP:
  16867. case UNT_MAIZETRAP:
  16868. case UNT_VERDURETRAP:
  16869. case UNT_FIRINGTRAP:
  16870. case UNT_ICEBOUNDTRAP:
  16871. {
  16872. struct block_list* src;
  16873. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16874. { // revert unit back into a trap
  16875. struct item item_tmp;
  16876. memset(&item_tmp,0,sizeof(item_tmp));
  16877. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16878. item_tmp.identify = 1;
  16879. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  16880. }
  16881. skill_delunit(unit);
  16882. }
  16883. break;
  16884. case UNT_WARP_ACTIVE:
  16885. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16886. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  16887. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16888. // restart timers
  16889. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16890. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16891. // apply effect to all units standing on it
  16892. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16893. break;
  16894. case UNT_CALLFAMILY:
  16895. {
  16896. struct map_session_data *sd = NULL;
  16897. if(group->val1) {
  16898. sd = map_charid2sd(group->val1);
  16899. group->val1 = 0;
  16900. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16901. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16902. }
  16903. if(group->val2) {
  16904. sd = map_charid2sd(group->val2);
  16905. group->val2 = 0;
  16906. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, sd->group_level))
  16907. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16908. }
  16909. skill_delunit(unit);
  16910. }
  16911. break;
  16912. case UNT_REVERBERATION:
  16913. case UNT_NETHERWORLD:
  16914. if( unit->val1 <= 0 ) { // If it was deactivated.
  16915. skill_delunit(unit);
  16916. break;
  16917. }
  16918. clif_changetraplook(bl,UNT_USED_TRAPS);
  16919. if (group->unit_id == UNT_REVERBERATION)
  16920. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16921. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16922. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16923. group->unit_id = UNT_USED_TRAPS;
  16924. break;
  16925. case UNT_FEINTBOMB: {
  16926. struct block_list *src = map_id2bl(group->src_id);
  16927. if (src)
  16928. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  16929. skill_delunit(unit);
  16930. }
  16931. break;
  16932. case UNT_BANDING:
  16933. {
  16934. struct block_list *src = map_id2bl(group->src_id);
  16935. struct status_change *sc;
  16936. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16937. skill_delunit(unit);
  16938. break;
  16939. }
  16940. // This unit isn't removed while SC_BANDING is active.
  16941. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16942. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16943. }
  16944. break;
  16945. case UNT_B_TRAP:
  16946. {
  16947. struct block_list* src;
  16948. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16949. struct item item_tmp;
  16950. memset(&item_tmp, 0, sizeof(item_tmp));
  16951. item_tmp.nameid = group->item_id;
  16952. item_tmp.identify = 1;
  16953. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  16954. }
  16955. skill_delunit(unit);
  16956. }
  16957. break;
  16958. default:
  16959. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2)) {
  16960. // Deal damage before expiration
  16961. break;
  16962. }
  16963. skill_delunit(unit);
  16964. break;
  16965. }
  16966. } else {// skill unit is still active
  16967. switch( group->unit_id ) {
  16968. case UNT_BLASTMINE:
  16969. case UNT_SKIDTRAP:
  16970. case UNT_LANDMINE:
  16971. case UNT_SHOCKWAVE:
  16972. case UNT_SANDMAN:
  16973. case UNT_FLASHER:
  16974. case UNT_CLAYMORETRAP:
  16975. case UNT_FREEZINGTRAP:
  16976. case UNT_TALKIEBOX:
  16977. case UNT_ANKLESNARE:
  16978. case UNT_B_TRAP:
  16979. if( unit->val1 <= 0 ) {
  16980. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16981. skill_delunit(unit);
  16982. else {
  16983. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16984. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16985. group->unit_id = UNT_USED_TRAPS;
  16986. }
  16987. }
  16988. break;
  16989. case UNT_REVERBERATION:
  16990. case UNT_NETHERWORLD:
  16991. if (unit->val1 <= 0) {
  16992. clif_changetraplook(bl,UNT_USED_TRAPS);
  16993. if (group->unit_id == UNT_REVERBERATION)
  16994. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16995. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  16996. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  16997. group->unit_id = UNT_USED_TRAPS;
  16998. }
  16999. break;
  17000. case UNT_WALLOFTHORN:
  17001. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  17002. skill_delunitgroup(group);
  17003. break;
  17004. }
  17005. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  17006. skill_delunit(unit);
  17007. break;
  17008. case UNT_SANCTUARY:
  17009. if (group->val1 <= 0) {
  17010. skill_delunitgroup(group);
  17011. }
  17012. break;
  17013. default:
  17014. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17015. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  17016. // Unit will expire the next interval, start dropping Meteor
  17017. struct block_list* src;
  17018. if ((src = map_id2bl(group->src_id)) != NULL) {
  17019. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  17020. group->val2 = 1;
  17021. }
  17022. }
  17023. // No damage until expiration
  17024. return 0;
  17025. }
  17026. break;
  17027. }
  17028. }
  17029. //Don't continue if unit or even group is expired and has been deleted.
  17030. if( !group || !unit->alive )
  17031. return 0;
  17032. dissonance = skill_dance_switch(unit, 0);
  17033. if( unit->range >= 0 && group->interval != -1 )
  17034. {
  17035. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  17036. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  17037. group->unit_id = UNT_USED_TRAPS;
  17038. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  17039. unit->range = -1; //Disable processed cell.
  17040. if (--group->val1 <= 0) { // number of live cells
  17041. //All tiles were processed, disable skill.
  17042. group->target_flag=BCT_NOONE;
  17043. group->bl_flag= BL_NUL;
  17044. }
  17045. }
  17046. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2) {
  17047. skill_delunit(unit);
  17048. return 0;
  17049. }
  17050. }
  17051. if( dissonance )
  17052. skill_dance_switch(unit, 1);
  17053. return 0;
  17054. }
  17055. /*==========================================
  17056. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  17057. *------------------------------------------*/
  17058. TIMER_FUNC(skill_unit_timer){
  17059. map_freeblock_lock();
  17060. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  17061. map_freeblock_unlock();
  17062. return 0;
  17063. }
  17064. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  17065. /*==========================================
  17066. * flag :
  17067. * 1 : store that skill_unit in array
  17068. * 2 : clear that skill_unit
  17069. * 4 : call_on_left
  17070. *------------------------------------------*/
  17071. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  17072. {
  17073. struct skill_unit* unit = (struct skill_unit *)bl;
  17074. struct skill_unit_group* group = NULL;
  17075. struct block_list* target = va_arg(ap,struct block_list*);
  17076. t_tick tick = va_arg(ap,t_tick);
  17077. int flag = va_arg(ap,int);
  17078. bool dissonance;
  17079. uint16 skill_id;
  17080. int i;
  17081. nullpo_ret(unit);
  17082. nullpo_ret(target);
  17083. if( !unit->alive || target->prev == NULL )
  17084. return 0;
  17085. nullpo_ret(group = unit->group);
  17086. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  17087. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  17088. dissonance = skill_dance_switch(unit, 0);
  17089. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  17090. skill_id = group->skill_id;
  17091. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  17092. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  17093. if( dissonance ) {
  17094. skill_dance_switch(unit, 1);
  17095. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  17096. }
  17097. return 0;
  17098. }
  17099. //Target-type check.
  17100. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  17101. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  17102. if( flag&1 ) {
  17103. if( flag&2 ) { //Clear this skill id.
  17104. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  17105. if( i < ARRAYLENGTH(skill_unit_temp) )
  17106. skill_unit_temp[i] = 0;
  17107. }
  17108. } else {
  17109. if( flag&2 ) { //Store this skill id.
  17110. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17111. if( i < ARRAYLENGTH(skill_unit_temp) )
  17112. skill_unit_temp[i] = skill_id;
  17113. else
  17114. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17115. }
  17116. }
  17117. if( flag&4 )
  17118. skill_unit_onleft(skill_id,target,tick);
  17119. }
  17120. if( dissonance )
  17121. skill_dance_switch(unit, 1);
  17122. return 0;
  17123. } else {
  17124. if( flag&1 ) {
  17125. int result = skill_unit_onplace(unit,target,tick);
  17126. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  17127. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  17128. if( i < ARRAYLENGTH(skill_unit_temp) )
  17129. skill_unit_temp[i] = 0;
  17130. }
  17131. } else {
  17132. int result = skill_unit_onout(unit,target,tick);
  17133. if( flag&2 && result ) { //Store this unit id.
  17134. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  17135. if( i < ARRAYLENGTH(skill_unit_temp) )
  17136. skill_unit_temp[i] = skill_id;
  17137. else
  17138. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  17139. }
  17140. }
  17141. //TODO: Normally, this is dangerous since the unit and group could be freed
  17142. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  17143. //cells do not get deleted within them. [Skotlex]
  17144. if( dissonance )
  17145. skill_dance_switch(unit, 1);
  17146. if( flag&4 )
  17147. skill_unit_onleft(skill_id,target,tick);
  17148. return 1;
  17149. }
  17150. }
  17151. /*==========================================
  17152. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  17153. * Flag values:
  17154. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  17155. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  17156. * units to figure out when they have left a group.
  17157. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  17158. *------------------------------------------*/
  17159. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  17160. {
  17161. nullpo_ret(bl);
  17162. if( bl->prev == NULL )
  17163. return 0;
  17164. if( flag&2 && !(flag&1) ) //Onout, clear data
  17165. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  17166. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  17167. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  17168. int i;
  17169. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  17170. if( skill_unit_temp[i] )
  17171. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  17172. }
  17173. return 0;
  17174. }
  17175. /*==========================================
  17176. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  17177. * @param bl Skill unit
  17178. * @param m Map
  17179. * @param dx
  17180. * @param dy
  17181. *------------------------------------------*/
  17182. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  17183. t_tick tick = gettick();
  17184. struct skill_unit *su;
  17185. if (bl->type != BL_SKILL)
  17186. return;
  17187. if (!(su = (struct skill_unit *)bl))
  17188. return;
  17189. if (!su->alive)
  17190. return;
  17191. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  17192. return; //Ensembles may not be moved around.
  17193. if (!bl->prev) {
  17194. bl->x = dx;
  17195. bl->y = dy;
  17196. return;
  17197. }
  17198. map_moveblock(bl, dx, dy, tick);
  17199. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  17200. skill_getareachar_skillunit_visibilty(su, AREA);
  17201. return;
  17202. }
  17203. /**
  17204. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  17205. * @param group Skill Group
  17206. * @param m Map
  17207. * @param dx
  17208. * @param dy
  17209. */
  17210. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  17211. {
  17212. int i, j;
  17213. t_tick tick = gettick();
  17214. int *m_flag;
  17215. struct skill_unit *unit1;
  17216. struct skill_unit *unit2;
  17217. if (group == NULL)
  17218. return;
  17219. if (group->unit_count <= 0)
  17220. return;
  17221. if (group->unit == NULL)
  17222. return;
  17223. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  17224. return; //Ensembles may not be moved around.
  17225. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  17226. // m_flag
  17227. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  17228. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  17229. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  17230. // 3: Both 1+2.
  17231. for(i = 0; i < group->unit_count; i++) {
  17232. unit1 =& group->unit[i];
  17233. if (!unit1->alive || unit1->bl.m != m)
  17234. continue;
  17235. for(j = 0; j < group->unit_count; j++) {
  17236. unit2 = &group->unit[j];
  17237. if (!unit2->alive)
  17238. continue;
  17239. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  17240. m_flag[i] |= 0x1;
  17241. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  17242. m_flag[i] |= 0x2;
  17243. }
  17244. }
  17245. j = 0;
  17246. for (i = 0; i < group->unit_count; i++) {
  17247. unit1 = &group->unit[i];
  17248. if (!unit1->alive)
  17249. continue;
  17250. if (!(m_flag[i]&0x2)) {
  17251. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  17252. skill_dance_overlap(unit1, 0);
  17253. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  17254. }
  17255. //Move Cell using "smart" criteria (avoid useless moving around)
  17256. switch(m_flag[i]) {
  17257. case 0:
  17258. //Cell moves independently, safely move it.
  17259. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  17260. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  17261. break;
  17262. case 1:
  17263. //Cell moves unto another cell, look for a replacement cell that won't collide
  17264. //and has no cell moving into it (flag == 2)
  17265. for(; j < group->unit_count; j++) {
  17266. int dx2, dy2;
  17267. if(m_flag[j] != 2 || !group->unit[j].alive)
  17268. continue;
  17269. //Move to where this cell would had moved.
  17270. unit2 = &group->unit[j];
  17271. dx2 = unit2->bl.x + dx - unit1->bl.x;
  17272. dy2 = unit2->bl.y + dy - unit1->bl.y;
  17273. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  17274. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  17275. j++; //Skip this cell as we have used it.
  17276. break;
  17277. }
  17278. break;
  17279. case 2:
  17280. case 3:
  17281. break; //Don't move the cell as a cell will end on this tile anyway.
  17282. }
  17283. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  17284. if (group->state.song_dance&0x1) //Check for dissonance effect.
  17285. skill_dance_overlap(unit1, 1);
  17286. skill_getareachar_skillunit_visibilty(unit1, AREA);
  17287. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  17288. }
  17289. }
  17290. aFree(m_flag);
  17291. }
  17292. /**
  17293. * Checking product requirement in player's inventory.
  17294. * Checking if player has the item or not, the amount, and the weight limit.
  17295. * @param sd Player
  17296. * @param nameid Product requested
  17297. * @param trigger Trigger criteria to match will 'ItemLv'
  17298. * @param qty Amount of item will be created
  17299. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  17300. */
  17301. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  17302. {
  17303. short i, j;
  17304. nullpo_ret(sd);
  17305. if (!nameid || !itemdb_exists(nameid))
  17306. return 0;
  17307. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  17308. if (skill_produce_db[i].nameid == nameid) {
  17309. if ((j = skill_produce_db[i].req_skill) > 0 &&
  17310. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  17311. continue; // must iterate again to check other skills that produce it. [malufett]
  17312. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  17313. continue; // special case
  17314. break;
  17315. }
  17316. }
  17317. if (i >= MAX_SKILL_PRODUCE_DB)
  17318. return 0;
  17319. // Cannot carry the produced stuff
  17320. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  17321. return 0;
  17322. // Matching the requested produce list
  17323. if (trigger >= 0) {
  17324. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  17325. if (skill_produce_db[i].itemlv != trigger)
  17326. return 0;
  17327. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  17328. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  17329. return 0;
  17330. } else { // Weapon (itemlv must be higher or equal)
  17331. if (skill_produce_db[i].itemlv > trigger)
  17332. return 0;
  17333. }
  17334. }
  17335. // Check on player's inventory
  17336. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  17337. unsigned short nameid_produce;
  17338. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  17339. continue;
  17340. if (skill_produce_db[i].mat_amount[j] == 0) {
  17341. if (pc_search_inventory(sd,nameid_produce) < 0)
  17342. return 0;
  17343. } else {
  17344. unsigned short idx, amt;
  17345. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  17346. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  17347. amt += sd->inventory.u.items_inventory[idx].amount;
  17348. if (amt < qty * skill_produce_db[i].mat_amount[j])
  17349. return 0;
  17350. }
  17351. }
  17352. return i + 1;
  17353. }
  17354. /**
  17355. * Attempt to produce an item
  17356. * @param sd Player
  17357. * @param skill_id Skill used
  17358. * @param nameid Requested product
  17359. * @param slot1
  17360. * @param slot2
  17361. * @param slot3
  17362. * @param qty Amount of requested item
  17363. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  17364. * @return True is success, False if failed
  17365. */
  17366. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  17367. {
  17368. int slot[3];
  17369. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  17370. int num = -1; // exclude the recipe
  17371. struct status_data *status;
  17372. struct item_data* data;
  17373. nullpo_ret(sd);
  17374. status = status_get_status_data(&sd->bl);
  17375. if( sd->skill_id_old == skill_id )
  17376. skill_lv = sd->skill_lv_old;
  17377. if (produce_idx == -1) {
  17378. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  17379. return false;
  17380. idx--;
  17381. }
  17382. else
  17383. idx = produce_idx;
  17384. if (qty < 1)
  17385. qty = 1;
  17386. if (!skill_id) //A skill can be specified for some override cases.
  17387. skill_id = skill_produce_db[idx].req_skill;
  17388. if( skill_id == GC_RESEARCHNEWPOISON )
  17389. skill_id = GC_CREATENEWPOISON;
  17390. slot[0] = slot1;
  17391. slot[1] = slot2;
  17392. slot[2] = slot3;
  17393. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  17394. short j;
  17395. if (slot[i] <= 0)
  17396. continue;
  17397. j = pc_search_inventory(sd,slot[i]);
  17398. if (j < 0)
  17399. continue;
  17400. if (slot[i] == ITEMID_STAR_CRUMB) {
  17401. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17402. sc++;
  17403. }
  17404. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  17405. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  17406. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  17407. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  17408. }
  17409. }
  17410. if (skill_id == RK_RUNEMASTERY) {
  17411. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  17412. data = itemdb_search(nameid);
  17413. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  17414. else if (runemastery_skill_lv > 4) temp_qty = 1 + rnd()%2;
  17415. else temp_qty = 1;
  17416. if (data->stack.inventory) {
  17417. for (i = 0; i < MAX_INVENTORY; i++) {
  17418. if (sd->inventory.u.items_inventory[i].nameid == nameid) {
  17419. if (sd->inventory.u.items_inventory[i].amount >= data->stack.amount) {
  17420. clif_msg(sd,RUNE_CANT_CREATE);
  17421. return 0;
  17422. } else {
  17423. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  17424. if (temp_qty + sd->inventory.u.items_inventory[i].amount >= data->stack.amount)
  17425. temp_qty = data->stack.amount - sd->inventory.u.items_inventory[i].amount;
  17426. }
  17427. break;
  17428. }
  17429. }
  17430. }
  17431. qty = temp_qty;
  17432. }
  17433. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  17434. short id, x, j;
  17435. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  17436. continue;
  17437. num++;
  17438. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  17439. do {
  17440. int y = 0;
  17441. j = pc_search_inventory(sd,id);
  17442. if (j >= 0) {
  17443. y = sd->inventory.u.items_inventory[j].amount;
  17444. if (y > x)
  17445. y = x;
  17446. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  17447. } else {
  17448. ShowError("skill_produce_mix: material item error\n");
  17449. return false;
  17450. }
  17451. x -= y;
  17452. } while( j >= 0 && x > 0 );
  17453. }
  17454. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  17455. wlv = itemdb_wlv(nameid);
  17456. if (!equip) {
  17457. switch (skill_id) {
  17458. case BS_IRON:
  17459. case BS_STEEL:
  17460. case BS_ENCHANTEDSTONE:
  17461. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  17462. i = pc_checkskill(sd,skill_id);
  17463. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  17464. switch (nameid) {
  17465. case ITEMID_IRON:
  17466. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  17467. break;
  17468. case ITEMID_STEEL:
  17469. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  17470. break;
  17471. case ITEMID_STAR_CRUMB:
  17472. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  17473. break;
  17474. default: // Enchanted Stones
  17475. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  17476. break;
  17477. }
  17478. break;
  17479. case ASC_CDP:
  17480. make_per = (2000 + 40*status->dex + 20*status->luk);
  17481. break;
  17482. case AL_HOLYWATER:
  17483. case AB_ANCILLA:
  17484. make_per = 100000; //100% success
  17485. break;
  17486. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  17487. case AM_TWILIGHT1:
  17488. case AM_TWILIGHT2:
  17489. case AM_TWILIGHT3:
  17490. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  17491. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  17492. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  17493. if (hom_is_active(sd->hd)) {//Player got a homun
  17494. int skill;
  17495. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  17496. make_per += skill*100; //+1% bonus per level
  17497. }
  17498. switch(nameid){
  17499. case ITEMID_RED_POTION:
  17500. case ITEMID_YELLOW_POTION:
  17501. case ITEMID_WHITE_POTION:
  17502. make_per += (1+rnd()%100)*10 + 2000;
  17503. break;
  17504. case ITEMID_ALCOHOL:
  17505. make_per += (1+rnd()%100)*10 + 1000;
  17506. break;
  17507. case ITEMID_FIRE_BOTTLE:
  17508. case ITEMID_ACID_BOTTLE:
  17509. case ITEMID_MAN_EATER_BOTTLE:
  17510. case ITEMID_MINI_BOTTLE:
  17511. make_per += (1+rnd()%100)*10;
  17512. break;
  17513. case ITEMID_YELLOW_SLIM_POTION:
  17514. make_per -= (1+rnd()%50)*10;
  17515. break;
  17516. case ITEMID_WHITE_SLIM_POTION:
  17517. case ITEMID_COATING_BOTTLE:
  17518. make_per -= (1+rnd()%100)*10;
  17519. break;
  17520. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  17521. case ITEMID_BLUE_POTION:
  17522. case ITEMID_RED_SLIM_POTION:
  17523. case ITEMID_ANODYNE:
  17524. case ITEMID_ALOEBERA:
  17525. default:
  17526. break;
  17527. }
  17528. if (battle_config.pp_rate != 100)
  17529. make_per = make_per * battle_config.pp_rate / 100;
  17530. break;
  17531. case SA_CREATECON: // Elemental Converter Creation
  17532. make_per = 100000; // should be 100% success rate
  17533. break;
  17534. case RK_RUNEMASTERY: {
  17535. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  17536. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  17537. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  17538. int D = 0;
  17539. switch (nameid) { //rune rank it_diff 9 craftable rune
  17540. case ITEMID_BERKANA:
  17541. D = -2000;
  17542. break; //Rank S
  17543. case ITEMID_NAUTHIZ:
  17544. case ITEMID_URUZ:
  17545. D = -1500;
  17546. break; //Rank A
  17547. case ITEMID_ISA:
  17548. case ITEMID_WYRD:
  17549. D = -1000;
  17550. break; //Rank B
  17551. case ITEMID_RAIDO:
  17552. case ITEMID_THURISAZ:
  17553. case ITEMID_HAGALAZ:
  17554. case ITEMID_OTHILA:
  17555. D = -500;
  17556. break; //Rank C
  17557. default:
  17558. D = -1500;
  17559. break; //not specified =-15%
  17560. }
  17561. make_per = A + B + C + D;
  17562. }
  17563. break;
  17564. case GC_CREATENEWPOISON:
  17565. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17566. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  17567. break;
  17568. case GN_CHANGEMATERIAL:
  17569. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17570. if (skill_changematerial_db[i].nameid == nameid) {
  17571. make_per = skill_changematerial_db[i].rate * 10;
  17572. break;
  17573. }
  17574. }
  17575. break;
  17576. case GN_S_PHARMACY:
  17577. {
  17578. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  17579. 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) +
  17580. (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)
  17581. switch(nameid){// difficulty factor
  17582. case ITEMID_HP_INCREASE_POTION_SMALL:
  17583. case ITEMID_SP_INCREASE_POTION_SMALL:
  17584. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  17585. difficulty += 10;
  17586. break;
  17587. case ITEMID_BOMB_MUSHROOM_SPORE:
  17588. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  17589. difficulty += 15;
  17590. break;
  17591. case ITEMID_BANANA_BOMB:
  17592. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  17593. case ITEMID_SP_INCREASE_POTION_LARGE:
  17594. case ITEMID_VITATA500:
  17595. difficulty += 20;
  17596. break;
  17597. case ITEMID_SEED_OF_HORNY_PLANT:
  17598. case ITEMID_BLOODSUCK_PLANT_SEED:
  17599. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  17600. difficulty += 30;
  17601. break;
  17602. case ITEMID_HP_INCREASE_POTION_LARGE:
  17603. case ITEMID_CURE_FREE:
  17604. difficulty += 40;
  17605. break;
  17606. }
  17607. if( make_per >= 400 && make_per > difficulty)
  17608. qty = 10;
  17609. else if( make_per >= 300 && make_per > difficulty)
  17610. qty = 7;
  17611. else if( make_per >= 100 && make_per > difficulty)
  17612. qty = 6;
  17613. else if( make_per >= 1 && make_per > difficulty)
  17614. qty = 5;
  17615. else
  17616. qty = 4;
  17617. make_per = 10000;
  17618. }
  17619. break;
  17620. case GN_MAKEBOMB:
  17621. case GN_MIX_COOKING:
  17622. {
  17623. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  17624. 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)
  17625. qty = ~(5 + rnd()%5) + 1;
  17626. switch(nameid){// difficulty factor
  17627. case ITEMID_APPLE_BOMB:
  17628. difficulty += 5;
  17629. break;
  17630. case ITEMID_COCONUT_BOMB:
  17631. case ITEMID_MELON_BOMB:
  17632. difficulty += 10;
  17633. break;
  17634. case ITEMID_SAVAGE_FULL_ROAST:
  17635. case ITEMID_COCKTAIL_WARG_BLOOD:
  17636. case ITEMID_MINOR_STEW:
  17637. case ITEMID_SIROMA_ICED_TEA:
  17638. case ITEMID_DROSERA_HERB_SALAD:
  17639. case ITEMID_PETITE_TAIL_NOODLES:
  17640. case ITEMID_PINEAPPLE_BOMB:
  17641. difficulty += 15;
  17642. break;
  17643. case ITEMID_BANANA_BOMB:
  17644. difficulty += 20;
  17645. break;
  17646. }
  17647. if( make_per >= 30 && make_per > difficulty)
  17648. qty = 10 + rnd()%2;
  17649. else if( make_per >= 10 && make_per > difficulty)
  17650. qty = 10;
  17651. else if( make_per == 10 && make_per > difficulty)
  17652. qty = 8;
  17653. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  17654. ;// Food/Bomb creation fails.
  17655. else if( make_per >= 30 && make_per < difficulty)
  17656. qty = 5;
  17657. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  17658. qty = ~qty + 1;
  17659. make_per = 0;
  17660. }
  17661. else
  17662. make_per = 10000;
  17663. qty = (skill_lv > 1 ? qty : 1);
  17664. }
  17665. break;
  17666. default:
  17667. if (sd->menuskill_id == AM_PHARMACY &&
  17668. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  17669. { //Assume Cooking Dish
  17670. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  17671. make_per = 10000; //100% Success
  17672. else
  17673. make_per = 1200 * (sd->menuskill_val - 10)
  17674. + 20 * (sd->status.base_level + 1)
  17675. + 20 * (status->dex + 1)
  17676. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  17677. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  17678. - 10 * (100 - status->luk + 1)
  17679. - 500 * (num - 1)
  17680. - 100 * (rnd()%4 + 1);
  17681. break;
  17682. }
  17683. make_per = 5000;
  17684. break;
  17685. }
  17686. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  17687. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  17688. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  17689. 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
  17690. 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
  17691. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  17692. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  17693. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  17694. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  17695. if (battle_config.wp_rate != 100)
  17696. make_per = make_per * battle_config.wp_rate / 100;
  17697. }
  17698. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  17699. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  17700. if (make_per < 1) make_per = 1;
  17701. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  17702. struct item tmp_item;
  17703. memset(&tmp_item,0,sizeof(tmp_item));
  17704. tmp_item.nameid = nameid;
  17705. tmp_item.amount = 1;
  17706. tmp_item.identify = 1;
  17707. if (equip) {
  17708. tmp_item.card[0] = CARD0_FORGE;
  17709. tmp_item.card[1] = ((sc*5)<<8)+ele;
  17710. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17711. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17712. } else {
  17713. //Flag is only used on the end, so it can be used here. [Skotlex]
  17714. switch (skill_id) {
  17715. case BS_DAGGER:
  17716. case BS_SWORD:
  17717. case BS_TWOHANDSWORD:
  17718. case BS_AXE:
  17719. case BS_MACE:
  17720. case BS_KNUCKLE:
  17721. case BS_SPEAR:
  17722. flag = battle_config.produce_item_name_input&0x1;
  17723. break;
  17724. case AM_PHARMACY:
  17725. case AM_TWILIGHT1:
  17726. case AM_TWILIGHT2:
  17727. case AM_TWILIGHT3:
  17728. flag = battle_config.produce_item_name_input&0x2;
  17729. break;
  17730. case AL_HOLYWATER:
  17731. case AB_ANCILLA:
  17732. flag = battle_config.produce_item_name_input&0x8;
  17733. break;
  17734. case ASC_CDP:
  17735. flag = battle_config.produce_item_name_input&0x10;
  17736. break;
  17737. default:
  17738. flag = battle_config.produce_item_name_input&0x80;
  17739. break;
  17740. }
  17741. if (flag) {
  17742. tmp_item.card[0] = CARD0_CREATE;
  17743. tmp_item.card[1] = 0;
  17744. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17745. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17746. }
  17747. }
  17748. // if(log_config.produce > 0)
  17749. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  17750. //TODO update PICKLOG
  17751. if (equip) {
  17752. clif_produceeffect(sd,0,nameid);
  17753. clif_misceffect(&sd->bl,3);
  17754. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  17755. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  17756. } else {
  17757. int fame = 0;
  17758. tmp_item.amount = 0;
  17759. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  17760. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  17761. tmp_item.amount = qty;
  17762. break;
  17763. }
  17764. if (qty == 1 || rnd()%10000 < make_per) { //Success
  17765. tmp_item.amount++;
  17766. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  17767. continue;
  17768. if (skill_id != AM_PHARMACY &&
  17769. skill_id != AM_TWILIGHT1 &&
  17770. skill_id != AM_TWILIGHT2 &&
  17771. skill_id != AM_TWILIGHT3)
  17772. continue;
  17773. //Add fame as needed.
  17774. switch(++sd->potion_success_counter) {
  17775. case 3:
  17776. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  17777. break;
  17778. case 5:
  17779. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  17780. break;
  17781. case 7:
  17782. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  17783. break;
  17784. case 10:
  17785. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  17786. sd->potion_success_counter = 0;
  17787. break;
  17788. }
  17789. } else //Failure
  17790. sd->potion_success_counter = 0;
  17791. }
  17792. if (fame)
  17793. pc_addfame(sd,fame);
  17794. //Visual effects and the like.
  17795. switch (skill_id) {
  17796. case AM_PHARMACY:
  17797. case AM_TWILIGHT1:
  17798. case AM_TWILIGHT2:
  17799. case AM_TWILIGHT3:
  17800. case ASC_CDP:
  17801. case GC_CREATENEWPOISON:
  17802. clif_produceeffect(sd,2,nameid);
  17803. clif_misceffect(&sd->bl,5);
  17804. break;
  17805. case BS_IRON:
  17806. case BS_STEEL:
  17807. case BS_ENCHANTEDSTONE:
  17808. clif_produceeffect(sd,0,nameid);
  17809. clif_misceffect(&sd->bl,3);
  17810. break;
  17811. case RK_RUNEMASTERY:
  17812. clif_produceeffect(sd,4,nameid);
  17813. clif_misceffect(&sd->bl,5);
  17814. break;
  17815. default: //Those that don't require a skill?
  17816. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  17817. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  17818. if (sd->cook_mastery < 1999)
  17819. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  17820. }
  17821. break;
  17822. }
  17823. }
  17824. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  17825. int j, k = 0, l;
  17826. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  17827. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  17828. if (skill_changematerial_db[i].nameid == nameid){
  17829. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  17830. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  17831. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  17832. tmp_item.amount = (isStackable ? total_qty : 1);
  17833. for (l = 0; l < total_qty; l += tmp_item.amount) {
  17834. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17835. clif_additem(sd,0,0,flag);
  17836. if( battle_config.skill_drop_items_full ){
  17837. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17838. }
  17839. }
  17840. }
  17841. k++;
  17842. }
  17843. }
  17844. break;
  17845. }
  17846. }
  17847. if (k) {
  17848. clif_produceeffect(sd,6,nameid);
  17849. clif_misceffect(&sd->bl,5);
  17850. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17851. return true;
  17852. }
  17853. } else if (tmp_item.amount) { //Success
  17854. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17855. clif_additem(sd,0,0,flag);
  17856. if( battle_config.skill_drop_items_full ){
  17857. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17858. }
  17859. }
  17860. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17861. clif_produceeffect(sd,6,nameid);
  17862. clif_misceffect(&sd->bl,5);
  17863. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17864. }
  17865. return true;
  17866. }
  17867. }
  17868. //Failure
  17869. // if(log_config.produce)
  17870. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17871. //TODO update PICKLOG
  17872. if (equip) {
  17873. clif_produceeffect(sd,1,nameid);
  17874. clif_misceffect(&sd->bl,2);
  17875. } else {
  17876. switch (skill_id) {
  17877. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17878. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17879. case AM_PHARMACY:
  17880. case AM_TWILIGHT1:
  17881. case AM_TWILIGHT2:
  17882. case AM_TWILIGHT3:
  17883. case GC_CREATENEWPOISON:
  17884. clif_produceeffect(sd,3,nameid);
  17885. clif_misceffect(&sd->bl,6);
  17886. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17887. break;
  17888. case BS_IRON:
  17889. case BS_STEEL:
  17890. case BS_ENCHANTEDSTONE:
  17891. clif_produceeffect(sd,1,nameid);
  17892. clif_misceffect(&sd->bl,2);
  17893. break;
  17894. case RK_RUNEMASTERY:
  17895. clif_produceeffect(sd,5,nameid);
  17896. clif_misceffect(&sd->bl,6);
  17897. break;
  17898. case GN_MIX_COOKING:
  17899. {
  17900. struct item tmp_item;
  17901. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17902. int rate = rnd()%500;
  17903. memset(&tmp_item,0,sizeof(tmp_item));
  17904. if (rate < 50) i = 4;
  17905. else if (rate < 100) i = 2+rnd()%1;
  17906. else if (rate < 250) i = 1;
  17907. else if (rate < 500) i = 0;
  17908. tmp_item.nameid = compensation[i];
  17909. tmp_item.amount = qty;
  17910. tmp_item.identify = 1;
  17911. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17912. clif_additem(sd,0,0,flag);
  17913. if( battle_config.skill_drop_items_full ){
  17914. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17915. }
  17916. }
  17917. clif_produceeffect(sd,7,nameid);
  17918. clif_misceffect(&sd->bl,6);
  17919. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17920. }
  17921. break;
  17922. case GN_MAKEBOMB:
  17923. case GN_S_PHARMACY:
  17924. case GN_CHANGEMATERIAL:
  17925. clif_produceeffect(sd,7,nameid);
  17926. clif_misceffect(&sd->bl,6);
  17927. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17928. break;
  17929. default:
  17930. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17931. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  17932. if (sd->cook_mastery > 0)
  17933. pc_setglobalreg(sd, add_str(COOKMASTERY_VAR), sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17934. }
  17935. break;
  17936. }
  17937. }
  17938. return false;
  17939. }
  17940. /**
  17941. * Attempt to create arrow by specified material
  17942. * @param sd Player
  17943. * @param nameid Item ID of material
  17944. * @return True if created, False is failed
  17945. */
  17946. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17947. {
  17948. short i, j, idx = -1;
  17949. struct item tmp_item;
  17950. nullpo_ret(sd);
  17951. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17952. return false;
  17953. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17954. if (nameid == skill_arrow_db[i].nameid) {
  17955. idx = i;
  17956. break;
  17957. }
  17958. }
  17959. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17960. return false;
  17961. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17962. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17963. char flag = 0;
  17964. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17965. continue;
  17966. memset(&tmp_item,0,sizeof(tmp_item));
  17967. tmp_item.identify = 1;
  17968. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17969. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17970. if (battle_config.produce_item_name_input&0x4) {
  17971. tmp_item.card[0] = CARD0_CREATE;
  17972. tmp_item.card[1] = 0;
  17973. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17974. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17975. }
  17976. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17977. clif_additem(sd,0,0,flag);
  17978. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  17979. }
  17980. }
  17981. return true;
  17982. }
  17983. /**
  17984. * Enchant weapon with poison
  17985. * @param sd Player
  17986. * @nameid Item ID of poison type
  17987. */
  17988. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17989. {
  17990. sc_type type;
  17991. int chance, i, val4 = 0;
  17992. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17993. char output[CHAT_SIZE_MAX];
  17994. const char *msg;
  17995. nullpo_ret(sd);
  17996. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17997. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17998. return 0;
  17999. }
  18000. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  18001. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  18002. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  18003. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  18004. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; val4 = sd->bl.id; break;
  18005. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  18006. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; val4 = sd->bl.id; break;
  18007. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; val4 = sd->bl.id; break;
  18008. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  18009. default:
  18010. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  18011. return 0;
  18012. }
  18013. status_change_end(&sd->bl, SC_POISONINGWEAPON, INVALID_TIMER); // End the status so a new poison can be applied (if changed)
  18014. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  18015. sc_start4(&sd->bl,&sd->bl, SC_POISONINGWEAPON, 100, pc_checkskill(sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  18016. type, chance, val4, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  18017. sprintf(output, msg_txt(sd,721), msg);
  18018. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  18019. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  18020. clif_msg(sd,msg);
  18021. #endif*/
  18022. return 0;
  18023. }
  18024. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  18025. {
  18026. struct status_change *sc = status_get_sc(bl);
  18027. // non-offensive and non-magic skills do not affect the status
  18028. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  18029. return;
  18030. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  18031. if (sc->data[SC_MAGICPOWER]->val4) {
  18032. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  18033. } else {
  18034. sc->data[SC_MAGICPOWER]->val4 = 1;
  18035. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  18036. #ifndef RENEWAL
  18037. if(bl->type == BL_PC){// update current display.
  18038. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  18039. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  18040. }
  18041. #endif
  18042. }
  18043. }
  18044. }
  18045. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  18046. int x, y, i, class_, skill;
  18047. struct mob_data *md;
  18048. nullpo_ret(sd);
  18049. skill = sd->menuskill_val;
  18050. if( !nameid || !itemdb_group_item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  18051. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18052. return 0;
  18053. }
  18054. // Spawn Position
  18055. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  18056. x = sd->sc.comet_x;
  18057. y = sd->sc.comet_y;
  18058. sd->sc.comet_x = 0;
  18059. sd->sc.comet_y = 0;
  18060. sd->menuskill_val = 0;
  18061. // Item picked decides the mob class
  18062. switch(nameid) {
  18063. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  18064. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  18065. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  18066. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  18067. default:
  18068. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  18069. return 0;
  18070. }
  18071. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  18072. if( md ) {
  18073. struct unit_data *ud = unit_bl2ud(&md->bl);
  18074. md->master_id = sd->bl.id;
  18075. md->special_state.ai = AI_FAW;
  18076. if(ud) {
  18077. ud->skill_id = NC_MAGICDECOY;
  18078. ud->skill_lv = skill;
  18079. }
  18080. if( md->deletetimer != INVALID_TIMER )
  18081. delete_timer(md->deletetimer, mob_timer_delete);
  18082. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  18083. mob_spawn(md);
  18084. }
  18085. return 0;
  18086. }
  18087. // Warlock Spellbooks. [LimitLine/3CeAM]
  18088. void skill_spellbook(struct map_session_data *sd, unsigned short nameid) {
  18089. nullpo_retv(sd);
  18090. if (reading_spellbook_db.empty())
  18091. return;
  18092. int i;
  18093. struct status_change *sc = status_get_sc(&sd->bl);
  18094. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  18095. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  18096. // No further checks needed
  18097. if( !sc ){
  18098. break;
  18099. }
  18100. if( !sc->data[i] )
  18101. break;
  18102. }
  18103. if( i > SC_MAXSPELLBOOK ) {
  18104. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  18105. return;
  18106. }
  18107. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  18108. if (spell == nullptr)
  18109. return;
  18110. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(sd, skill_id);
  18111. if (!skill_lv) { // Caster hasn't learned the skill
  18112. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd, WL_READING_SB)));
  18113. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  18114. return;
  18115. }
  18116. int points = spell->points;
  18117. if (sc && sc->data[SC_FREEZE_SP]) {
  18118. if ((sc->data[SC_FREEZE_SP]->val2 + points) > 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10) {
  18119. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  18120. return;
  18121. }
  18122. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  18123. if (!sc->data[i]) {
  18124. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  18125. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18126. break;
  18127. }
  18128. }
  18129. } else {
  18130. sc_start2(&sd->bl, &sd->bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  18131. sc_start4(&sd->bl, &sd->bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  18132. }
  18133. // Reading Spell Book SP cost same as the sealed spell.
  18134. status_zap(&sd->bl, 0, skill_get_sp(skill_id, skill_lv));
  18135. }
  18136. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  18137. int lv, prob, aslvl = 0;
  18138. uint16 id, sk_idx = 0;
  18139. nullpo_ret(sd);
  18140. if (sd->sc.data[SC_STOP]) {
  18141. aslvl = sd->sc.data[SC_STOP]->val1;
  18142. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  18143. }
  18144. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  18145. return 0;
  18146. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  18147. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  18148. return 0;
  18149. }
  18150. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  18151. lv = min(lv,sd->status.skill[sk_idx].lv);
  18152. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  18153. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  18154. return 0;
  18155. }
  18156. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  18157. int i;
  18158. nullpo_ret(sd);
  18159. nullpo_ret(item_list);
  18160. if( n <= 0 )
  18161. return 1;
  18162. for( i = 0; i < n; i++ ) {
  18163. unsigned short nameid;
  18164. int add_amount, del_amount, idx, product;
  18165. struct item tmp_item;
  18166. idx = item_list[i*2+0]-2;
  18167. if( idx < 0 || idx >= MAX_INVENTORY ){
  18168. return 1;
  18169. }
  18170. del_amount = item_list[i*2+1];
  18171. if( skill_lv == 2 )
  18172. del_amount -= (del_amount % 10);
  18173. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  18174. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  18175. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18176. return 1;
  18177. }
  18178. switch( nameid ) {
  18179. // Level 1
  18180. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  18181. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  18182. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  18183. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  18184. // Level 2
  18185. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  18186. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  18187. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  18188. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  18189. default:
  18190. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18191. return 1;
  18192. }
  18193. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  18194. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18195. return 1;
  18196. }
  18197. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  18198. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  18199. return 1;
  18200. }
  18201. memset(&tmp_item,0,sizeof(tmp_item));
  18202. tmp_item.nameid = product;
  18203. tmp_item.amount = add_amount;
  18204. tmp_item.identify = 1;
  18205. if( tmp_item.amount ) {
  18206. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  18207. if( flag != 0 ) {
  18208. clif_additem(sd,0,0,flag);
  18209. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  18210. }
  18211. }
  18212. }
  18213. return 0;
  18214. }
  18215. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  18216. int i, j, k, c, p = 0, amount;
  18217. unsigned short nameid;
  18218. nullpo_ret(sd);
  18219. nullpo_ret(item_list);
  18220. // Search for objects that can be created.
  18221. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  18222. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  18223. p = 0;
  18224. do {
  18225. c = 0;
  18226. // Verification of overlap between the objects required and the list submitted.
  18227. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  18228. if( skill_produce_db[i].mat_id[j] > 0 ) {
  18229. for( k = 0; k < n; k++ ) {
  18230. int idx = item_list[k*2+0]-2;
  18231. if( idx < 0 || idx >= MAX_INVENTORY ){
  18232. return 0;
  18233. }
  18234. nameid = sd->inventory.u.items_inventory[idx].nameid;
  18235. amount = item_list[k*2+1];
  18236. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18237. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  18238. return 0;
  18239. }
  18240. 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]
  18241. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  18242. c++; // match
  18243. }
  18244. }
  18245. else
  18246. break; // No more items required
  18247. }
  18248. p++;
  18249. } while(n == j && c == n);
  18250. p--;
  18251. if ( p > 0 ) {
  18252. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  18253. return 1;
  18254. }
  18255. }
  18256. }
  18257. if( p == 0)
  18258. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  18259. return 0;
  18260. }
  18261. /**
  18262. * For Royal Guard's LG_TRAMPLE
  18263. */
  18264. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  18265. {
  18266. struct skill_unit *su = (struct skill_unit *)bl;
  18267. struct skill_unit_group *sg = NULL;
  18268. t_tick tick;
  18269. nullpo_ret(su);
  18270. tick = va_arg(ap, t_tick);
  18271. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  18272. switch( sg->unit_id ) {
  18273. case UNT_CLAYMORETRAP:
  18274. case UNT_FIRINGTRAP:
  18275. case UNT_ICEBOUNDTRAP:
  18276. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  18277. break;
  18278. case UNT_LANDMINE:
  18279. case UNT_BLASTMINE:
  18280. case UNT_SHOCKWAVE:
  18281. case UNT_SANDMAN:
  18282. case UNT_FLASHER:
  18283. case UNT_FREEZINGTRAP:
  18284. case UNT_CLUSTERBOMB:
  18285. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  18286. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18287. else
  18288. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  18289. break;
  18290. }
  18291. // Traps aren't recovered.
  18292. skill_delunit(su);
  18293. }
  18294. return 0;
  18295. }
  18296. /*==========================================
  18297. *
  18298. *------------------------------------------*/
  18299. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  18300. int i;
  18301. nullpo_retr(-1, sd);
  18302. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  18303. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  18304. }
  18305. TIMER_FUNC(skill_blockpc_end){
  18306. struct map_session_data *sd = map_id2sd(id);
  18307. int i = (int)data;
  18308. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  18309. return 0;
  18310. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  18311. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  18312. return 0;
  18313. }
  18314. aFree(sd->scd[i]);
  18315. sd->scd[i] = NULL;
  18316. return 1;
  18317. }
  18318. /**
  18319. * Flags a singular skill as being blocked from persistent usage.
  18320. * @param sd the player the skill delay affects
  18321. * @param skill_id the skill which should be delayed
  18322. * @param tick the length of time the delay should last
  18323. * @param load whether this assignment is being loaded upon player login
  18324. * @return 0 if successful, -1 otherwise
  18325. */
  18326. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  18327. int i;
  18328. nullpo_retr(-1, sd);
  18329. if (!skill_id || tick < 1)
  18330. return -1;
  18331. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  18332. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  18333. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18334. aFree(sd->scd[i]);
  18335. sd->scd[i] = NULL;
  18336. }
  18337. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  18338. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  18339. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  18340. sd->scd[i]->skill_id = skill_id;
  18341. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  18342. if (battle_config.display_status_timers && tick > 0)
  18343. clif_skill_cooldown(sd, skill_id, tick);
  18344. return 1;
  18345. } else {
  18346. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  18347. return 0;
  18348. }
  18349. }
  18350. int skill_blockpc_clear(struct map_session_data *sd) {
  18351. int i;
  18352. nullpo_ret(sd);
  18353. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  18354. if (!sd->scd[i])
  18355. continue;
  18356. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  18357. aFree(sd->scd[i]);
  18358. sd->scd[i] = NULL;
  18359. }
  18360. return 1;
  18361. }
  18362. TIMER_FUNC(skill_blockhomun_end){
  18363. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  18364. if (hd) {
  18365. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  18366. if (skill != hd->blockskill.end())
  18367. hd->blockskill.erase(skill);
  18368. }
  18369. return 1;
  18370. }
  18371. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  18372. {
  18373. nullpo_retr(-1, hd);
  18374. if (!skill_db.exists(skill_id))
  18375. return -1;
  18376. auto skill = util::vector_get(hd->blockskill, skill_id);
  18377. if (tick < 1 && skill != hd->blockskill.end()) {
  18378. hd->blockskill.erase(skill);
  18379. return -1;
  18380. }
  18381. hd->blockskill.push_back(skill_id);
  18382. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  18383. }
  18384. TIMER_FUNC(skill_blockmerc_end){
  18385. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  18386. if (md) {
  18387. auto skill = util::vector_get(md->blockskill, (uint16)data);
  18388. if (skill != md->blockskill.end())
  18389. md->blockskill.erase(skill);
  18390. }
  18391. return 1;
  18392. }
  18393. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  18394. {
  18395. nullpo_retr(-1, md);
  18396. if (!skill_db.exists(skill_id))
  18397. return -1;
  18398. auto skill = util::vector_get(md->blockskill, skill_id);
  18399. if (tick < 1 && skill != md->blockskill.end()) {
  18400. md->blockskill.erase(skill);
  18401. return -1;
  18402. }
  18403. md->blockskill.push_back(skill_id);
  18404. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  18405. }
  18406. /**
  18407. * Adds a new skill unit entry for this player to recast after map load
  18408. * @param sd: Player
  18409. * @param skill_id: Skill ID to save
  18410. * @param skill_lv: Skill level to save
  18411. */
  18412. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  18413. {
  18414. struct skill_usave *sus = NULL;
  18415. if (idb_exists(skillusave_db,sd->status.char_id))
  18416. idb_remove(skillusave_db,sd->status.char_id);
  18417. CREATE(sus, struct skill_usave, 1);
  18418. idb_put(skillusave_db, sd->status.char_id, sus);
  18419. sus->skill_id = skill_id;
  18420. sus->skill_lv = skill_lv;
  18421. }
  18422. /**
  18423. * Loads saved skill unit entries for this player after map load
  18424. * @param sd: Player
  18425. */
  18426. void skill_usave_trigger(struct map_session_data *sd)
  18427. {
  18428. struct skill_usave *sus = NULL;
  18429. struct skill_unit_group *group = NULL;
  18430. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  18431. return;
  18432. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  18433. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  18434. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  18435. idb_remove(skillusave_db, sd->status.char_id);
  18436. }
  18437. /*
  18438. *
  18439. */
  18440. int skill_split_str (char *str, char **val, int num)
  18441. {
  18442. int i;
  18443. for( i = 0; i < num && str; i++ ) {
  18444. val[i] = str;
  18445. str = strchr(str,',');
  18446. if( str )
  18447. *str++ = 0;
  18448. }
  18449. return i;
  18450. }
  18451. /*
  18452. *
  18453. */
  18454. void skill_init_unit_layout (void) {
  18455. int i,j,pos = 0;
  18456. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  18457. // standard square layouts go first
  18458. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  18459. int size = i*2+1;
  18460. skill_unit_layout[i].count = size*size;
  18461. for (j=0; j<size*size; j++) {
  18462. skill_unit_layout[i].dx[j] = (j%size-i);
  18463. skill_unit_layout[i].dy[j] = (j/size-i);
  18464. }
  18465. }
  18466. // afterwards add special ones
  18467. pos = i;
  18468. for (const auto &it : skill_db) {
  18469. std::shared_ptr<s_skill_db> skill = it.second;
  18470. uint16 skill_id = skill->nameid;
  18471. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  18472. continue;
  18473. if( skill_id == EL_FIRE_MANTLE ) {
  18474. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  18475. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  18476. skill_unit_layout[pos].count = 8;
  18477. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18478. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18479. } else {
  18480. switch (skill_id) {
  18481. case MG_FIREWALL:
  18482. case WZ_ICEWALL:
  18483. case WL_EARTHSTRAIN:
  18484. case RL_FIRE_RAIN:
  18485. // these will be handled later
  18486. break;
  18487. case PR_SANCTUARY:
  18488. case NPC_EVILLAND: {
  18489. static const int dx[] = {
  18490. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  18491. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  18492. static const int dy[]={
  18493. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  18494. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  18495. skill_unit_layout[pos].count = 21;
  18496. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18497. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18498. }
  18499. break;
  18500. case PR_MAGNUS: {
  18501. static const int dx[] = {
  18502. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18503. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18504. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  18505. static const int dy[] = {
  18506. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18507. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18508. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  18509. skill_unit_layout[pos].count = 33;
  18510. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18511. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18512. }
  18513. break;
  18514. case AS_VENOMDUST: {
  18515. static const int dx[] = {-1, 0, 0, 0, 1};
  18516. static const int dy[] = { 0,-1, 0, 1, 0};
  18517. skill_unit_layout[pos].count = 5;
  18518. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18519. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18520. }
  18521. break;
  18522. case CR_GRANDCROSS:
  18523. case NPC_GRANDDARKNESS: {
  18524. static const int dx[] = {
  18525. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  18526. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  18527. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  18528. static const int dy[] = {
  18529. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  18530. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  18531. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  18532. skill_unit_layout[pos].count = 29;
  18533. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18534. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18535. }
  18536. break;
  18537. case PF_FOGWALL: {
  18538. static const int dx[] = {
  18539. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  18540. static const int dy[] = {
  18541. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  18542. skill_unit_layout[pos].count = 15;
  18543. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18544. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18545. }
  18546. break;
  18547. case PA_GOSPEL: {
  18548. static const int dx[] = {
  18549. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  18550. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  18551. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  18552. -1, 0, 1};
  18553. static const int dy[] = {
  18554. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  18555. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  18556. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  18557. 3, 3, 3};
  18558. skill_unit_layout[pos].count = 33;
  18559. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18560. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18561. }
  18562. break;
  18563. case NJ_KAENSIN: {
  18564. 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};
  18565. 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};
  18566. skill_unit_layout[pos].count = 24;
  18567. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18568. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18569. }
  18570. break;
  18571. case NJ_TATAMIGAESHI: {
  18572. //Level 1 (count 4, cross of 3x3)
  18573. static const int dx1[] = {-1, 1, 0, 0};
  18574. static const int dy1[] = { 0, 0,-1, 1};
  18575. //Level 2-3 (count 8, cross of 5x5)
  18576. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18577. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18578. //Level 4-5 (count 12, cross of 7x7
  18579. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  18580. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  18581. //lv1
  18582. j = 0;
  18583. skill_unit_layout[pos].count = 4;
  18584. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  18585. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  18586. skill->unit_layout_type[j] = pos;
  18587. //lv2/3
  18588. j++;
  18589. pos++;
  18590. skill_unit_layout[pos].count = 8;
  18591. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  18592. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  18593. skill->unit_layout_type[j] = pos;
  18594. skill->unit_layout_type[++j] = pos;
  18595. //lv4/5
  18596. j++;
  18597. pos++;
  18598. skill_unit_layout[pos].count = 12;
  18599. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  18600. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  18601. skill->unit_layout_type[j] = pos;
  18602. skill->unit_layout_type[++j] = pos;
  18603. //Fill in the rest using lv 5.
  18604. for (;j<MAX_SKILL_LEVEL;j++)
  18605. skill->unit_layout_type[j] = pos;
  18606. //Skip, this way the check below will fail and continue to the next skill.
  18607. pos++;
  18608. }
  18609. break;
  18610. case GN_WALLOFTHORN: {
  18611. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  18612. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  18613. skill_unit_layout[pos].count = 16;
  18614. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18615. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18616. }
  18617. break;
  18618. case NPC_FLAMECROSS: {
  18619. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  18620. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  18621. skill_unit_layout[pos].count = 8;
  18622. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18623. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18624. }
  18625. break;
  18626. default:
  18627. ShowError("unknown unit layout at skill %d\n",i);
  18628. break;
  18629. }
  18630. }
  18631. if (!skill_unit_layout[pos].count)
  18632. continue;
  18633. for (j=0;j<MAX_SKILL_LEVEL;j++)
  18634. skill->unit_layout_type[j] = pos;
  18635. pos++;
  18636. }
  18637. // firewall and icewall have 8 layouts (direction-dependent)
  18638. firewall_unit_pos = pos;
  18639. for (i=0;i<8;i++) {
  18640. if (i&1) {
  18641. skill_unit_layout[pos].count = 5;
  18642. if (i&0x2) {
  18643. int dx[] = {-1,-1, 0, 0, 1};
  18644. int dy[] = { 1, 0, 0,-1,-1};
  18645. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18646. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18647. } else {
  18648. int dx[] = { 1, 1 ,0, 0,-1};
  18649. int dy[] = { 1, 0, 0,-1,-1};
  18650. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18651. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18652. }
  18653. } else {
  18654. skill_unit_layout[pos].count = 3;
  18655. if (i%4==0) {
  18656. int dx[] = {-1, 0, 1};
  18657. int dy[] = { 0, 0, 0};
  18658. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18659. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18660. } else {
  18661. int dx[] = { 0, 0, 0};
  18662. int dy[] = {-1, 0, 1};
  18663. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18664. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18665. }
  18666. }
  18667. pos++;
  18668. }
  18669. icewall_unit_pos = pos;
  18670. for (i=0;i<8;i++) {
  18671. skill_unit_layout[pos].count = 5;
  18672. if (i&1) {
  18673. if (i&0x2) {
  18674. int dx[] = {-2,-1, 0, 1, 2};
  18675. int dy[] = { 2, 1, 0,-1,-2};
  18676. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18677. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18678. } else {
  18679. int dx[] = { 2, 1 ,0,-1,-2};
  18680. int dy[] = { 2, 1, 0,-1,-2};
  18681. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18682. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18683. }
  18684. } else {
  18685. if (i%4==0) {
  18686. int dx[] = {-2,-1, 0, 1, 2};
  18687. int dy[] = { 0, 0, 0, 0, 0};
  18688. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18689. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18690. } else {
  18691. int dx[] = { 0, 0, 0, 0, 0};
  18692. int dy[] = {-2,-1, 0, 1, 2};
  18693. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18694. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18695. }
  18696. }
  18697. pos++;
  18698. }
  18699. earthstrain_unit_pos = pos;
  18700. for( i = 0; i < 8; i++ )
  18701. { // For each Direction
  18702. skill_unit_layout[pos].count = 15;
  18703. switch( i )
  18704. {
  18705. case 0: case 1: case 3: case 4: case 5: case 7:
  18706. {
  18707. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18708. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18709. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18710. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18711. }
  18712. break;
  18713. case 2:
  18714. case 6:
  18715. {
  18716. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18717. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  18718. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18719. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18720. }
  18721. break;
  18722. }
  18723. pos++;
  18724. }
  18725. firerain_unit_pos = pos;
  18726. for( i = 0; i < 8; i++ ) {
  18727. skill_unit_layout[pos].count = 3;
  18728. switch( i ) {
  18729. case 0: case 1: case 3: case 4: case 5: case 7:
  18730. {
  18731. static const int dx[] = {-1, 0, 1};
  18732. static const int dy[] = { 0, 0, 0};
  18733. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18734. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18735. }
  18736. break;
  18737. case 2:
  18738. case 6:
  18739. {
  18740. static const int dx[] = { 0, 0, 0};
  18741. static const int dy[] = {-1, 0, 1};
  18742. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  18743. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  18744. }
  18745. break;
  18746. }
  18747. pos++;
  18748. }
  18749. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  18750. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18751. }
  18752. void skill_init_nounit_layout (void) {
  18753. int i, pos = 0;
  18754. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  18755. overbrand_nounit_pos = pos;
  18756. for( i = 0; i < 8; i++ ) {
  18757. if( i&1 ) {
  18758. skill_nounit_layout[pos].count = 33;
  18759. if( i&2 ) {
  18760. if( i&4 ) { // 7
  18761. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18762. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18763. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18764. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18765. } else { // 3
  18766. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18767. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18768. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18769. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18770. }
  18771. } else {
  18772. if( i&4 ) { // 5
  18773. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  18774. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  18775. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18776. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18777. } else { // 1
  18778. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  18779. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  18780. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18781. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18782. }
  18783. }
  18784. } else {
  18785. skill_nounit_layout[pos].count = 21;
  18786. if( i&2 ) {
  18787. if( i&4 ) { // 6
  18788. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  18789. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18790. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18791. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18792. } else { // 2
  18793. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  18794. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  18795. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18796. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18797. }
  18798. } else {
  18799. if( i&4 ) { // 4
  18800. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18801. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  18802. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18803. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18804. } else { // 0
  18805. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  18806. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  18807. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18808. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18809. }
  18810. }
  18811. }
  18812. pos++;
  18813. }
  18814. overbrand_brandish_nounit_pos = pos;
  18815. for( i = 0; i < 8; i++ ) {
  18816. if( i&1 ) {
  18817. skill_nounit_layout[pos].count = 74;
  18818. if( i&2 ) {
  18819. if( i&4 ) { // 7
  18820. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18821. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  18822. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  18823. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18824. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18825. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18826. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18827. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18828. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18829. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18830. } else { // 3
  18831. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18832. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18833. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18834. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18835. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18836. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18837. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18838. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18839. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18840. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18841. }
  18842. } else {
  18843. if( i&4 ) { // 5
  18844. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18845. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18846. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18847. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18848. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18849. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18850. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18851. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18852. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18853. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18854. } else { // 1
  18855. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18856. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18857. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18858. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18859. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18860. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18861. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18862. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18863. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18864. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18865. }
  18866. }
  18867. } else {
  18868. skill_nounit_layout[pos].count = 44;
  18869. if( i&2 ) {
  18870. if( i&4 ) { // 6
  18871. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  18872. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18873. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18874. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18875. } else { // 2
  18876. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  18877. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  18878. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18879. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18880. }
  18881. } else {
  18882. if( i&4 ) { // 4
  18883. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18884. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18885. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18886. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18887. } else { // 0
  18888. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18889. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  18890. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18891. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18892. }
  18893. }
  18894. }
  18895. pos++;
  18896. }
  18897. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18898. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18899. }
  18900. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18901. struct status_change *sc = status_get_sc(bl);
  18902. if( !sc || !bl || !skill_id )
  18903. return 0; // Can do it
  18904. switch (type) {
  18905. case SC_ANKLE:
  18906. if (skill_id == AL_TELEPORT)
  18907. return 1;
  18908. break;
  18909. case SC_STASIS:
  18910. if (bl->type == BL_PC && !skill_get_inf2(skill_id, INF2_IGNORESTASIS))
  18911. return 1; // Can't do it.
  18912. break;
  18913. case SC_KAGEHUMI:
  18914. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  18915. return 1;
  18916. case SC_BITE:
  18917. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  18918. return 1;
  18919. break;
  18920. }
  18921. return 0;
  18922. }
  18923. /* Determines whether a skill is currently active or not
  18924. * Used for purposes of cancelling SP usage when disabling a skill
  18925. */
  18926. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18927. {
  18928. switch( skill_id ) { //HP & SP Consumption Check
  18929. case BS_MAXIMIZE:
  18930. case NV_TRICKDEAD:
  18931. case TF_HIDING:
  18932. case AS_CLOAKING:
  18933. case GC_CLOAKINGEXCEED:
  18934. case ST_CHASEWALK:
  18935. case CR_DEFENDER:
  18936. case CR_SHRINK:
  18937. case CR_AUTOGUARD:
  18938. case ML_DEFENDER:
  18939. case ML_AUTOGUARD:
  18940. case PA_GOSPEL:
  18941. case GS_GATLINGFEVER:
  18942. case TK_READYCOUNTER:
  18943. case TK_READYDOWN:
  18944. case TK_READYSTORM:
  18945. case TK_READYTURN:
  18946. case TK_RUN:
  18947. case SG_FUSION:
  18948. case KO_YAMIKUMO:
  18949. case RA_WUGDASH:
  18950. case RA_CAMOUFLAGE:
  18951. if( sc->data[status_skill2sc(skill_id)] )
  18952. return 1;
  18953. break;
  18954. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18955. case NC_NEUTRALBARRIER:
  18956. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18957. return 1;
  18958. break;
  18959. case NC_STEALTHFIELD:
  18960. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18961. return 1;
  18962. break;
  18963. }
  18964. return 0;
  18965. }
  18966. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18967. int type = 0;
  18968. switch( skill_id ) {
  18969. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18970. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18971. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18972. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18973. }
  18974. type += skill_lv - 1;
  18975. return type;
  18976. }
  18977. /**
  18978. * Check before do `unit_movepos` call
  18979. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  18980. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  18981. **/
  18982. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  18983. struct status_change *sc;
  18984. nullpo_retr(false, bl);
  18985. struct map_data *mapdata = map_getmapdata(bl->m);
  18986. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  18987. return false;
  18988. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  18989. return false;
  18990. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  18991. return false;
  18992. sc = status_get_sc(bl);
  18993. if (sc && sc->data[SC_SV_ROOTTWIST])
  18994. return false;
  18995. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  18996. }
  18997. /**
  18998. * Get skill duration after adjustments by skill_duration mapflag
  18999. * @param mapdata: Source map data
  19000. * @param skill_id: Skill ID
  19001. * @param skill_lv: Skill level
  19002. * @return Adjusted skill duration
  19003. */
  19004. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  19005. int time = 0;
  19006. if (!(time = skill_get_time(skill_id, skill_lv)))
  19007. return 0;
  19008. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  19009. return time / 100 * mapdata->skill_duration[skill_id];
  19010. return time;
  19011. }
  19012. const std::string SkillDatabase::getDefaultLocation() {
  19013. return std::string(db_path) + "/skill_db.yml";
  19014. }
  19015. template<typename T, size_t S> bool SkillDatabase::parseNode(std::string nodeName, std::string subNodeName, YAML::Node node, T (&arr)[S]) {
  19016. int32 value;
  19017. if (node[nodeName].IsScalar()) {
  19018. if (!this->asInt32(node, nodeName, value))
  19019. return false;
  19020. for (size_t i = 0; i < S; i++)
  19021. arr[i] = value;
  19022. } else {
  19023. for (const YAML::Node &it : node[nodeName]) {
  19024. uint16 skill_lv;
  19025. if (!this->asUInt16(it, "Level", skill_lv))
  19026. continue;
  19027. if (skill_lv > MAX_SKILL_LEVEL) {
  19028. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  19029. return false;
  19030. }
  19031. if (!this->asInt32(it, subNodeName, value))
  19032. continue;
  19033. arr[skill_lv - 1] = value;
  19034. }
  19035. }
  19036. return true;
  19037. }
  19038. /**
  19039. * Reads and parses an entry from the skill_db.
  19040. * @param node: YAML node containing the entry.
  19041. * @return count of successfully parsed rows
  19042. */
  19043. uint64 SkillDatabase::parseBodyNode(const YAML::Node &node) {
  19044. uint16 skill_id;
  19045. if (!this->asUInt16(node, "Id", skill_id))
  19046. return 0;
  19047. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  19048. bool exists = skill != nullptr;
  19049. if (!exists) {
  19050. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  19051. return 0;
  19052. skill = std::make_shared<s_skill_db>();
  19053. skill->nameid = skill_id;
  19054. }
  19055. if (this->nodeExists(node, "Name")) {
  19056. std::string name;
  19057. if (!this->asString(node, "Name", name))
  19058. return 0;
  19059. name.resize(SKILL_NAME_LENGTH);
  19060. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  19061. }
  19062. if (this->nodeExists(node, "Description")) {
  19063. std::string name;
  19064. if (!this->asString(node, "Description", name))
  19065. return 0;
  19066. name.resize(SKILL_DESC_LENGTH);
  19067. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  19068. }
  19069. if (this->nodeExists(node, "MaxLevel")) {
  19070. uint16 skill_lv;
  19071. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  19072. return 0;
  19073. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  19074. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  19075. return 0;
  19076. }
  19077. skill->max = skill_lv;
  19078. }
  19079. if (this->nodeExists(node, "Type")) {
  19080. std::string type;
  19081. if (!this->asString(node, "Type", type))
  19082. return 0;
  19083. std::string type_constant = "BF_" + type;
  19084. int64 constant;
  19085. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19086. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  19087. return 0;
  19088. }
  19089. if (constant < BF_NONE || constant > BF_MISC) {
  19090. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  19091. return 0;
  19092. }
  19093. skill->skill_type = static_cast<e_battle_flag>(constant);
  19094. } else {
  19095. if (!exists)
  19096. skill->skill_type = BF_NONE;
  19097. }
  19098. if (this->nodeExists(node, "TargetType")) {
  19099. std::string inf;
  19100. if (!this->asString(node, "TargetType", inf))
  19101. return 0;
  19102. std::string inf_constant = "INF_" + inf + "_SKILL";
  19103. int64 constant;
  19104. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  19105. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  19106. return 0;
  19107. }
  19108. skill->inf = static_cast<uint16>(constant);
  19109. }
  19110. if (this->nodeExists(node, "DamageFlags")) {
  19111. const YAML::Node &damageNode = node["DamageFlags"];
  19112. for (const auto &it : damageNode) {
  19113. std::string nk = it.first.as<std::string>(), nk_constant = "NK_" + nk;
  19114. int64 constant;
  19115. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  19116. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  19117. return 0;
  19118. }
  19119. bool active;
  19120. if (!this->asBool(damageNode, nk, active))
  19121. return 0;
  19122. if (active)
  19123. skill->nk.set(static_cast<uint8>(constant));
  19124. else
  19125. skill->nk.reset(static_cast<uint8>(constant));
  19126. }
  19127. }
  19128. if (this->nodeExists(node, "Flags")) {
  19129. const YAML::Node &infoNode = node["Flags"];
  19130. for (const auto &it : infoNode) {
  19131. std::string inf2 = it.first.as<std::string>(), inf2_constant = "INF2_" + inf2;
  19132. int64 constant;
  19133. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  19134. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  19135. continue;
  19136. }
  19137. bool active;
  19138. if (!this->asBool(infoNode, inf2, active))
  19139. return 0;
  19140. if (active)
  19141. skill->inf2.set(static_cast<uint8>(constant));
  19142. else
  19143. skill->inf2.reset(static_cast<uint8>(constant));
  19144. }
  19145. }
  19146. if (this->nodeExists(node, "Range")) {
  19147. if (!this->parseNode("Range", "Size", node, skill->range))
  19148. return 0;
  19149. } else {
  19150. if (!exists)
  19151. memset(skill->range, 0, sizeof(skill->range));
  19152. }
  19153. if (this->nodeExists(node, "Hit")) {
  19154. std::string hit;
  19155. if (!this->asString(node, "Hit", hit))
  19156. return 0;
  19157. std::string hit_constant = "DMG_" + hit;
  19158. int64 constant;
  19159. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  19160. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  19161. return 0;
  19162. }
  19163. skill->hit = static_cast<e_damage_type>(constant);
  19164. } else {
  19165. if (!exists)
  19166. skill->hit = DMG_NORMAL;
  19167. }
  19168. if (this->nodeExists(node, "HitCount")) {
  19169. if (!this->parseNode("HitCount", "Count", node, skill->num))
  19170. return 0;
  19171. } else {
  19172. if (!exists)
  19173. memset(skill->num, 0, sizeof(skill->num));
  19174. }
  19175. if (this->nodeExists(node, "Element")) {
  19176. const YAML::Node &elementNode = node["Element"];
  19177. std::string element;
  19178. if (elementNode.IsScalar()) {
  19179. if (!this->asString(node, "Element", element))
  19180. return 0;
  19181. std::string element_constant = "ELE_" + element;
  19182. int64 constant;
  19183. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19184. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19185. return 0;
  19186. }
  19187. if (constant == ELE_NONE) {
  19188. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19189. return 0;
  19190. }
  19191. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  19192. } else {
  19193. for (const YAML::Node &it : elementNode) {
  19194. uint16 skill_lv;
  19195. if (!this->asUInt16(it, "Level", skill_lv))
  19196. continue;
  19197. if (skill_lv > MAX_SKILL_LEVEL) {
  19198. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  19199. return false;
  19200. }
  19201. if (!this->asString(it, "Element", element))
  19202. continue;
  19203. std::string element_constant = "ELE_" + element;
  19204. int64 constant;
  19205. if (!script_get_constant(element_constant.c_str(), &constant)) {
  19206. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  19207. return 0;
  19208. }
  19209. if (constant == ELE_NONE) {
  19210. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  19211. return 0;
  19212. }
  19213. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  19214. }
  19215. }
  19216. } else {
  19217. if (!exists)
  19218. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  19219. }
  19220. if (this->nodeExists(node, "SplashArea")) {
  19221. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  19222. return 0;
  19223. } else {
  19224. if (!exists)
  19225. memset(skill->splash, 0, sizeof(skill->splash));
  19226. }
  19227. if (this->nodeExists(node, "ActiveInstance")) {
  19228. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  19229. return 0;
  19230. } else {
  19231. if (!exists)
  19232. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  19233. }
  19234. if (this->nodeExists(node, "Knockback")) {
  19235. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  19236. return 0;
  19237. } else {
  19238. if (!exists)
  19239. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  19240. }
  19241. if (this->nodeExists(node, "CopyFlags")) {
  19242. const YAML::Node &copyNode = node["CopyFlags"];
  19243. if (this->nodeExists(copyNode, "Skill")) {
  19244. const YAML::Node &copyskillNode = copyNode["Skill"];
  19245. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  19246. bool active;
  19247. if (!this->asBool(copyskillNode, "Plagiarism", active))
  19248. return 0;
  19249. if (active)
  19250. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  19251. else
  19252. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  19253. }
  19254. if (this->nodeExists(copyskillNode, "Reproduce")) {
  19255. bool active;
  19256. if (!this->asBool(copyskillNode, "Reproduce", active))
  19257. return 0;
  19258. if (active)
  19259. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  19260. else
  19261. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  19262. }
  19263. } else {
  19264. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  19265. return 0;
  19266. }
  19267. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  19268. const YAML::Node &copyreqNode = copyNode["RemoveRequirement"];
  19269. for (const auto &it : copyreqNode) {
  19270. std::string req = it.first.as<std::string>(), req_constant = "SKILL_REQ_" + req;
  19271. int64 constant;
  19272. if (!script_get_constant(req_constant.c_str(), &constant)) {
  19273. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  19274. return 0;
  19275. }
  19276. skill->copyable.req_opt |= constant;
  19277. }
  19278. } else {
  19279. if (!exists)
  19280. skill->copyable.req_opt = 0;
  19281. }
  19282. }
  19283. if (this->nodeExists(node, "NoNearNpc")) {
  19284. const YAML::Node &npcNode = node["NoNearNpc"];
  19285. if (this->nodeExists(npcNode, "AdditionalRange")) {
  19286. uint16 range;
  19287. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  19288. return 0;
  19289. skill->unit_nonearnpc_range = range;
  19290. } else {
  19291. if (!exists)
  19292. skill->unit_nonearnpc_range = 0;
  19293. }
  19294. if (this->nodeExists(npcNode, "Type")) {
  19295. const YAML::Node &npctypeNode = npcNode["Type"];
  19296. for (const auto &it : npctypeNode) {
  19297. std::string type = it.first.as<std::string>(), type_constant = "SKILL_NONEAR_" + type;
  19298. int64 constant;
  19299. if (!script_get_constant(type_constant.c_str(), &constant)) {
  19300. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  19301. return 0;
  19302. }
  19303. bool active;
  19304. if (!this->asBool(npctypeNode, type, active))
  19305. return 0;
  19306. if (active)
  19307. skill->unit_nonearnpc_type |= constant;
  19308. else
  19309. skill->unit_nonearnpc_type &= ~constant;
  19310. }
  19311. } else {
  19312. if (!exists)
  19313. skill->unit_nonearnpc_type = 0;
  19314. }
  19315. }
  19316. if (this->nodeExists(node, "CastCancel")) {
  19317. bool active;
  19318. if (!this->asBool(node, "CastCancel", active))
  19319. return 0;
  19320. skill->castcancel = active;
  19321. } else {
  19322. if (!exists)
  19323. skill->castcancel = false;
  19324. }
  19325. if (this->nodeExists(node, "CastDefenseReduction")) {
  19326. uint16 reduction;
  19327. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  19328. return 0;
  19329. skill->cast_def_rate = reduction;
  19330. } else {
  19331. if (!exists)
  19332. skill->cast_def_rate = 0;
  19333. }
  19334. if (this->nodeExists(node, "CastTime")) {
  19335. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  19336. return 0;
  19337. } else {
  19338. if (!exists)
  19339. memset(skill->cast, 0, sizeof(skill->cast));
  19340. }
  19341. if (this->nodeExists(node, "AfterCastActDelay")) {
  19342. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  19343. return 0;
  19344. } else {
  19345. if (!exists)
  19346. memset(skill->delay, 0, sizeof(skill->delay));
  19347. }
  19348. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  19349. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  19350. return 0;
  19351. } else {
  19352. if (!exists)
  19353. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  19354. }
  19355. if (this->nodeExists(node, "Duration1")) {
  19356. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  19357. return 0;
  19358. } else {
  19359. if (!exists)
  19360. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  19361. }
  19362. if (this->nodeExists(node, "Duration2")) {
  19363. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  19364. return 0;
  19365. } else {
  19366. if (!exists)
  19367. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  19368. }
  19369. if (this->nodeExists(node, "Cooldown")) {
  19370. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  19371. return 0;
  19372. } else {
  19373. if (!exists)
  19374. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  19375. }
  19376. #ifdef RENEWAL_CAST
  19377. if (this->nodeExists(node, "FixedCastTime")) {
  19378. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  19379. return 0;
  19380. } else {
  19381. if (!exists)
  19382. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  19383. }
  19384. #endif
  19385. if (this->nodeExists(node, "CastTimeFlags")) {
  19386. const YAML::Node &castNode = node["CastTimeFlags"];
  19387. for (const auto &it : castNode) {
  19388. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19389. int64 constant;
  19390. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19391. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  19392. return 0;
  19393. }
  19394. bool active;
  19395. if (!this->asBool(castNode, flag, active))
  19396. return 0;
  19397. if (active)
  19398. skill->castnodex |= constant;
  19399. else
  19400. skill->castnodex &= ~constant;
  19401. }
  19402. }
  19403. if (this->nodeExists(node, "CastDelayFlags")) {
  19404. const YAML::Node &castNode = node["CastDelayFlags"];
  19405. for (const auto &it : castNode) {
  19406. std::string flag = it.first.as<std::string>(), flag_constant = "SKILL_CAST_" + flag;
  19407. int64 constant;
  19408. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19409. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  19410. return 0;
  19411. }
  19412. bool active;
  19413. if (!this->asBool(castNode, flag, active))
  19414. return 0;
  19415. if (active)
  19416. skill->castnodex |= constant;
  19417. else
  19418. skill->castnodex &= ~constant;
  19419. }
  19420. }
  19421. if (this->nodeExists(node, "Requires")) {
  19422. const YAML::Node &requireNode = node["Requires"];
  19423. if (this->nodeExists(requireNode, "HpCost")) {
  19424. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  19425. return 0;
  19426. } else {
  19427. if (!exists)
  19428. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  19429. }
  19430. if (this->nodeExists(requireNode, "SpCost")) {
  19431. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  19432. return 0;
  19433. } else {
  19434. if (!exists)
  19435. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  19436. }
  19437. if (this->nodeExists(requireNode, "HpRateCost")) {
  19438. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  19439. return 0;
  19440. } else {
  19441. if (!exists)
  19442. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  19443. }
  19444. if (this->nodeExists(requireNode, "SpRateCost")) {
  19445. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  19446. return 0;
  19447. } else {
  19448. if (!exists)
  19449. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  19450. }
  19451. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  19452. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  19453. return 0;
  19454. } else {
  19455. if (!exists)
  19456. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  19457. }
  19458. if (this->nodeExists(requireNode, "ZenyCost")) {
  19459. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  19460. return 0;
  19461. } else {
  19462. if (!exists)
  19463. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  19464. }
  19465. if (this->nodeExists(requireNode, "Weapon")) {
  19466. const YAML::Node &weaponNode = requireNode["Weapon"];
  19467. if (this->nodeExists(weaponNode, "All")) {
  19468. bool active;
  19469. if (!this->asBool(weaponNode, "All", active))
  19470. return 0;
  19471. if (active)
  19472. skill->require.weapon = 0;
  19473. } else {
  19474. for (const auto &it : weaponNode) {
  19475. std::string weapon = it.first.as<std::string>(), weapon_constant = "W_" + weapon;
  19476. int64 constant;
  19477. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  19478. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  19479. return 0;
  19480. }
  19481. bool active;
  19482. if (!this->asBool(weaponNode, weapon, active))
  19483. return 0;
  19484. if (active)
  19485. skill->require.weapon |= 1 << constant;
  19486. else
  19487. skill->require.weapon &= ~(1 << constant);
  19488. }
  19489. }
  19490. } else {
  19491. if (!exists)
  19492. skill->require.weapon = 0;
  19493. }
  19494. if (this->nodeExists(requireNode, "Ammo")) {
  19495. const YAML::Node &ammoNode = requireNode["Ammo"];
  19496. if (this->nodeExists(ammoNode, "None")) {
  19497. bool active;
  19498. if (!this->asBool(ammoNode, "None", active))
  19499. return 0;
  19500. if (active)
  19501. skill->require.ammo = 0;
  19502. } else {
  19503. for (const auto &it : ammoNode) {
  19504. std::string ammo = it.first.as<std::string>(), ammo_constant = "A_" + ammo;
  19505. int64 constant;
  19506. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  19507. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  19508. return 0;
  19509. }
  19510. bool active;
  19511. if (!this->asBool(ammoNode, ammo, active))
  19512. return 0;
  19513. if (active)
  19514. skill->require.ammo |= 1 << constant;
  19515. else
  19516. skill->require.ammo &= ~(1 << constant);
  19517. }
  19518. }
  19519. } else {
  19520. if (!exists)
  19521. skill->require.ammo = 0;
  19522. }
  19523. if (this->nodeExists(requireNode, "AmmoAmount")) {
  19524. if (skill->require.ammo == 0) {
  19525. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  19526. return 0;
  19527. }
  19528. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  19529. return 0;
  19530. } else {
  19531. if (!exists)
  19532. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  19533. }
  19534. if (this->nodeExists(requireNode, "State")) {
  19535. std::string state;
  19536. if (!this->asString(requireNode, "State", state))
  19537. return 0;
  19538. std::string state_constant = "ST_" + state;
  19539. int64 constant;
  19540. if (!script_get_constant(state_constant.c_str(), &constant)) {
  19541. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  19542. return 0;
  19543. }
  19544. skill->require.state = static_cast<int32>(constant);
  19545. }
  19546. if (this->nodeExists(requireNode, "Status")) {
  19547. const YAML::Node &statusNode = requireNode["Status"];
  19548. for (const auto &it : statusNode) {
  19549. std::string status = it.first.as<std::string>(), status_constant = "SC_" + status;
  19550. int64 constant;
  19551. if (!script_get_constant(status_constant.c_str(), &constant)) {
  19552. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  19553. return 0;
  19554. }
  19555. bool active;
  19556. if (!this->asBool(statusNode, status, active))
  19557. return 0;
  19558. auto status_exists = util::vector_get(skill->require.status, constant);
  19559. if (active && status_exists == skill->require.status.end())
  19560. skill->require.status.push_back(static_cast<sc_type>(constant));
  19561. else if (!active && status_exists != skill->require.status.end())
  19562. skill->require.status.erase(status_exists);
  19563. }
  19564. }
  19565. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  19566. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  19567. return 0;
  19568. } else {
  19569. if (!exists)
  19570. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  19571. }
  19572. if (this->nodeExists(requireNode, "ItemCost")) {
  19573. const YAML::Node &itemNode = requireNode["ItemCost"];
  19574. int32 count = 0;
  19575. for (const YAML::Node &it : itemNode) {
  19576. std::string item_name;
  19577. if (!this->asString(it, "Item", item_name))
  19578. continue;
  19579. struct item_data *item = itemdb_search_aegisname(item_name.c_str());
  19580. if (item == nullptr) {
  19581. this->invalidWarning(itemNode["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  19582. return 0;
  19583. }
  19584. int32 amount;
  19585. if (!this->asInt32(it, "Amount", amount))
  19586. continue;
  19587. skill->require.itemid[count] = item->nameid;
  19588. skill->require.amount[count] = amount;
  19589. count++;
  19590. }
  19591. }
  19592. if (this->nodeExists(requireNode, "Equipment")) {
  19593. const YAML::Node &equipNode = requireNode["Equipment"];
  19594. for (const auto &it : equipNode) {
  19595. std::string item_name = it.first.as<std::string>();
  19596. struct item_data *item = itemdb_search_aegisname(item_name.c_str());
  19597. if (item == nullptr) {
  19598. this->invalidWarning(equipNode, "Requires Equipment %s does not exist.\n", item_name.c_str());
  19599. return 0;
  19600. }
  19601. bool active;
  19602. if (!this->asBool(equipNode, item_name, active))
  19603. return 0;
  19604. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  19605. if (active && equip_exists == skill->require.eqItem.end())
  19606. skill->require.eqItem.push_back(item->nameid);
  19607. else if (!active && equip_exists != skill->require.eqItem.end())
  19608. skill->require.eqItem.erase(equip_exists);
  19609. }
  19610. }
  19611. }
  19612. if (this->nodeExists(node, "Unit")) {
  19613. const YAML::Node &unitNode = node["Unit"];
  19614. if (this->nodeExists(unitNode, "Id")) {
  19615. std::string unit;
  19616. if (!this->asString(unitNode, "Id", unit))
  19617. return 0;
  19618. std::string unit_constant = "UNT_" + unit;
  19619. int64 constant;
  19620. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  19621. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  19622. return 0;
  19623. }
  19624. skill->unit_id = static_cast<uint16>(constant);
  19625. } else {
  19626. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  19627. return 0;
  19628. }
  19629. if (this->nodeExists(unitNode, "AlternateId")) {
  19630. std::string unit;
  19631. if (!this->asString(unitNode, "AlternateId", unit))
  19632. return 0;
  19633. std::string unit_constant = "UNT_" + unit;
  19634. int64 constant;
  19635. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  19636. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  19637. return 0;
  19638. }
  19639. skill->unit_id2 = static_cast<uint16>(constant);
  19640. } else {
  19641. if (!exists)
  19642. skill->unit_id2 = 0;
  19643. }
  19644. if (this->nodeExists(unitNode, "Layout")) {
  19645. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  19646. return 0;
  19647. } else {
  19648. if (!exists)
  19649. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  19650. }
  19651. if (this->nodeExists(unitNode, "Range")) {
  19652. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  19653. return 0;
  19654. } else {
  19655. if (!exists)
  19656. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  19657. }
  19658. if (this->nodeExists(unitNode, "Interval")) {
  19659. int16 interval;
  19660. if (!this->asInt16(unitNode, "Interval", interval))
  19661. return 0;
  19662. skill->unit_interval = interval;
  19663. } else {
  19664. if (!exists)
  19665. skill->unit_interval = 0;
  19666. }
  19667. if (this->nodeExists(unitNode, "Target")) {
  19668. std::string target;
  19669. if (!this->asString(unitNode, "Target", target))
  19670. return 0;
  19671. std::string target_constant = "BCT_" + target;
  19672. int64 constant;
  19673. if (!script_get_constant(target_constant.c_str(), &constant)) {
  19674. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  19675. return 0;
  19676. }
  19677. skill->unit_target = static_cast<int32>(constant);
  19678. } else {
  19679. if (!exists)
  19680. skill->unit_target = BCT_ALL;
  19681. }
  19682. if (this->nodeExists(unitNode, "Flag")) {
  19683. const YAML::Node &flagNode = unitNode["Flag"];
  19684. for (const auto &it : flagNode) {
  19685. std::string flag = it.first.as<std::string>(), flag_constant = "UF_" + flag;
  19686. int64 constant;
  19687. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  19688. this->invalidWarning(flagNode, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  19689. return 0;
  19690. }
  19691. bool active;
  19692. if (!this->asBool(flagNode, flag, active))
  19693. return 0;
  19694. if (active)
  19695. skill->unit_flag.set(static_cast<uint8>(constant));
  19696. else
  19697. skill->unit_flag.reset(static_cast<uint8>(constant));
  19698. }
  19699. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  19700. skill->unit_target = BCT_NOENEMY;
  19701. // By default, target just characters.
  19702. skill->unit_target |= BL_CHAR;
  19703. if (skill->unit_flag[UF_NOPC])
  19704. skill->unit_target &= ~BL_PC;
  19705. if (skill->unit_flag[UF_NOMOB])
  19706. skill->unit_target &= ~BL_MOB;
  19707. if (skill->unit_flag[UF_SKILL])
  19708. skill->unit_target |= BL_SKILL;
  19709. } else {
  19710. if (!exists){
  19711. skill->unit_flag = UF_NONE;
  19712. // By default, target just characters.
  19713. skill->unit_target |= BL_CHAR;
  19714. }
  19715. }
  19716. }
  19717. if (!exists) {
  19718. this->put(skill_id, skill);
  19719. skilldb_id2idx[skill_id] = skill_num;
  19720. skill_num++;
  19721. }
  19722. return 1;
  19723. }
  19724. void SkillDatabase::clear() {
  19725. TypesafeCachedYamlDatabase::clear();
  19726. memset(skilldb_id2idx, 0, sizeof(skilldb_id2idx));
  19727. skill_num = 0;
  19728. }
  19729. SkillDatabase skill_db;
  19730. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  19731. return std::string(db_path) + "/spellbook_db.yml";
  19732. }
  19733. /**
  19734. * Reads and parses an entry from the spellbook_db.
  19735. * @param node: YAML node containing the entry.
  19736. * @return count of successfully parsed rows
  19737. */
  19738. uint64 ReadingSpellbookDatabase::parseBodyNode(const YAML::Node &node) {
  19739. std::string skill_name;
  19740. if (!this->asString(node, "Skill", skill_name))
  19741. return 0;
  19742. uint16 skill_id = skill_name2id(skill_name.c_str());
  19743. if (skill_id == 0) {
  19744. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  19745. return 0;
  19746. }
  19747. if (!skill_get_inf(skill_id)) {
  19748. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  19749. return 0;
  19750. }
  19751. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  19752. bool exists = spell != nullptr;
  19753. if (!exists) {
  19754. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  19755. return 0;
  19756. spell = std::make_shared<s_skill_spellbook_db>();
  19757. spell->skill_id = skill_id;
  19758. }
  19759. if (this->nodeExists(node, "Book")) {
  19760. std::string book_name;
  19761. if (!this->asString(node, "Book", book_name))
  19762. return 0;
  19763. struct item_data *item = itemdb_search_aegisname(book_name.c_str());
  19764. if (item == nullptr) {
  19765. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  19766. return 0;
  19767. }
  19768. spell->nameid = item->nameid;
  19769. }
  19770. if (this->nodeExists(node, "PreservePoints")) {
  19771. uint16 points;
  19772. if (!this->asUInt16(node, "PreservePoints", points))
  19773. return 0;
  19774. spell->points = points;
  19775. }
  19776. if (!exists)
  19777. this->put(skill_id, spell);
  19778. return 1;
  19779. }
  19780. /**
  19781. * Check if the specified item is available in the spellbook_db or not
  19782. * @param nameid: Book Item ID
  19783. * @return Spell data or nullptr otherwise
  19784. */
  19785. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(int32 nameid) {
  19786. if (nameid < 1 || !itemdb_exists(nameid) || reading_spellbook_db.size() == 0)
  19787. return nullptr;
  19788. for (const auto &spell : reading_spellbook_db) {
  19789. if (spell.second->nameid == nameid)
  19790. return spell.second;
  19791. }
  19792. return nullptr;
  19793. }
  19794. const std::string ImprovisedSongDatabase::getDefaultLocation() {
  19795. return std::string(db_path) + "/improvise_db.yml";
  19796. }
  19797. /**
  19798. * Reads and parses an entry from the improvise_db.
  19799. * @param node: YAML node containing the entry.
  19800. * @return count of successfully parsed rows
  19801. */
  19802. uint64 ImprovisedSongDatabase::parseBodyNode(const YAML::Node &node) {
  19803. std::string skill_name;
  19804. if (!this->asString(node, "Skill", skill_name))
  19805. return 0;
  19806. uint16 skill_id = skill_name2id(skill_name.c_str());
  19807. if (!skill_id) {
  19808. this->invalidWarning(node["Skill"], "Invalid Improvised Song skill name \"%s\", skipping.\n", skill_name.c_str());
  19809. return 0;
  19810. }
  19811. if (!skill_get_inf(skill_id)) {
  19812. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Improvised Song.\n", skill_name.c_str());
  19813. return 0;
  19814. }
  19815. std::shared_ptr<s_skill_improvise_db> improvise = this->find(skill_id);
  19816. bool exists = improvise != nullptr;
  19817. if (!exists) {
  19818. if (!this->nodesExist(node, { "Probability" }))
  19819. return 0;
  19820. improvise = std::make_shared<s_skill_improvise_db>();
  19821. improvise->skill_id = skill_id;
  19822. }
  19823. if (this->nodeExists(node, "Probability")) {
  19824. uint16 probability;
  19825. if (!this->asUInt16Rate(node, "Probability", probability))
  19826. return 0;
  19827. improvise->per = probability;
  19828. }
  19829. if (!exists)
  19830. this->put(skill_id, improvise);
  19831. return 1;
  19832. }
  19833. const std::string MagicMushroomDatabase::getDefaultLocation() {
  19834. return std::string(db_path) + "/magicmushroom_db.yml";
  19835. }
  19836. /**
  19837. * Reads and parses an entry from the magicmushroom_db.
  19838. * @param node: YAML node containing the entry.
  19839. * @return count of successfully parsed rows
  19840. */
  19841. uint64 MagicMushroomDatabase::parseBodyNode(const YAML::Node &node) {
  19842. std::string skill_name;
  19843. if (!this->asString(node, "Skill", skill_name))
  19844. return 0;
  19845. uint16 skill_id = skill_name2id(skill_name.c_str());
  19846. if (!skill_id) {
  19847. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  19848. return 0;
  19849. }
  19850. if (!skill_get_inf(skill_id)) {
  19851. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  19852. return 0;
  19853. }
  19854. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  19855. bool exists = mushroom != nullptr;
  19856. if (!exists) {
  19857. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  19858. mushroom->skill_id = skill_id;
  19859. this->put(skill_id, mushroom);
  19860. }
  19861. return 1;
  19862. }
  19863. /** Reads skill no cast db
  19864. * Structure: SkillID,Flag
  19865. */
  19866. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  19867. {
  19868. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  19869. if (!skill)
  19870. return false;
  19871. skill->nocast |= atoi(split[1]);
  19872. return true;
  19873. }
  19874. /** Reads Produce db
  19875. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  19876. */
  19877. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  19878. {
  19879. unsigned short x, y;
  19880. unsigned short id = atoi(split[0]);
  19881. unsigned short nameid = 0;
  19882. bool found = false;
  19883. if (id >= ARRAYLENGTH(skill_produce_db)) {
  19884. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  19885. return false;
  19886. }
  19887. // Clear previous data, for importing support
  19888. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  19889. // Import just for clearing/disabling from original data
  19890. if (!(nameid = atoi(split[1]))) {
  19891. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  19892. return true;
  19893. }
  19894. if (!itemdb_exists(nameid)) {
  19895. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  19896. return false;
  19897. }
  19898. skill_produce_db[id].nameid = nameid;
  19899. skill_produce_db[id].itemlv = atoi(split[2]);
  19900. skill_produce_db[id].req_skill = atoi(split[3]);
  19901. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  19902. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  19903. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  19904. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  19905. }
  19906. if (!found)
  19907. skill_produce_count++;
  19908. return true;
  19909. }
  19910. /** Reads create arrow db
  19911. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  19912. */
  19913. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  19914. {
  19915. unsigned short x, y, i, material_id = atoi(split[0]);
  19916. if (!(itemdb_exists(material_id))) {
  19917. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  19918. return false;
  19919. }
  19920. //search if we override something, (if not i=last idx)
  19921. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  19922. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  19923. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  19924. return false;
  19925. }
  19926. // Import just for clearing/disabling from original data
  19927. if (atoi(split[1]) == 0) {
  19928. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  19929. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  19930. return true;
  19931. }
  19932. skill_arrow_db[i].nameid = material_id;
  19933. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  19934. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  19935. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  19936. }
  19937. if (i == skill_arrow_count)
  19938. skill_arrow_count++;
  19939. return true;
  19940. }
  19941. const std::string AbraDatabase::getDefaultLocation() {
  19942. return std::string(db_path) + "/abra_db.yml";
  19943. }
  19944. /**
  19945. * Reads and parses an entry from the abra_db.
  19946. * @param node: YAML node containing the entry.
  19947. * @return count of successfully parsed rows
  19948. */
  19949. uint64 AbraDatabase::parseBodyNode(const YAML::Node &node) {
  19950. std::string skill_name;
  19951. if (!this->asString(node, "Skill", skill_name))
  19952. return 0;
  19953. uint16 skill_id = skill_name2id(skill_name.c_str());
  19954. if (!skill_id) {
  19955. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  19956. return 0;
  19957. }
  19958. if (!skill_get_inf(skill_id)) {
  19959. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  19960. return 0;
  19961. }
  19962. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  19963. bool exists = abra != nullptr;
  19964. if (!exists) {
  19965. abra = std::make_shared<s_skill_abra_db>();
  19966. abra->skill_id = skill_id;
  19967. }
  19968. if (this->nodeExists(node, "Probability")) {
  19969. const YAML::Node probNode = node["Probability"];
  19970. uint16 probability;
  19971. if (probNode.IsScalar()) {
  19972. if (!this->asUInt16Rate(probNode, "Probability", probability))
  19973. return 0;
  19974. abra->per.fill(probability);
  19975. } else {
  19976. abra->per.fill(0);
  19977. for (const YAML::Node &it : probNode) {
  19978. uint16 skill_lv;
  19979. if (!this->asUInt16(it, "Level", skill_lv))
  19980. continue;
  19981. if (skill_lv > MAX_SKILL_LEVEL) {
  19982. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  19983. return 0;
  19984. }
  19985. if (!this->asUInt16Rate(it, "Probability", probability))
  19986. continue;
  19987. abra->per[skill_lv - 1] = probability;
  19988. }
  19989. }
  19990. } else {
  19991. if (!exists)
  19992. abra->per.fill(500);
  19993. }
  19994. if (!exists)
  19995. this->put(skill_id, abra);
  19996. return 1;
  19997. }
  19998. /** Reads change material db
  19999. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  20000. */
  20001. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  20002. {
  20003. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  20004. short rate = atoi(split[2]);
  20005. bool found = false;
  20006. int x, y;
  20007. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  20008. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  20009. return false;
  20010. }
  20011. // Clear previous data, for importing support
  20012. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  20013. found = true;
  20014. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20015. }
  20016. // Import just for clearing/disabling from original data
  20017. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  20018. if (nameid == 0) {
  20019. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  20020. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  20021. return true;
  20022. }
  20023. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  20024. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  20025. if (skill_produce_db[x].nameid == nameid)
  20026. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  20027. break;
  20028. }
  20029. if (x >= MAX_SKILL_PRODUCE_DB) {
  20030. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  20031. return false;
  20032. }
  20033. skill_changematerial_db[id].nameid = nameid;
  20034. skill_changematerial_db[id].rate = rate;
  20035. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  20036. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  20037. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  20038. }
  20039. if (!found)
  20040. skill_changematerial_count++;
  20041. return true;
  20042. }
  20043. /**
  20044. * Reads skill damage adjustment
  20045. * @author [Lilith]
  20046. */
  20047. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  20048. {
  20049. int64 caster_tmp;
  20050. uint16 id = 0;
  20051. int caster;
  20052. trim(split[0]);
  20053. if (ISDIGIT(split[0][0]))
  20054. id = atoi(split[0]);
  20055. else
  20056. id = skill_name2id(split[0]);
  20057. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  20058. if (!skill)
  20059. return false;
  20060. skill->damage = {};
  20061. trim(split[1]);
  20062. if (ISDIGIT(split[1][0]))
  20063. caster = atoi(split[1]);
  20064. else { // Try to parse caster as constant
  20065. if (!script_get_constant(split[1], &caster_tmp)) {
  20066. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d. Skipping.", id);
  20067. return false;
  20068. }
  20069. caster = static_cast<int>(caster_tmp);
  20070. }
  20071. skill->damage.caster |= caster;
  20072. skill->damage.map |= atoi(split[2]);
  20073. for(int offset = 3, i = 0; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  20074. skill->damage.rate[i] = cap_value(atoi(split[offset]), -100, INT_MAX);
  20075. }
  20076. return true;
  20077. }
  20078. /*===============================
  20079. * DB reading.
  20080. * skill_db.txt
  20081. * skill_require_db.txt
  20082. * skill_cast_db.txt
  20083. * skill_castnodex_db.txt
  20084. * skill_nocast_db.txt
  20085. * skill_unit_db.txt
  20086. * produce_db.txt
  20087. * create_arrow_db.txt
  20088. *------------------------------*/
  20089. static void skill_readdb(void)
  20090. {
  20091. int i;
  20092. const char* dbsubpath[] = {
  20093. "",
  20094. "/" DBIMPORT,
  20095. //add other path here
  20096. };
  20097. memset(skill_produce_db,0,sizeof(skill_produce_db));
  20098. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  20099. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  20100. skill_produce_count = skill_arrow_count = skill_changematerial_count = 0;
  20101. skill_db.load();
  20102. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  20103. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  20104. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  20105. char* dbsubpath1 = (char*)aMalloc(n1+1);
  20106. char* dbsubpath2 = (char*)aMalloc(n2+1);
  20107. if (i == 0) {
  20108. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20109. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  20110. } else {
  20111. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  20112. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  20113. }
  20114. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  20115. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  20116. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i > 0);
  20117. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  20118. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  20119. aFree(dbsubpath1);
  20120. aFree(dbsubpath2);
  20121. }
  20122. abra_db.load();
  20123. improvised_song_db.load();
  20124. magic_mushroom_db.load();
  20125. reading_spellbook_db.load();
  20126. skill_init_unit_layout();
  20127. skill_init_nounit_layout();
  20128. }
  20129. void skill_reload (void) {
  20130. struct s_mapiterator *iter;
  20131. struct map_session_data *sd;
  20132. skill_readdb();
  20133. initChangeTables(); // Re-init Status Change tables
  20134. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  20135. iter = mapit_getallusers();
  20136. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  20137. pc_validate_skill(sd);
  20138. clif_skillinfoblock(sd);
  20139. }
  20140. mapit_free(iter);
  20141. }
  20142. /*==========================================
  20143. *
  20144. *------------------------------------------*/
  20145. void do_init_skill(void)
  20146. {
  20147. skill_readdb();
  20148. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  20149. skillunit_db = idb_alloc(DB_OPT_BASE);
  20150. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  20151. bowling_db = idb_alloc(DB_OPT_BASE);
  20152. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.cpp::skill_unit_ers",ERS_CACHE_OPTIONS);
  20153. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  20154. ers_chunk_size(skill_unit_ers, 150);
  20155. ers_chunk_size(skill_timer_ers, 150);
  20156. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  20157. add_timer_func_list(skill_castend_id,"skill_castend_id");
  20158. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  20159. add_timer_func_list(skill_timerskill,"skill_timerskill");
  20160. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  20161. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  20162. }
  20163. void do_final_skill(void)
  20164. {
  20165. db_destroy(skillunit_group_db);
  20166. db_destroy(skillunit_db);
  20167. db_destroy(skillusave_db);
  20168. db_destroy(bowling_db);
  20169. ers_destroy(skill_unit_ers);
  20170. ers_destroy(skill_timer_ers);
  20171. }